AI Data Analyst Zalando

AI Data Analyst Zalando — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Object Data Management Group

    Object Data Management Group

    The Object Data Management Group (ODMG) was conceived in the summer of 1991 at a breakfast with object database vendors that was organized by Rick Cattell of Sun Microsystems. In 1998, the ODMG changed its name from the Object Database Management Group to reflect the expansion of its efforts to include specifications for both object database and object–relational mapping products. The primary goal of the ODMG was to put forward a set of specifications that allowed a developer to write portable applications for object database and object–relational mapping products. In order to do that, the data schema, programming language bindings, and data manipulation and query languages needed to be portable. Between 1993 and 2001, the ODMG published five revisions to its specification. The last revision was ODMG version 3.0, after which the group disbanded. == Major components of the ODMG 3.0 specification == Object Model. This was based on the Object Management Group's Object Model. The OMG core model was designed to be a common denominator for object request brokers, object database systems, object programming languages, etc. The ODMG designed a profile by adding components to the OMG core object model. Object Specification Languages. The ODMG Object Definition Language (ODL) was used to define the object types that conform to the ODMG Object Model. The ODMG Object Interchange Format (OIF) was used to dump and load the current state to or from a file or set of files. Object Query Language (OQL). The ODMG OQL was a declarative (nonprocedural) language for query and updating. It used SQL as a basis, where possible, though OQL supports more powerful object-oriented capabilities. C++ Language Binding. This defined a C++ binding of the ODMG ODL and a C++ Object Manipulation Language (OML). The C++ ODL was expressed as a library that provides classes and functions to implement the concepts defined in the ODMG Object Model. The C++ OML syntax and semantics are those of standard C++ in the context of the standard class library. The C++ binding also provided a mechanism to invoke OQL. Smalltalk Language Binding. This defined the mapping between the ODMG ODL and Smalltalk, which was based on the OMG Smalltalk binding for the OMG Interface Definition Language (IDL). The Smalltalk binding also provided a mechanism to invoke OQL. Java Language Binding. This defined the binding between the ODMG ODL and the Java programming language as defined by the Java 2 Platform. The Java binding also provided a mechanism to invoke OQL. == Status == ODMG 3.0 was published in book form in 2000.[1] By 2001, most of the major object database and object-relational mapping vendors claimed conformance to the ODMG Java Language Binding. Compliance to the other components of the specification was mixed.[2] In 2001, the ODMG Java Language Binding was submitted to the Java Community Process as a basis for the Java Data Objects specification. The ODMG member companies then decided to concentrate their efforts on the Java Data Objects specification. As a result, the ODMG disbanded in 2001. In 2004, the Object Management Group (OMG) was granted the right to revise the ODMG 3.0 specification as an OMG specification by the copyright holder, Morgan Kaufmann Publishers. In February 2006, the OMG announced the formation of the Object Database Technology Working Group (ODBT WG) and plans to work on the 4th generation of an object database standard. == ODMG Compliant DBMS == Orient ODBMS: http://www.OrienTechnologies.com Objectivity/DB C++, Java and Smalltalk interfaces.

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  • Computer security

    Computer security

    Computer security (also cybersecurity, digital security, or information technology (IT) security) is a subdiscipline within the field of information security. It focuses on protecting computer software, systems, and networks from threats that can lead to unauthorized information disclosure, theft, or damage to hardware, software, or data, as well as to the disruption or misdirection of the services they provide. The growing significance of computer security reflects the increasing dependence on computer systems, the Internet, and evolving wireless network standards. This reliance has expanded with the proliferation of smart devices, including smartphones, televisions, and other components of the Internet of things (IoT). As digital infrastructure becomes more embedded in everyday life, cybersecurity has emerged as a critical concern. The complexity of modern information systems—and the societal functions they underpin—has introduced new vulnerabilities. Systems that manage essential services, such as power grids, electoral processes, and finance, are particularly sensitive to security breaches. Although many aspects of computer security involve digital security, such as electronic passwords and encryption, physical security measures, such as metal locks, are still used to prevent unauthorized tampering. IT security is not a perfect subset of information security and therefore does not completely align with the security convergence schema. == Vulnerabilities and attacks == A vulnerability refers to a flaw in the structure, execution, functioning, or internal oversight of a computer or system that compromises its security. Most of the vulnerabilities that have been discovered are documented in the Common Vulnerabilities and Exposures (CVE) database. An exploitable vulnerability is one for which at least one working exploit exists. Actors maliciously seeking vulnerabilities are known as threats. Vulnerabilities can be researched, reverse-engineered, hunted, or exploited using automated tools or customized scripts. Various people or parties are vulnerable to cyberattacks; however, different groups are likely to experience different types of attacks more than others. In April 2023, the United Kingdom Department for Science, Innovation & Technology released a report on cyberattacks over the previous 12 months. They surveyed 2,263 UK businesses, 1,174 UK registered charities, and 554 education institutions. The research found that "32% of businesses and 24% of charities overall recall any breaches or attacks from the last 12 months." These figures were much higher for "medium businesses (59%), large businesses (69%), and high-income charities with £500,000 or more in annual income (56%)." Yet, although medium or large businesses are more often the victims, since larger companies have generally improved their security over the last decade, small and midsize businesses (SMBs) have also become increasingly vulnerable as they often "do not have advanced tools to defend the business." SMBs are most likely to be affected by malware, ransomware, phishing, man-in-the-middle attacks, and Denial-of Service (DoS) Attacks. Normal internet users are most likely to be affected by untargeted cyberattacks. These are where attackers indiscriminately target as many devices, services, or users as possible. They do this using techniques that take advantage of the openness of the Internet. These strategies mostly include phishing, ransomware, water holing and scanning. To secure a computer system, it is important to understand the attacks that can be made against it, and these threats can typically be classified into one of the following categories: === Backdoor === A backdoor in a computer system, a cryptosystem or an algorithm, is any secret method of bypassing normal authentication or security controls. These weaknesses may exist for many reasons, including original design or poor configuration. Due to the nature of backdoors, they are of greater concern to companies and databases as opposed to individuals. Backdoors may be added by an authorized party to allow some legitimate access or by an attacker for malicious reasons. Criminals often use malware to install backdoors, giving them remote administrative access to a system. Once they have access, cybercriminals can "modify files, steal personal information, install unwanted software, and even take control of the entire computer." Backdoors can be difficult to detect, as they often remain hidden within source code or system firmware and may require intimate knowledge of the operating system to identify. === Denial-of-service attack === Denial-of-service attacks (DoS) are designed to make a machine or network resource unavailable to its intended users. Attackers can deny service to individual victims, such as by deliberately entering an incorrect password enough consecutive times to cause the victim's account to be locked, or they may overload the capabilities of a machine or network and block all users at once. While a network attack from a single IP address can be blocked by adding a new firewall rule, many forms of distributed denial-of-service (DDoS) attacks are possible, where the attack comes from a large number of points. In this case, defending against these attacks is much more difficult. Such attacks can originate from the zombie computers of a botnet or from a range of other possible techniques, including distributed reflective denial-of-service (DRDoS), where innocent systems are fooled into sending traffic to the victim. With such attacks, the amplification factor makes the attack easier for the attacker because they have to use little bandwidth themselves. To understand why attackers may carry out these attacks, see the 'attacker motivation' section. === Physical access attacks === A direct-access attack is when an unauthorized user (an attacker) gains physical access to a computer, typically to copy data from it or steal information. Attackers may also compromise security by making operating system modifications, installing software worms, keyloggers, covert listening devices or using wireless microphones. Even when the system is protected by standard security measures, these may be bypassed by booting another operating system or tool from a CD-ROM or other bootable media. Disk encryption and the Trusted Platform Module standard are designed to prevent these attacks. Direct service attackers are related in concept to direct memory attacks which allow an attacker to gain direct access to a computer's memory. The attacks "take advantage of a feature of modern computers that allows certain devices, such as external hard drives, graphics cards, or network cards, to access the computer's memory directly." === Eavesdropping === Eavesdropping is the act of surreptitiously listening to a private computer conversation (communication), usually between hosts on a network. It typically occurs when a user connects to a network where traffic is not secured or encrypted and sends sensitive business data to a colleague, which, when listened to by an attacker, could be exploited. Data transmitted across an open network can be intercepted by an attacker using various methods. Unlike malware, direct-access attacks, or other forms of cyberattacks, eavesdropping attacks are unlikely to negatively affect the performance of networks or devices, making them difficult to notice. In fact, "the attacker does not need to have any ongoing connection to the software at all. The attacker can insert the software onto a compromised device, perhaps by direct insertion or perhaps by a virus or other malware, and then come back some time later to retrieve any data that is found or trigger the software to send the data at some determined time." Using a virtual private network (VPN), which encrypts data between two points, is one of the most common forms of protection against eavesdropping. Using the best form of encryption possible for wireless networks is best practice, as well as using HTTPS instead of an unencrypted HTTP. Programs such as Carnivore and NarusInSight have been used by the Federal Bureau of Investigation (FBI) and the NSA to eavesdrop on the systems of internet service providers. Even machines that operate as a closed system (i.e., with no contact with the outside world) can be eavesdropped upon by monitoring the faint electromagnetic transmissions generated by the hardware. TEMPEST is a specification by the NSA referring to these attacks. === Malware === Malicious software (malware) is any software code or computer program "intentionally written to harm a computer system or its users." Once present on a computer, it can leak sensitive details such as personal information, business information and passwords, can give control of the system to the attacker, and can corrupt or delete data permanently. ==== Types of malware ==== Viruses are a specific type of malware, and are normally a malicious code that hijac

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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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  • Secure environment

    Secure environment

    In computing, a secure environment is any system which implements the controlled storage and use of information. In the event of computing data loss, a secure environment is used to protect personal or confidential data. It may also be known as a trusted execution environment (TEE). Often, secure environments employ cryptography as a means to protect information. This is typically used for processing confidential or restricted information. Some secure environments employ cryptographic hashing, simply to verify that the information has not been altered since it was last modified.

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  • Molecular graphics

    Molecular graphics

    Molecular graphics is the discipline and philosophy of studying molecules and their properties through graphical representation. IUPAC limits the definition to representations on a "graphical display device". Ever since Dalton's atoms and Kekulé's benzene, there has been a rich history of hand-drawn atoms and molecules, and these representations have had an important influence on modern molecular graphics. Colour molecular graphics are often used on chemistry journal covers artistically. == History == Prior to the use of computer graphics in representing molecular structure, Robert Corey and Linus Pauling developed a system for representing atoms or groups of atoms from hard wood on a scale of 1 inch = 1 angstrom connected by a clamping device to maintain the molecular configuration. These early models also established the CPK coloring scheme that is still used today to differentiate the different types of atoms in molecular models (e.g. carbon = black, oxygen = red, nitrogen = blue, etc). This early model was improved upon in 1966 by W.L. Koltun and are now known as Corey-Pauling-Koltun (CPK) models. The earliest efforts to produce models of molecular structure was done by Project MAC using wire-frame models displayed on a cathode ray tube in the mid 1960s. In 1965, Carroll Johnson distributed the Oak Ridge thermal ellipsoid plot (ORTEP) that visualized molecules as a ball-and-stick model with lines representing the bonds between atoms and ellipsoids to represent the probability of thermal motion. Thermal ellipsoid plots quickly became the de facto standard used in the display of X-ray crystallography data, and are still in wide use today. The first practical use of molecular graphics was a simple display of the protein myoglobin using a wireframe representation in 1966 by Cyrus Levinthal and Robert Langridge working at Project MAC. Among the milestones in high-performance molecular graphics was the work of Nelson Max in "realistic" rendering of macromolecules using reflecting spheres. Initially much of the technology concentrated on high-performance 3D graphics. During the 1970s, methods for displaying 3D graphics using cathode ray tubes were developed using continuous tone computer graphics in combination with electro-optic shutter viewing devices. The first devices used an active shutter 3D system, generating different perspective views for the left and right channel to provide the illusion of three-dimensional viewing. Stereoscopic viewing glasses were designed using lead lanthanum zirconate titanate (PLZT) ceramics as electronically controlled shutter elements. Active 3D glasses require batteries and work in concert with the display to actively change the presentation by the lenses to the wearer's eyes. Many modern 3D glasses use a passive, polarized 3D system that enables the wearer to visualize 3D effects based on their own perception. Passive 3D glasses are more common today since they are less expensive. The requirements of macromolecular crystallography also drove molecular graphics because the traditional techniques of physical model-building could not scale. The first two protein structures solved by molecular graphics without the aid of the Richards' Box were built with Stan Swanson's program FIT on the Vector General graphics display in the laboratory of Edgar Meyer at Texas A&M University: First Marge Legg in Al Cotton's lab at A&M solved a second, higher-resolution structure of staph. nuclease (1975) and then Jim Hogle solved the structure of monoclinic lysozyme in 1976. A full year passed before other graphics systems were used to replace the Richards' Box for modelling into density in 3-D. Alwyn Jones' FRODO program (and later "O") were developed to overlay the molecular electron density determined from X-ray crystallography and the hypothetical molecular structure. === Timeline === == Types == === Ball-and-stick models === In the ball-and-stick model, atoms are drawn as small sphered connected by rods representing the chemical bonds between them. === Space-filling models === In the space-filling model, atoms are drawn as solid spheres to suggest the space they occupy, in proportion to their van der Waals radii. Atoms that share a bond overlap with each other. === Surfaces === In some models, the surface of the molecule is approximated and shaded to represent a physical property of the molecule, such as electronic charge density. === Ribbon diagrams === Ribbon diagrams are schematic representations of protein structure and are one of the most common methods of protein depiction used today. The ribbon shows the overall path and organization of the protein backbone in 3D, and serves as a visual framework on which to hang details of the full atomic structure, such as the balls for the oxygen atoms bound to the active site of myoglobin in the adjacent image. Ribbon diagrams are generated by interpolating a smooth curve through the polypeptide backbone. α-helices are shown as coiled ribbons or thick tubes, β-strands as arrows, and non-repetitive coils or loops as lines or thin tubes. The direction of the polypeptide chain is shown locally by the arrows, and may be indicated overall by a colour ramp along the length of the ribbon.

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  • Subpixel rendering

    Subpixel rendering

    Subpixel rendering is a method used to increase the effective resolution of a color display device. It utilizes the composition of each pixel, which consists of three subpixels of which are red, green, and blue that can each be individually addressable on the display matrix. Subpixel rendering is primarily used for text rendering on standard DPI displays. Despite the inherent color anomalies, it can also be used to render general graphics. == History == The origin of subpixel rendering as used today remains controversial. Apple Inc., IBM, and Microsoft patented various implementations that differed in technical details owing to the different purposes for which their technologies were intended. Microsoft held several patents in the United States for subpixel rendering technology used in text rendering on RGB Stripe layouts. The patents 6,219,025; 6,239,783; 6,307,566; 6,225,973; 6,243,070; 6,393,145; 6,421,054; 6,282,327; and 6,624,828 were filed between October 7, 1998, and October 7, 1999, and expired on July 30, 2019. Analysis of the patent by FreeType indicates that the patent does not cover the idea of subpixel rendering, but rather the actual filter used as a last step to balance the color. Microsoft's patent describes the smallest possible filter that distributes each subpixel value equally among the R, G, and B pixels. Any other filter will either be blurrier or will introduce color artifacts. Apple was able to use it in Mac OS X due to a patent cross-licensing agreement. == Characteristics == A single pixel on a color display is made of several subpixels, typically three arranged left-to-right as red, green, and blue (RGB). The components are readily visible with a small magnifying glass, such as a loupe. These pixel components appear as a single color to the human eye because of blurring by optics and spatial integration by nerve cells in the eye. However, the eye is much more sensitive to the location. Therefore, turning on the G and B of one pixel and the R of the next pixel to the right will produce a white dot, but it will appear to be 1/3 of a pixel to the right of the white dot that would be seen from the RGB of only the first pixel. Subpixel rendering leverages this to provide three times the horizontal resolution of the rendered image. However, it has to blur this image to produce the correct color by ensuring the same amount of red, green, and blue are turned on as when no subpixel rendering is being done. Subpixel rendering does not necessitate the use of antialiasing. It gives a smoother result regardless of whether antialiasing is used or not since it artificially increases the resolution. However, it introduces color aliasing since subpixels are colored. Subsequent filtering applied to remove the color artifacts is a form of antialiasing, although its purpose is not smoothing jagged shapes as in conventional antialiasing. Subpixel rendering requires the software to know the layout of the subpixels. The most common reason it is wrong is monitors that can be rotated 90 (or 180) degrees, though monitors are manufactured with other arrangements of the subpixels, such as BGR or in triangles, or with 4 colors like RGBW squares. On any such display the result of incorrect subpixel rendering will be worse than if no subpixel rendering was done at all (it will not produce color artifacts, but it will produce noisy edges). == Implementations == === Apple II === Steve Gibson has claimed that the Apple II, introduced in 1977, supports an early form of subpixel rendering in its high-resolution (280×192) graphics mode. The Wozniak patent only used 2 "sub-pixels". The bytes that comprise the Apple II high-resolution screen buffer contain seven visible bits (each corresponding directly to a pixel) and a flag bit used to select between purple/green or blue/orange color sets. Each pixel, since it is represented by a single bit, is either on or off; there are no bits within the pixel itself for specifying color or brightness. Color is instead created as an artifact of the NTSC color encoding scheme, determined by horizontal position: pixels with even horizontal coordinates are always purple (or blue, if the flag bit is set), and odd pixels are always green (or orange). Two lit pixels next to each other are always white, regardless of whether the pair is even/odd or odd/even, and irrespective of the value of the flag bit. This is an approximation, but it is what most programmers of the time would have in mind while working with the Apple's high-resolution mode. Gibson's example claims that because two adjacent bits form a white block, there are, in fact, two bits per pixel: one that activates the pixel's purple left half and the other that activates its green right half. If the programmer instead activates the green right half of a pixel and the purple left half of the next pixel, the result is a white block 1/2 pixel to the right, which is indeed an instance of subpixel rendering. However, it is not clear whether any programmers of the Apple II have considered the pairs of bits as pixels—instead calling each bit a pixel. The flag bit in each byte affects color by shifting pixels half a pixel-width to the right. This half-pixel shift was exploited by some graphics software, such as HRCG (High-Resolution Character Generator), an Apple utility that displayed text using the high-resolution graphics mode, to smooth diagonals. === ClearType === Microsoft announced its subpixel rendering technology, called ClearType, at COMDEX in 1998. Microsoft published a paper in May 2000, Displaced Filtering for Patterned Displays, describing the filtering behind ClearType. It was then made available in Windows XP. Still, it was not activated by default until Windows Vista, while Windows XP OEMs could and did change the default setting. === FreeType === FreeType, the library used by most current software on the X Window System, contains two open source implementations. The original implementation uses the ClearType antialiasing filters and carries the following notice: "The colour filtering algorithm of Microsoft's ClearType technology for subpixel rendering is covered by patents; for this reason, the corresponding code in FreeType is disabled by default. Note that subpixel rendering per se is prior art; using a different colour filter thus easily circumvents Microsoft's patent claims." FreeType offers a variety of color filters. Since version 2.6.2, the default filter is light, a filter that is both normalized (value sums up to 1) and color-balanced (eliminate color fringes at the cost of resolution). Since version 2.8.1, a second implementation exists, called Harmony, that "offers high quality LCD-optimized output without resorting to ClearType techniques of resolution tripling and filtering". This is the method enabled by default. When using this method, "each color channel is generated separately after shifting the glyph outline, capitalizing on the fact that the color grids on LCD panels are shifted by a third of a pixel. This output is indistinguishable from ClearType with a light 3-tap filter." Since the Harmony method does not require additional filtering, it is not covered by the ClearType patents. === CoolType === Adobe created their own subpixel renderer called CoolType, allowing them to display documents the same way across various operating systems: Windows, MacOS, Linux etc. When it was launched around the year 2001, CoolType supported a wider range of fonts than Microsoft's ClearType, which at the time was limited to TrueType fonts. In contrast, Adobe's CoolType also supported PostScript fonts (and their OpenType equivalents). === macOS === Mac OS X (later OS X, now macOS) also used subpixel rendering, as part of Quartz 2D. However, it was removed after the introduction of Retina displays. Unlike Microsoft's implementation, which favors a tight fit to the grid (font hinting) to maximize legibility, Apple's implementation prioritizes the shape of the glyphs as set out by their designer.

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  • Internet Security Awareness Training

    Internet Security Awareness Training

    Internet Security Awareness Training (ISAT) is the training given to members of an organization regarding the protection of various information assets of that organization. ISAT is a subset of general security awareness training (SAT). Even small and medium enterprises are generally recommended to provide such training, but organizations that need to comply with government regulations (e.g., the Gramm–Leach–Bliley Act, the Payment Card Industry Data Security Standard, Health Insurance Portability and Accountability Act, Sarbanes–Oxley Act) normally require formal ISAT for annually for all employees. Often such training is provided in the form of online courses. ISAT, also referred to as Security Education, Training, and Awareness (SETA), organizations train and create awareness of information security management within their environment. It is beneficial to organizations when employees are well trained and feel empowered to take important actions to protect themselves and organizational data. The SETA program target must be based on user roles within organizations and for positions that expose the organizations to increased risk levels, specialized courses must be required. == Coverage == There are general topics to cover for the training, but it is necessary for each organization to have a coverage strategy based on its needs, as this will ensure the training is practical and captures critical topics relevant to the organization. As the threat landscape changes very frequently, organizations should continuously review their training programs to ensure relevance with current trends. Topics covered in ISAT include: Appropriate methods for protecting sensitive information on personal computer systems, including password policy Various computer security concerns, including spam, malware, phishing, social engineering, etc. Consequences of failure to properly protect information, including potential job loss, economic consequences to the firm, damage to individuals whose private records are divulged, and possible civil and criminal law penalties. Being Internet Security Aware means you understand that there are people actively trying to steal data that is stored within your organization's computers. (This often focuses on user names and passwords, so that criminal elements can ultimately get access to bank accounts and other high-value IT assets.) That is why it is important to protect the assets of the organization and stop that from happening. The general scope should include topics such as password security, Email phishing, Social engineering, Mobile device security, Sensitive data security, and Business communications. In contrast, those requiring specialized knowledge are usually required to take technical and in-depth training courses. Suppose an organization determines that it is best to use one of the available training tools on the market, it must ensure it sets objectives that the training can meet, including confirming the training will provide employees with the knowledge to understand risks and the behaviors needed in managing them, actions to take to prevent or detect security incidents, using language easily understandable by the trainees, and ensuring the pricing is reasonable. Organizations are recommended to base ISAT training content on employee roles and their culture; the policy should guide that training for all employees and gave the following as examples of sources of reference materials: National Institute of Standards and Technology (NIST) Special Publication 800-50, Building an Information Technology Security Awareness and Training Program International Standards Organization (ISO) 27002:2013, Information technology—Security techniques—Code of practice for information security controls International Standards Organization (ISO) 27001:2013, Information technology — Security techniques — Information security management systems COBIT 5 Appendix F.2, Detailed Guidance: Services, Infrastructure and Applications Enabler, Security Awareness The training must focus on current threats specific to an organization and the impacts if that materializes as a result of user actions. Including practical examples and ways of dealing with scenarios help users know the appropriate measures to take. It is a good practice to periodically train customers of specific organizations on threats they face from people with malicious intentions. Coverage strategy for SAT should be driven by an organization's policy. It can help truly determine the level of depth of the training and where it should be conducted at a global level or business unit level, or a combination of both. A policy also empowers a responsible party within the organization to run the training. == Importance == Studies show that well-structured security awareness training can significantly reduce the likelihood of cyber incidents caused by human error. According to the Ponemon Institute, organizations that implement regular security training experience up to 70% fewer successful phishing attacks. Additionally, a 2023 Verizon Data Breach Investigations Report found that 74% of breaches involve the human element, highlighting the need for continuous education. Employees are key in whether organizations are breached or not; there must be a policy on creating awareness and training them on emerging threats and actions to take in safeguarding sensitive information and reporting any observed unusual activity within the corporate environment. Research has shown that SAT has helped reduce cyber-attacks within organizations, especially when it comes to phishing, as trainees learned to identify these attack modes and give them the self-assurance to take action appropriately. There is an increase in phishing attacks, and it has become increasingly important for people to understand how to these attacks work, and the actions required to prevent these and SAT has shown a significant impact on the number of successful phishing attacks against organizations. == Compliance Requirements == Various regulations and laws mandate SAT for organizations in specific industries, including the Gramm–Leach–Bliley Act (GLBA) for the financial services, the Federal Information Security Modernization Act of 2014 for federal agencies, and the European Union's General Data Protection Regulation (GDPR). === Federal Information Security Modernization Act === Employees and contractors in federal agencies are required to receive Security Awareness Training annually, and the program needs to address job-related information security risks linked that provide them with the knowledge to lessen security risks. === Health Insurance Portability and Accountability Act === The Health Insurance Portability and Accountability Act has the Security Rule, and Privacy Rule requiring the creation of a security awareness training program and ensuring employees are trained accordingly. === Payment Card Industry Data Security Standard === The Payment Card Industry Security Standards Council, the governing council for stakeholders in the payment industry, formed by American Express, Discover, JCB International, MasterCard, and Visa that developed the DSS as a requirement for the payment industry. Requirement 12.6 requires member organizations to institute a formal security awareness program. There is a published guide for organizations to adhere to when setting up the program. === US States Training Regulations === Some States mandate Security Awareness Training whiles other do not but simply recommend voluntary training. Among states that require the training for its employees include: Colorado (The Colorado Information Security Act, Colorado Revised Statutes 24-37.5-401 et seq.) Connecticut (13 FAM 301.1-1 Cyber Security Awareness Training (PS800)) Florida (Florida Statutes Chapter 282) Georgia (Executive Order GA E.O.182 mandated training within 90 days of issue) Illinois (Cook County) Indiana (IN H 1240) Louisiana (Louisiana Division of Administration, Office of Technology Services p. 52: LA H 633) Maryland (20-07 IT Security Policy) Montana (Mandatory cyber training for executive branch state employees) Nebraska Nevada (agency-by-agency state employee requirement - State Security Standard 123 – IT Security) New Hampshire New Jersey ( NJ A 1654) North Carolina Ohio (IT-15 - Security Awareness and Training) Pennsylvania Texas Utah Vermont Virginia West Virginia (WV Code Section 5A-6-4a) == Training Techniques == Below are some common training techniques, even though some can be blended depending on the operating environment: Interactive video training – This technique allows users to be trained using two-way interactive audio and video instruction. Web-based training – This method allows employees or users to take the training independently and usually has a testing component to determine if learning has taken place. If not, users can be allowed to retake the course and test to ensure there is a complete understanding

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  • E-on Vue

    E-on Vue

    Vue is a software tool for world generation by Bentley Systems, with support for many visual effects, animations, and various other features. The tool has been used in several feature-length films. In 2024, Bentley Systems announced that Vue would be discontinued, and be freely available to those that still wish to use it. == Versions == == Features == This is a list of features as of the 2023 release of Vue: === Terrains === Heightfield terrains Procedural terrains Infinite terrains Planetary terrains Real-world terrains 3D terrain sculpting Terrain export === EcoSystem Instancing Technology === Material-based EcoSystems Global EcoSystems Dynamic EcoSystems 360° EcoSystem Population Paint EcoSystem instances EcoParticles Export EcoSystem populations === Vegetation === Built-in Plant editor Compatible with PlantFactory Vegetation assets === Atmosphere, Skies and Clouds === Standard atmospheric model Spectral atmospheric model Photometric atmospheric model Atmosphere presets Procedural Volumetric 3D cloud layers Standalone 3D Metaclouds Convert meshes to Clouds Cloud morphing Import OpenVDB Export standalone and cloud layer zones to OpenVDB Export skies as HDRI === Modeling === Primitive and Feature modeling 3D Text edition tool Metablobbing Hyperblobs Export baked hyperblobs Splines Built in Road Construction toolkit Random rock generator Export rocks === Texturing and UVs === Material presets PBR Substance support Node-based procedural materials Volumetric materials and Hypertextures Stacked UVs Unwrapped UVs Ptex === Interoperability, Integration And Export === Export single assets to generic 3D formats Full scene export Integration plugins Import and Export Camera data as FBX and Nuke.chan Python API ZBrush GoZ bridge === Animation === Animate objects, materials, atmospheres, clouds, waves... Automatic wind and breeze Localized wind effects per plant / per EcoSystem population Omni and directional ventilators for local modifications of plants Time spline editor Automatic keyframe creation Automatic synchronization of cameras and lights Animation export as AfterEffects Import motion tracking information === Lighting === Global illumination, Global Radiosity, Ambient occlusion Subsurface Scattering HDRI image based lighting Point light, Quadratic point light, Spotlight, Quadratic spotlight, Directional light Use IES distribution profiles on photometric lights Area lights, light panels, light portals Physically accurate caustics computation === Rendering === Render with Ray Tracer Render with Path Tracer Stereoscopic rendering 360/180 VR Panorama Render Option Spherical panoramic rendering Tone mapping options Multipass & G-Buffer Network rendering with HyperVue / RenderCows Network rendering with RenderNodes == Users == Blue Sky Studios Digital Domain DreamWorks Animation: Kung Fu Panda Industrial Light & Magic: Indiana Jones and the Kingdom of the Crystal Skull, Pirates of the Caribbean: Dead Man's Chest Sony Pictures Imageworks Warner Bros. Interactive Entertainment Weta Digital

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  • Morphobank

    Morphobank

    MorphoBank is a web application for collaborative evolutionary research, specifically phylogenetic systematics or cladistics, on the phenotype. Historically, scientists conducting research on phylogenetic systematics have worked individually or in small groups employing traditional single-user software applications such as MacClade, Mesquite and Nexus Data Editor. As the hypotheses under study have grown more complex, large research teams have assembled to tackle the problem of discovering the Tree of Life for the estimated 4-100 million living species(Wilson 2003, pp. 77–80) and the many thousands more extinct species known from fossils. Because the phenotype is fundamentally visual, and as phenotype-based phylogenetic studies have continued to increase in size, it becomes important that observations be backed up by labeled images. Traditional desktop software applications currently in wide use do not provide robust support for team-based research or for image manipulation and storage. MorphoBank is a particularly important tool for the growing scientific field of phenomics. The development of MorphoBank, which began in 2001, has been funded by the National Science Foundation's Directorates for Geosciences, Biological Sciences and Computer and Information Science and Engineering. The significance of the scientific work on MorphoBank has been featured in the New York Times(here and here), among other publications. == Advantages == Teams of scientists studying phylogenetics to build the Tree of Life assemble large spreadsheets of observations about species (referred to as "matrices"). These teams require simultaneous access by each team member to a single and secure copy of the team's data during a scientific research project. This single copy of the data also changes with great frequency during the data collection phase. Images that can be very helpful for documenting homology statements must be displayed, labeled and shared as homology statements develop. This cannot be accomplished elegantly with a desktop software package alone because in a desktop environment each collaborator is working on his own private copy of project data. Changes made by one participant cannot automatically propagate to others, preventing collaborators from seeing each other's data edits until they are manually (and due to the effort involved, often only periodically) merged into a single "true" dataset. In all but the smallest and most disciplined of teams, file version control and the reconciliation of changes made on multiple copies of the data emerge quickly as significant drags on productivity. MorphoBank is an attempt to address these issues by leveraging the ubiquity of the web and modern web-based application techniques, including Ajax, web service layers, and rich web applications to provide a full-featured, net-accessible collaborative workspace for phylogenetic research. In particular, MorphoBank makes it easy to: Share all kinds of data with geographically separated team members, including taxonomy, character and specimen data, media (including images, video and audio), phylogenetic matrices (including data in the widely used NEXUS and TNT format) and other data such as documents and genetic sequences. Label high-resolution images using a web-based image annotation application. Collaboratively edit project data such as phylogenetic matrices using a built-in web-based matrix editor. The editor allows the linking of labeled images to individual cells of a matrix. Manage access to project data. Access ranges from full-access for team members to anonymous read-only access for potential reviewers. Publish completed project data on the web in support of a published paper with a persistent URL. Search The Encyclopedia of Life for taxon exemplar images. Store high resolution CT data Create ontologies for updating and populating matrix cells. These tasks are difficult or impossible in most existing software applications. == History == In 2001 the National Science Foundation (NSF) sponsored a workshop, at the American Museum of Natural History in New York to develop the outlines of a web-based system for a collaborative, media-rich research tool for morphological phylogenetics. An application prototype presented at the workshop was later refined with feedback from the workshop and became MorphoBank version 1.0. A grant from the US National Oceanic and Atmospheric Administration funded further revisions resulting in version 2.0, released in 2005. Current support from the NSF is funding current feature enhancements to MorphoBank. MorphoBank was hosted by Stony Brook University until late October 2021 and received back up support from the American Museum of Natural History. The current version is 3.0. Rationale for the software was described in the journal Cladistics. MorphoBank has also received support from NESCENT and the San Diego Supercomputer Center. Since 2018, MorphoBank has been supported in part by Phoenix Bioinformatics, a non-profit company founded to sustain databases for the basic sciences. A permanent move of MorphoBank from Stony Brook University to Phoenix Bioinformatics was complete in late October 2021. The San Diego Supercomputer Center has previously provided technical and hosting resources to the MorphoBank project. == Usage == MorphoBank hosts the products of peer-reviewed scientific research on phenotypes. An increasing volume of systematics data is "born digital" and MorphoBank is well suited to handle this type of material. On August 24, 2007, 62 active research projects were hosted by MorphoBank, as well as 6 completed (and published) projects. By 2017 over 2000 scientists and their students were registered content builders (users are not required to register and are even more numerous) and has more than 500 publicly available projects with approximately 80,000 images that are the products of scientific research. Over 1,500 active research projects are hosted by MorphoBank. The software has been used to assemble phylogenetic research on such groups as mammals, from bats to whales, bivalve molluscs, arachnids, fossil plants and living and extinct amniotes. It has also been used more broadly in evolutionary and paleontological research to host curated images associated with published research on lacewing insects geckos, raptor birds, dinosaurs, frogs and nematodes. MorphoBank is increasingly used in conjunction with the Paleobiology Database. Example published projects: Project 1097: Blank CE, 2013 Origin and early evolution of photosynthetic eukaryotes in freshwater environments – reinterpreting proterozoic paleobiology and biogeochemical processes in light of trait evolution Project 2520: Carvalho, T. P., R. E. Reis, and J. P. Friel, 2017 A new species of Hoplomyzon (Siluriformes: Aspredinidae) from Maracaibo Basin, Venezuela: osteological description using high-resolution Project 2651: Baron, M. G., Norman, D. B., Barrett, P. M., 2017 A new hypothesis of dinosaur relationships and early dinosaur evolution MorphoBank has been particularly important to the Assembling the Tree of Life initiative sponsored by the National Science Foundation. MorphoBank is well-suited to such projects because of its tools for merging taxonomic, character and matrix-based data, as well as its collaborative features. Highlights of this research include a collaborative matrix on mammal evolution published in Science that included over 4,000 phenomic characters scored for over 80 species, a matrix on extant baleen whales featuring nearly 600 images, and more.

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  • Soterml

    Soterml

    SoTerML (Soil and Terrain Markup Language) is a XML-based markup language for storing and exchanging soil and terrain related data. SoTerML development is being done within The e-SoTer Platform. GEOSS plans a global Earth Observation System and, within this framework, the e-SOTER project addresses the felt need for a global soil and terrain database. The Centre for Geospatial Science (Currently Nottingham Geospatial Institute) at the University of Nottingham has initiated the development since January 2009. Further development and maintenance is currently handled in National Soil Resources Institute (NSRI) at Cranfield University, UK. The role of CGS is within the development of the e-SOTER dissemination platform, which is based on INSPIRE principles. The SoTerML development included: 1. Development of a data dictionary for nomenclatures and various data sources (data and metadata). 2. Development of an exchange format/procedures from the World Reference Base 2006.

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  • Channel (digital image)

    Channel (digital image)

    Color digital images are made of pixels, and pixels are made of combinations of primary colors represented by a series of code. A channel in this context is the grayscale image of the same size as a color image, made of just one of these primary colors. For instance, an image from a standard digital camera will have a red, green and blue channel. A grayscale image has just one channel. In geographic information systems, channels are often referred to as raster bands. Another closely related concept is feature maps, which are used in convolutional neural networks. == Overview == In the digital realm, there can be any number of conventional primary colors making up an image; a channel in this case is extended to be the grayscale image based on any such conventional primary color. By extension, a channel is any grayscale image of the same dimension as and associated with the original image. Channel is a conventional term used to refer to a certain component of an image. In reality, any image format can use any algorithm internally to store images. For instance, GIF images actually refer to the color in each pixel by an index number, which refers to a table where three color components are stored. However, regardless of how a specific format stores the images, discrete color channels can always be determined, as long as a final color image can be rendered. The concept of channels is extended beyond the visible spectrum in multispectral and hyperspectral imaging. In that context, each channel corresponds to a range of wavelengths and contains spectroscopic information. The channels can have multiple widths and ranges. Three main channel types (or color models) exist, and have respective strengths and weaknesses. === RGB images === An RGB image has three channels: red, green, and blue. RGB channels roughly follow the color receptors in the human eye, and are used in computer displays and image scanners. If the RGB image is 24-bit (the industry standard as of 2005), each channel has 8 bits, for red, green, and blue—in other words, the image is composed of three images (one for each channel), where each image can store discrete pixels with conventional brightness intensities between 0 and 255. If the RGB image is 48-bit (very high color-depth), each channel has 16-bit per pixel color, that is 16-bit red, green, and blue for each per pixel. ==== RGB color sample ==== Notice how the grey trees have similar brightness in all channels, the red dress is much brighter in the red channel than in the other two, and how the green part of the picture is shown much brighter in the green channel. === YUV === YUV images are an affine transformation of the RGB colorspace, originated in broadcasting. The Y channel correlates approximately with perceived intensity, whilst the U and V channels provide colour information. === CMYK === A CMYK image has four channels: cyan, magenta, yellow, and key (black). CMYK is the standard for print, where subtractive coloring is used. A 32-bit CMYK image (the industry standard as of 2005) is made of four 8-bit channels, one for cyan, one for magenta, one for yellow, and one for key color (typically is black). 64-bit storage for CMYK images (16-bit per channel) is not common, since CMYK is usually device-dependent, whereas RGB is the generic standard for device-independent storage. ==== CMYK color sample ==== === HSV === HSV, or hue saturation value, stores color information in three channels, just like RGB, but one channel is devoted to brightness (value), and the other two convey colour information. The value channel is similar to (but not exactly the same as) the CMYK black channel, or its negative. HSV is especially useful in lossy video compression, where loss of color information is less noticeable to the human eye. == Alpha channel == The alpha channel stores transparency information—the higher the value, the more opaque that pixel is. No camera or scanner measures transparency, although physical objects certainly can possess transparency, but the alpha channel is extremely useful for compositing digital images together. Bluescreen technology involves filming actors in front of a primary color background, then setting that color to transparent, and compositing it with a background. The GIF and PNG image formats use alpha channels on the World Wide Web to merge images on web pages so that they appear to have an arbitrary shape even on a non-uniform background. == Other channels == In 3D computer graphics, multiple channels are used for additional control over material rendering; e.g., controlling specularity and so on. == Bit depth == In digitizing images, the color channels are converted to numbers. Since images contain thousands of pixels, each with multiple channels, channels are usually encoded in as few bits as possible. Typical values are 8 bits per channel or 16 bits per channel. Indexed color effectively gets rid of channels altogether to get, for instance, 3 channels into 8 bits (GIF) or 16 bits. == Optimized channel sizes == Since the brain does not necessarily perceive distinctions in each channel to the same degree as in other channels, it is possible that differing the number of bits allocated to each channel will result in more optimal storage; in particular, for RGB images, compressing the blue channel the most and the red channel the least may be better than giving equal space to each. Among other techniques, lossy video compression uses chroma subsampling to reduce the bit depth in color channels (hue and saturation), while keeping all brightness information (value in HSV). 16-bit HiColor stores red and blue in 5 bits, and green in 6 bits.

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  • Digital video effect

    Digital video effect

    Digital video effects (DVEs) are visual effects that provide comprehensive live video image manipulation, in the same form as optical printer effects in film. DVEs differ from standard video switcher effects (often referred to as analog effects) such as wipes or dissolves, in that they deal primarily with resizing, distortion or movement of the image. Modern video switchers often contain internal DVE functionality. Modern DVE devices are incorporated in high-end broadcast video switchers. Early examples of DVE devices found in the broadcast post-production industry include the Ampex Digital Optics (ADO), Quantel DPE-5000, Vital Squeezoom, NEC E-Flex and the Abekas A5x series of DVEs. By 1988, Grass Valley Group caught up with the competition with their Kaleidoscope, which integrated ADO-type effects with their widely used line of broadcast switching gear. DVEs are used by the broadcast television industry in live television production environments like television studios and outside broadcasts. They are commonly used in video post-production.

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  • Loebner Prize

    Loebner Prize

    The Loebner Prize was an annual competition in artificial intelligence that awarded prizes to the computer programs considered by the judges to be the most human-like. The format of the competition was that of a standard Turing test. In each round, a human judge simultaneously held textual conversations with a computer program and a human being via computer. Based upon the responses, the judge would attempt to determine which was which. The contest was launched in 1990 by Hugh Loebner in conjunction with the Cambridge Center for Behavioral Studies, Massachusetts, United States. In 2004 and 2005, it was held in Loebner's apartment in New York City. Within the field of artificial intelligence, the Loebner Prize is somewhat controversial; the most prominent critic, Marvin Minsky, called it a publicity stunt that does not help the field along. Beginning in 2014, it was organised by the AISB at Bletchley Park. It has also been associated with Flinders University, Dartmouth College, the Science Museum in London, University of Reading and Ulster University, Magee Campus, Derry, UK City of Culture. For the final 2019 competition, the format changed. There was no panel of judges. Instead, the chatbots were judged by the public and there were to be no human competitors. The prize has been reported as defunct as of 2020. == Prizes == Originally, $2,000 was awarded for the most human-seeming program in the competition. The prize was $3,000 in 2005 and $2,250 in 2006. In 2008, $3,000 was awarded. In addition, there were two one-time-only prizes that have never been awarded. $25,000 is offered for the first program that judges cannot distinguish from a real human and which can convince judges that the human is the computer program. $100,000 is the reward for the first program that judges cannot distinguish from a real human in a Turing test that includes deciphering and understanding text, visual, and auditory input. The competition was planned to end after the achievement of this prize. == Competition rules and restrictions == The rules varied over the years and early competitions featured restricted conversation Turing tests but since 1995 the discussion has been unrestricted. For the three entries in 2007, Robert Medeksza, Noah Duncan and Rollo Carpenter, some basic "screening questions" were used by the sponsor to evaluate the state of the technology. These included simple questions about the time, what round of the contest it is, etc.; general knowledge ("What is a hammer for?"); comparisons ("Which is faster, a train or a plane?"); and questions demonstrating memory for preceding parts of the same conversation. "All nouns, adjectives and verbs will come from a dictionary suitable for children or adolescents under the age of 12." Entries did not need to respond "intelligently" to the questions to be accepted. For the first time in 2008 the sponsor allowed introduction of a preliminary phase to the contest opening up the competition to previously disallowed web-based entries judged by a variety of invited interrogators. The available rules do not state how interrogators are selected or instructed. Interrogators (who judge the systems) have limited time: 5 minutes per entity in the 2003 competition, 20+ per pair in 2004–2007 competitions, 5 minutes to conduct simultaneous conversations with a human and the program in 2008–2009, increased to 25 minutes of simultaneous conversation since 2010. == Criticisms == The prize has long been scorned by experts in the field, for a variety of reasons. It is regarded by many as a publicity stunt. Marvin Minsky scathingly offered a "prize" to anyone who could stop the competition. Loebner responded by jokingly observing that Minsky's offering a prize to stop the competition effectively made him a co-sponsor. The rules of the competition have encouraged poorly qualified judges to make rapid judgements. Interactions between judges and competitors was originally very brief, for example effectively 2.5 mins of questioning, which permitted only a few questions. Questioning was initially restricted to a single topic of the contestant's choice, such as "whimsical conversation", a domain suiting standard chatbot tricks. Competition entrants do not aim at understanding or intelligence but resort to basic ELIZA style tricks, and successful entrants find deception and pretense is rewarded. == Contests == See article history for more details of some earlier contests. A very incomplete listing of a few of the contests: === 2003 === In 2003, the contest was organised by Professor Richard H. R. Harper and Dr. Lynne Hamill from the Digital World Research Centre at the University of Surrey. Although no bot passed the Turing test, the winner was Jabberwock, created by Juergen Pirner. Second was Elbot (Fred Roberts, Artificial Solutions). Third was Jabberwacky, (Rollo Carpenter). === 2006 === In 2006, the contest was organised by Tim Child (CEO of Televirtual) and Huma Shah. On August 30, the four finalists were announced: Rollo Carpenter Richard Churchill and Marie-Claire Jenkins Noah Duncan Robert Medeksza The contest was held on 17 September in the VR theatre, Torrington Place campus of University College London. The judges included the University of Reading's cybernetics professor, Kevin Warwick, a professor of artificial intelligence, John Barnden (specialist in metaphor research at the University of Birmingham), a barrister, Victoria Butler-Cole and a journalist, Graham Duncan-Rowe. The latter's experience of the event can be found in an article in Technology Review. The winner was 'Joan', based on Jabberwacky, both created by Rollo Carpenter. === 2007 === The 2007 competition was held on October 21 in New York City. The judges were: computer science professor Russ Abbott, philosophy professor Hartry Field, psychology assistant professor Clayton Curtis and English lecturer Scott Hutchins. No bot passed the Turing test, but the judges ranked the three contestants as follows: 1st: Robert Medeksza, creator of Ultra Hal 2nd: Noah Duncan, a private entry, creator of Cletus 3rd: Rollo Carpenter from Icogno, creator of Jabberwacky The winner received $2,250 and the annual medal. The runners-up received $250 each. === 2008 === The 2008 competition was organised by professor Kevin Warwick, coordinated by Huma Shah and held on October 12 at the University of Reading, UK. After testing by over one hundred judges during the preliminary phase, in June and July 2008, six finalists were selected from thirteen original entrant artificial conversational entities (ACEs). Five of those invited competed in the finals: Brother Jerome, Peter Cole and Benji Adams Elbot, Fred Roberts / Artificial Solutions Eugene Goostman, Vladimir Veselov, Eugene Demchenko and Sergey Ulasen Jabberwacky, Rollo Carpenter Ultra Hal, Robert Medeksza In the finals, each of the judges was given five minutes to conduct simultaneous, split-screen conversations with two hidden entities. Elbot of Artificial Solutions won the 2008 Loebner Prize bronze award, for most human-like artificial conversational entity, through fooling three of the twelve judges who interrogated it (in the human-parallel comparisons) into believing it was human. This is coming very close to the 30% traditionally required to consider that a program has actually passed the Turing test. Eugene Goostman and Ultra Hal both deceived one judge each that it was the human. Will Pavia, a journalist for The Times, has written about his experience; a Loebner finals' judge, he was deceived by Elbot and Eugene. Kevin Warwick and Huma Shah have reported on the parallel-paired Turing tests. === 2009 === The 2009 Loebner Prize Competition was held September 6, 2009, at the Brighton Centre, Brighton UK in conjunction with the Interspeech 2009 conference. The prize amount for 2009 was $3,000. Entrants were David Levy, Rollo Carpenter, and Mohan Embar, who finished in that order. The writer Brian Christian participated in the 2009 Loebner Prize Competition as a human confederate, and described his experiences at the competition in his book The Most Human Human. === 2010 === The 2010 Loebner Prize Competition was held on October 23 at California State University, Los Angeles. The 2010 competition was the 20th running of the contest. The winner was Bruce Wilcox with Suzette. === 2011 === The 2011 Loebner Prize Competition was held on October 19 at the University of Exeter, Devon, United Kingdom. The prize amount for 2011 was $4,000. The four finalists and their chatterbots were Bruce Wilcox (Rosette), Adeena Mignogna (Zoe), Mohan Embar (Chip Vivant) and Ron Lee (Tutor), who finished in that order. That year there was an addition of a panel of junior judges, namely Georgia-Mae Lindfield, William Dunne, Sam Keat and Kirill Jerdev. The results of the junior contest were markedly different from the main contest, with chatterbots Tutor and Zoe tying for first place and Chip Vivant and Rosette coming in third and fourt

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  • Split screen (computing)

    Split screen (computing)

    Split screen is a display technique in computer graphics that consists of dividing graphics and/or text into non-overlapping adjacent parts, typically as two or four rectangular areas. This allows for the simultaneous presentation of (usually) related graphical and textual information on a computer display. TV sports adopted this presentation methodology in the 1960s for instant replay. Non-dynamic split screens differ from windowing systems in that the latter allowed overlapping and freely movable parts of the screen (the "windows") to present both related and unrelated application data to the user. In contrast, split-screen views are strictly limited to fixed positions. The split screen technique can also be used to run two instances of an application, potentially allowing another user to interact with the second instance. == In operating systems == Split screen modes are used by mobile operating systems to enable computer multitasking similar to the window interface present in desktop operating systems. Android supports split screen view of two apps natively on all devices, while certain devices, such as Samsung Galaxy Z TriFold, support three sumultaneous views. Split screen functionality is not supported on iOS, but a similar feature called Split View is present in iPadOS, first introduced in 2015 with the first generation of iPad Pro. == In video games == The split screen feature is commonly used in non-networked, also known as couch co-op, video games with multiplayer options. In its most easily understood form, a split screen for a multiplayer video game is an audiovisual output device (usually a standard television for video game consoles) where the display has been divided into 2-4 equally sized areas (depending on number of players) so that the players can explore different areas simultaneously without being close to each other. This has historically been remarkably popular on consoles, which until the 2000s did not have access to the Internet or any other network and is less common today with modern support for networked console-to-console multiplayer. In competitive split-screen games, it is customarily considered cheating to look at another player's screen section to gain an advantage. === History === Split screen gaming dates back to at least the 1970s, with games such Drag Race (1977) from Kee Games in the arcades being presented in this format. It has always been a common feature of two or more player home console and computer games too, with notable titles being Kikstart II for 8-bit systems, a number of 16-bit racing games (such as Lotus Esprit Turbo Challenge and Road Rash II), and action/strategy games (such as Toejam & Earl and Lemmings), all employing a vertical or horizontal screen split for two player games. Xenophobe is notable as a three-way split screen arcade title, although on home platforms it was reduced to one or two screens. The addition of four controller ports on home consoles also ushered in more four-way split screen games, with Mario Kart 64 and Goldeneye 007 on the Nintendo 64 being two well known examples. In arcades, machines tended to move towards having a whole screen for each player, or multiple connected machines, for multiplayer. On home machines, especially in the first and third person shooter genres, multiplayer is now more common over a network or the internet rather than locally with split screen. Starting from the late 2000s, the presence of split screen multiplayer has largely been declining due to the increasing prevalence of online multiplayer, though TechRadar reported a resurgence of split screen due to support from independent studios and increased interest from the players.

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  • Object Data Management Group

    Object Data Management Group

    The Object Data Management Group (ODMG) was conceived in the summer of 1991 at a breakfast with object database vendors that was organized by Rick Cattell of Sun Microsystems. In 1998, the ODMG changed its name from the Object Database Management Group to reflect the expansion of its efforts to include specifications for both object database and object–relational mapping products. The primary goal of the ODMG was to put forward a set of specifications that allowed a developer to write portable applications for object database and object–relational mapping products. In order to do that, the data schema, programming language bindings, and data manipulation and query languages needed to be portable. Between 1993 and 2001, the ODMG published five revisions to its specification. The last revision was ODMG version 3.0, after which the group disbanded. == Major components of the ODMG 3.0 specification == Object Model. This was based on the Object Management Group's Object Model. The OMG core model was designed to be a common denominator for object request brokers, object database systems, object programming languages, etc. The ODMG designed a profile by adding components to the OMG core object model. Object Specification Languages. The ODMG Object Definition Language (ODL) was used to define the object types that conform to the ODMG Object Model. The ODMG Object Interchange Format (OIF) was used to dump and load the current state to or from a file or set of files. Object Query Language (OQL). The ODMG OQL was a declarative (nonprocedural) language for query and updating. It used SQL as a basis, where possible, though OQL supports more powerful object-oriented capabilities. C++ Language Binding. This defined a C++ binding of the ODMG ODL and a C++ Object Manipulation Language (OML). The C++ ODL was expressed as a library that provides classes and functions to implement the concepts defined in the ODMG Object Model. The C++ OML syntax and semantics are those of standard C++ in the context of the standard class library. The C++ binding also provided a mechanism to invoke OQL. Smalltalk Language Binding. This defined the mapping between the ODMG ODL and Smalltalk, which was based on the OMG Smalltalk binding for the OMG Interface Definition Language (IDL). The Smalltalk binding also provided a mechanism to invoke OQL. Java Language Binding. This defined the binding between the ODMG ODL and the Java programming language as defined by the Java 2 Platform. The Java binding also provided a mechanism to invoke OQL. == Status == ODMG 3.0 was published in book form in 2000.[1] By 2001, most of the major object database and object-relational mapping vendors claimed conformance to the ODMG Java Language Binding. Compliance to the other components of the specification was mixed.[2] In 2001, the ODMG Java Language Binding was submitted to the Java Community Process as a basis for the Java Data Objects specification. The ODMG member companies then decided to concentrate their efforts on the Java Data Objects specification. As a result, the ODMG disbanded in 2001. In 2004, the Object Management Group (OMG) was granted the right to revise the ODMG 3.0 specification as an OMG specification by the copyright holder, Morgan Kaufmann Publishers. In February 2006, the OMG announced the formation of the Object Database Technology Working Group (ODBT WG) and plans to work on the 4th generation of an object database standard. == ODMG Compliant DBMS == Orient ODBMS: http://www.OrienTechnologies.com Objectivity/DB C++, Java and Smalltalk interfaces.

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