AI Detector Deepseek

AI Detector Deepseek — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Phase correlation

    Phase correlation

    Phase correlation is an approach to estimate the relative translative offset between two similar images (digital image correlation) or other data sets. It is commonly used in image registration and relies on a frequency-domain representation of the data, usually calculated by fast Fourier transforms. The term is applied particularly to a subset of cross-correlation techniques that isolate the phase information from the Fourier-space representation of the cross-correlogram. == Example == The following image demonstrates the usage of phase correlation to determine relative translative movement between two images corrupted by independent Gaussian noise. The image was translated by (20,23) pixels. Accordingly, one can clearly see a peak in the phase-correlation representation at approximately (20,23). == Method == Given two input images g a {\displaystyle \ g_{a}} and g b {\displaystyle \ g_{b}} : Apply a window function (e.g., a Hamming window) on both images to reduce edge effects (this may be optional depending on the image characteristics). Then, calculate the discrete 2D Fourier transform of both images. G a = F { g a } , G b = F { g b } {\displaystyle \ \mathbf {G} _{a}={\mathcal {F}}\{g_{a}\},\;\mathbf {G} _{b}={\mathcal {F}}\{g_{b}\}} Calculate the cross-power spectrum by taking the complex conjugate of the second result, multiplying the Fourier transforms together elementwise, and normalizing this product elementwise. R = G a ∘ G b ∗ | G a ∘ G b ∗ | {\displaystyle \ R={\frac {\mathbf {G} _{a}\circ \mathbf {G} _{b}^{}}{|\mathbf {G} _{a}\circ \mathbf {G} _{b}^{}|}}} Where ∘ {\displaystyle \circ } is the Hadamard product (entry-wise product) and the absolute values are taken entry-wise as well. Written out entry-wise for element index ( j , k ) {\displaystyle (j,k)} : R j k = G a , j k ⋅ G b , j k ∗ | G a , j k ⋅ G b , j k ∗ | {\displaystyle \ R_{jk}={\frac {G_{a,jk}\cdot G_{b,jk}^{}}{|G_{a,jk}\cdot G_{b,jk}^{}|}}} Obtain the normalized cross-correlation by applying the inverse Fourier transform. r = F − 1 { R } {\displaystyle \ r={\mathcal {F}}^{-1}\{R\}} Determine the location of the peak in r {\displaystyle \ r} . ( Δ x , Δ y ) = arg ⁡ max ( x , y ) { r } {\displaystyle \ (\Delta x,\Delta y)=\arg \max _{(x,y)}\{r\}} === Subpixel registration === Commonly, interpolation methods are used to estimate the peak location in the cross-correlogram to non-integer values, despite the fact that the data are discrete, and this procedure is often termed 'subpixel registration'. A large variety of subpixel interpolation methods are given in the technical literature. Common peak interpolation methods such as parabolic interpolation have been used, and the OpenCV computer vision package uses a centroid-based method, though these generally have inferior accuracy compared to more sophisticated methods. Because the Fourier representation of the data has already been computed, it is especially convenient to use the Fourier shift theorem with real-valued (sub-integer) shifts for this purpose, which essentially interpolates using the sinusoidal basis functions of the Fourier transform. An especially popular FT-based estimator is given by Foroosh et al. In this method, the subpixel peak location is approximated by a simple formula involving peak pixel value and the values of its nearest neighbors, where r ( 0 , 0 ) {\displaystyle r_{(0,0)}} is the peak value and r ( 1 , 0 ) {\displaystyle r_{(1,0)}} is the nearest neighbor in the x direction (assuming, as in most approaches, that the integer shift has already been found and the comparand images differ only by a subpixel shift). Δ x = r ( 1 , 0 ) r ( 1 , 0 ) ± r ( 0 , 0 ) {\displaystyle \ \Delta x={\frac {r_{(1,0)}}{r_{(1,0)}\pm r_{(0,0)}}}} The Foroosh et al. method is quite fast compared to most methods, though it is not always the most accurate. Some methods shift the peak in Fourier space and apply non-linear optimization to maximize the correlogram peak, but these tend to be very slow since they must apply an inverse Fourier transform or its equivalent in the objective function. It is also possible to infer the peak location from phase characteristics in Fourier space without the inverse transformation, as noted by Stone. These methods usually use a linear least squares (LLS) fit of the phase angles to a planar model. The long latency of the phase angle computation in these methods is a disadvantage, but the speed can sometimes be comparable to the Foroosh et al. method depending on the image size. They often compare favorably in speed to the multiple iterations of extremely slow objective functions in iterative non-linear methods. Since all subpixel shift computation methods are fundamentally interpolative, the performance of a particular method depends on how well the underlying data conform to the assumptions in the interpolator. This fact also may limit the usefulness of high numerical accuracy in an algorithm, since the uncertainty due to interpolation method choice may be larger than any numerical or approximation error in the particular method. Subpixel methods are also particularly sensitive to noise in the images, and the utility of a particular algorithm is distinguished not only by its speed and accuracy but its resilience to the particular types of noise in the application. == Rationale == The method is based on the Fourier shift theorem. Let the two images g a {\displaystyle \ g_{a}} and g b {\displaystyle \ g_{b}} be circularly-shifted versions of each other: g b ( x , y ) = d e f g a ( ( x − Δ x ) mod M , ( y − Δ y ) mod N ) {\displaystyle \ g_{b}(x,y)\ {\stackrel {\mathrm {def} }{=}}\ g_{a}((x-\Delta x){\bmod {M}},(y-\Delta y){\bmod {N}})} (where the images are M × N {\displaystyle \ M\times N} in size). Then, the discrete Fourier transforms of the images will be shifted relatively in phase: G b ( u , v ) = G a ( u , v ) e − 2 π i ( u Δ x M + v Δ y N ) {\displaystyle \mathbf {G} _{b}(u,v)=\mathbf {G} _{a}(u,v)e^{-2\pi i({\frac {u\Delta x}{M}}+{\frac {v\Delta y}{N}})}} One can then calculate the normalized cross-power spectrum to factor out the phase difference: R ( u , v ) = G a G b ∗ | G a G b ∗ | = G a G a ∗ e 2 π i ( u Δ x M + v Δ y N ) | G a G a ∗ e 2 π i ( u Δ x M + v Δ y N ) | = G a G a ∗ e 2 π i ( u Δ x M + v Δ y N ) | G a G a ∗ | = e 2 π i ( u Δ x M + v Δ y N ) {\displaystyle {\begin{aligned}R(u,v)&={\frac {\mathbf {G} _{a}\mathbf {G} _{b}^{}}{|\mathbf {G} _{a}\mathbf {G} _{b}^{}|}}\\&={\frac {\mathbf {G} _{a}\mathbf {G} _{a}^{}e^{2\pi i({\frac {u\Delta x}{M}}+{\frac {v\Delta y}{N}})}}{|\mathbf {G} _{a}\mathbf {G} _{a}^{}e^{2\pi i({\frac {u\Delta x}{M}}+{\frac {v\Delta y}{N}})}|}}\\&={\frac {\mathbf {G} _{a}\mathbf {G} _{a}^{}e^{2\pi i({\frac {u\Delta x}{M}}+{\frac {v\Delta y}{N}})}}{|\mathbf {G} _{a}\mathbf {G} _{a}^{}|}}\\&=e^{2\pi i({\frac {u\Delta x}{M}}+{\frac {v\Delta y}{N}})}\end{aligned}}} since the magnitude of an imaginary exponential always is one, and the phase of G a G a ∗ {\displaystyle \ \mathbf {G} _{a}\mathbf {G} _{a}^{}} always is zero. The inverse Fourier transform of a complex exponential is a Dirac delta function, i.e. a single peak: r ( x , y ) = δ ( x + Δ x , y + Δ y ) {\displaystyle \ r(x,y)=\delta (x+\Delta x,y+\Delta y)} This result could have been obtained by calculating the cross correlation directly. The advantage of this method is that the discrete Fourier transform and its inverse can be performed using the fast Fourier transform, which is much faster than correlation for large images. === Benefits === Unlike many spatial-domain algorithms, the phase correlation method is resilient to noise, occlusions, and other defects typical of medical or satellite images. The method can be extended to determine rotation and scaling differences between two images by first converting the images to log-polar coordinates. Due to properties of the Fourier transform, the rotation and scaling parameters can be determined in a manner invariant to translation. === Limitations === In practice, it is more likely that g b {\displaystyle \ g_{b}} will be a simple linear shift of g a {\displaystyle \ g_{a}} , rather than a circular shift as required by the explanation above. In such cases, r {\displaystyle \ r} will not be a simple delta function, which will reduce the performance of the method. In such cases, a window function (such as a Gaussian or Tukey window) should be employed during the Fourier transform to reduce edge effects, or the images should be zero padded so that the edge effects can be ignored. If the images consist of a flat background, with all detail situated away from the edges, then a linear shift will be equivalent to a circular shift, and the above derivation will hold exactly. The peak can be sharpened by using edge or vector correlation. For periodic images (such as a chessboard or picket fence), phase correlation may yield ambiguous results with several peaks in the resulting output. == Applications == Phase correlation is the preferred m

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  • Intrapixel and Interpixel processing

    Intrapixel and Interpixel processing

    Intrapixel and Interpixel processing is used in the processing of computers graphics, as well as sensors and images in equipment such as cameras. For computer graphics, CMOS sensor processing is done in pixel level. This process includes two general categories: intrapixel processing, where the processing is performed on the individual pixel signals, and interpixel processing, where the processing is performed locally or globally on signals from several pixels. The purpose of interpixel processing is to perform early vision processing, not merely to capture images. Intrapixel and Interpixel processing is an integral part of spatial processing within the earth Mixed Spatial Attraction Model. This also includes use within hyperspectral image processing.

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  • KE Software

    KE Software

    KE Software is a formerly Australian-owned computer software company based in Manchester, United Kingdom, which specialises in collection management programs for museums, galleries and archives. The Axiell Group acquired the firm in 2014. == History == KE Software had its origins in investigations into electronic systems for managing natural science collections conducted in the late 1970s under a joint program of the University of Melbourne, the then National Museum of Victoria and the Australian Museum, which led to the development of the Titan Database in 1984. Much of the credit for the development of the project was due to the work of Martin Hallett of the Museum of Victoria which evolved into Textpress, and by 2000, the KE EMu database program. KE Software was bought by Axiell in 2014 and the team merged with the Axiell staff. Axiell continues to sell and support EMu. == Products == The firm has two main products: the Ke EMu Electronic Museum management system, a collections management system for museums; and Vitalware Vital Records Management System. The first version of Ke EMu was launched in 1997 and uses the Texpress database engine with client/server architecture on a Windows or Unix/Linux server. Ke Emu is consistent with the Dublin Core / Darwin Core standards for archive and museum catalogue metadata. "The company’s clients include the three largest museums in the world.: == KE EMu == KE EMu is considered one of the more effective and purpose-designed museum cataloguing programs. particularly in the creation of public interfaces to museum catalogue data. KE EMu was further developed in 1997 as a multilingual platform, which has been utilised in bilingual institutions such as the Canadian Museum of Civilisation. Subsequently this evolved into Texpress and KE EMu (standing for Electronic MUseum) in 2000, which is "now used across the world in natural science museums with huge collections'". KE EMu is used by a large number of museums and galleries around the world, including the Smithsonian Anthropological Collection, American Museum of Natural HistoryVancouver Art Gallery, New York Botanical Garden, the University of Chicago Research Archives, the University of Pennsylvania Museum in Philadelphia, the National Museum of Australia, the Australian Museum, Museum of Victoria, University of Melbourne Archives, and the Alexander Turnbull Library, National Library of New Zealand. There are over 300 clients, and more than 5000 users of the EMu software worldwide. The program has been described as providing "...comprehensive museum management (collection management plus other administrative needs for a museum), workflow and project management, flexible metadata, various stats and metrics, and comprehensive web interface with support for mobile devices and kiosks" == KE Vitalware == The firm's vitalware software is used by a number of governments and commercial organisations for managing and accessing large data sets, such as the birth records of the Trinidad and Tobago Registrar General, the Government of Anguilla, Ministry for Infrastructure, Communications, Utility and Housing, and the Mississippi Department of Information Technology Services. == Further development == A specialist tracking component for KE EMu has been developed by Forbes Hawkins of Museum Victoria. This enables locations to be barcoded, and data to be updated as items are moved around the stores, or between venues, display, laboratories and other locations. This system has been considered by Museums around the world. The company has been working with Australian government agencies to digitize birth deaths and marriage registers in order to cross match identity data. The program has also been used for managing the Australian Plant Disease Database and the Australian Plant Pest Database as the program "...has several features that have proven to be invaluable for a plant disease database".

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  • Fillrate

    Fillrate

    In computer graphics, a video card's pixel fillrate refers to the number of pixels that can be rendered on the screen and written to video memory in one second. Pixel fillrates are given in megapixels per second or in gigapixels per second (in the case of newer cards), and are obtained by multiplying the number of render output units (ROPs) by the clock frequency of the graphics processing unit (GPU) of a video card. A similar concept, texture fillrate, refers to the number of texture map elements (texels) the GPU can map to pixels in one second. Texture fillrate is obtained by multiplying the number of texture mapping units (TMUs) by the clock frequency of the GPU. Texture fillrates are given in mega or gigatexels per second. However, there is no full agreement on how to calculate and report fillrates. Another possible method is to multiply the number of pixel pipelines by the GPU's clock frequency. The results of these multiplications correspond to a theoretical number. The actual fillrate depends on many other factors. In the past, the fillrate has been used as an indicator of performance by video card manufacturers such as ATI and NVIDIA, however, the importance of the fillrate as a measurement of performance has declined as the bottleneck in graphics applications has shifted. For example, today, the number and speed of unified shader processing units has gained attention. Although fillrate doesn't provide a substantial bottleneck in games, it can still provide a bottleneck for certain parts of the game, for example applying a gaussian blur can be bottlenecked by fillrate. Scene complexity can be increased by overdrawing, which happens when an object is drawn to the frame buffer, and another object (such as a wall) is then drawn on top of it, covering it up. The time spent drawing the first object is thus wasted because it is not visible. When a sequence of scenes is extremely complex (many pixels have to be drawn for each scene), the frame rate for the sequence may drop. When designing graphics intensive applications, one can determine whether the application is fillrate-limited (or shader limited) by seeing if the frame rate increases dramatically when the application runs at a lower resolution or in a smaller window. Although this is not a full-proof method, modern videogame engines can dynamically reduce the level-of-detail required and thereby reducing fillrate-limited applications. The best way to find fillrate bottlenecks is to use GPU vendor software like NVIDIA Nsight Graphics, AMD Radeon GPU Profile and the Intel Graphics Performance Analyzers.

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  • Pooling layer

    Pooling layer

    In neural networks, a pooling layer is a kind of network layer that downsamples and aggregates information that is dispersed among many vectors into fewer vectors. It has several uses. It removes redundant information, thus reducing the amount of computation and memory required, which makes the model more robust to small variations in the input; and it increases the receptive field of neurons in later layers in the network. == Convolutional neural network pooling == Pooling is most commonly used in convolutional neural networks (CNN). Below is a description of pooling in 2-dimensional CNNs. The generalization to n-dimensions is immediate. As notation, we consider a tensor x ∈ R H × W × C {\displaystyle x\in \mathbb {R} ^{H\times W\times C}} , where H {\displaystyle H} is height, W {\displaystyle W} is width, and C {\displaystyle C} is the number of channels. A pooling layer outputs a tensor y ∈ R H ′ × W ′ × C ′ {\displaystyle y\in \mathbb {R} ^{H'\times W'\times C'}} . We define two variables f , s {\displaystyle f,s} called "filter size" (aka "kernel size") and "stride". Sometimes, it is necessary to use a different filter size and stride for horizontal and vertical directions. In such cases, we define 4 variables: f H , f W , s H , s W {\displaystyle f_{H},f_{W},s_{H},s_{W}} . The receptive field of an entry in the output tensor, y {\displaystyle y} , are all the entries in x {\displaystyle x} that can affect that entry. === Max pooling === Max Pooling (MaxPool) is commonly used in CNNs to reduce the spatial dimensions of feature maps. Define M a x P o o l ( x | f , s ) 0 , 0 , 0 = max ( x 0 : f − 1 , 0 : f − 1 , 0 ) {\displaystyle \mathrm {MaxPool} (x|f,s)_{0,0,0}=\max(x_{0:f-1,0:f-1,0})} where 0 : f − 1 {\displaystyle 0:f-1} means the range 0 , 1 , … , f − 1 {\displaystyle 0,1,\dots ,f-1} . Note that we need to avoid the off-by-one error. The next input is M a x P o o l ( x | f , s ) 1 , 0 , 0 = max ( x s : s + f − 1 , 0 : f − 1 , 0 ) {\displaystyle \mathrm {MaxPool} (x|f,s)_{1,0,0}=\max(x_{s:s+f-1,0:f-1,0})} and so on. The receptive field of y i , j , c {\displaystyle y_{i,j,c}} is x i s + f − 1 , j s + f − 1 , c {\displaystyle x_{is+f-1,js+f-1,c}} , so in general, M a x P o o l ( x | f , s ) i , j , c = m a x ( x i s : i s + f − 1 , j s : j s + f − 1 , c ) {\displaystyle \mathrm {MaxPool} (x|f,s)_{i,j,c}=\mathrm {max} (x_{is:is+f-1,js:js+f-1,c})} If the horizontal and vertical filter size and strides differ, then in general, M a x P o o l ( x | f , s ) i , j , c = m a x ( x i s H : i s H + f H − 1 , j s W : j s W + f W − 1 , c ) {\displaystyle \mathrm {MaxPool} (x|f,s)_{i,j,c}=\mathrm {max} (x_{is_{H}:is_{H}+f_{H}-1,js_{W}:js_{W}+f_{W}-1,c})} More succinctly, we can write y k = max ( { x k ′ | k ′ in the receptive field of k } ) {\displaystyle y_{k}=\max(\{x_{k'}|k'{\text{ in the receptive field of }}k\})} . If H {\displaystyle H} is not expressible as k s + f {\displaystyle ks+f} where k {\displaystyle k} is an integer, then for computing the entries of the output tensor on the boundaries, max pooling would attempt to take as inputs variables off the tensor. In this case, how those non-existent variables are handled depends on the padding conditions, illustrated on the right. Global Max Pooling (GMP) is a specific kind of max pooling where the output tensor has shape R C {\displaystyle \mathbb {R} ^{C}} and the receptive field of y c {\displaystyle y_{c}} is all of x 0 : H , 0 : W , c {\displaystyle x_{0:H,0:W,c}} . That is, it takes the maximum over each entire channel. It is often used just before the final fully connected layers in a CNN classification head. === Average pooling === Average pooling (AvgPool) is similarly defined A v g P o o l ( x | f , s ) i , j , c = a v e r a g e ( x i s : i s + f − 1 , j s : j s + f − 1 , c ) = 1 f 2 ∑ k ∈ i s : i s + f − 1 ∑ l ∈ j s : j s + f − 1 x k , l , c {\displaystyle \mathrm {AvgPool} (x|f,s)_{i,j,c}=\mathrm {average} (x_{is:is+f-1,js:js+f-1,c})={\frac {1}{f^{2}}}\sum _{k\in is:is+f-1}\sum _{l\in js:js+f-1}x_{k,l,c}} Global Average Pooling (GAP) is defined similarly to GMP. It was first proposed in Network-in-Network. Similarly to GMP, it is often used just before the final fully connected layers in a CNN classification head. === Interpolations === There are some interpolations of max pooling and average pooling. Mixed Pooling is a linear sum of max pooling and average pooling. That is, M i x e d P o o l ( x | f , s , w ) = w M a x P o o l ( x | f , s ) + ( 1 − w ) A v g P o o l ( x | f , s ) {\displaystyle \mathrm {MixedPool} (x|f,s,w)=w\mathrm {MaxPool} (x|f,s)+(1-w)\mathrm {AvgPool} (x|f,s)} where w ∈ [ 0 , 1 ] {\displaystyle w\in [0,1]} is either a hyperparameter, a learnable parameter, or randomly sampled anew every time. Lp Pooling is similar to average pooling, but uses Lp norm average instead of average: y k = ( 1 N ∑ k ′ in the receptive field of k | x k ′ | p ) 1 / p {\displaystyle y_{k}=\left({\frac {1}{N}}\sum _{k'{\text{ in the receptive field of }}k}|x_{k'}|^{p}\right)^{1/p}} where N {\displaystyle N} is the size of receptive field, and p ≥ 1 {\displaystyle p\geq 1} is a hyperparameter. If all activations are non-negative, then average pooling is the case of p = 1 {\displaystyle p=1} , and max pooling is the case of p → ∞ {\displaystyle p\to \infty } . Square-root pooling is the case of p = 2 {\displaystyle p=2} . Stochastic pooling samples a random activation x k ′ {\displaystyle x_{k'}} from the receptive field with probability x k ′ ∑ k ″ x k ″ {\displaystyle {\frac {x_{k'}}{\sum _{k''}x_{k''}}}} . It is the same as average pooling in expectation. Softmax pooling is like max pooling, but uses softmax, i.e. ∑ k ′ e β x k ′ x k ′ ∑ k ″ e β x k ″ {\displaystyle {\frac {\sum _{k'}e^{\beta x_{k'}}x_{k'}}{\sum _{k''}e^{\beta x_{k''}}}}} where β > 0 {\displaystyle \beta >0} . Average pooling is the case of β ↓ 0 {\displaystyle \beta \downarrow 0} , and max pooling is the case of β ↑ ∞ {\displaystyle \beta \uparrow \infty } Local Importance-based Pooling generalizes softmax pooling by ∑ k ′ e g ( x k ′ ) x k ′ ∑ k ″ e g ( x k ″ ) {\displaystyle {\frac {\sum _{k'}e^{g(x_{k'})}x_{k'}}{\sum _{k''}e^{g(x_{k''})}}}} where g {\displaystyle g} is a learnable function. === Other poolings === Spatial pyramidal pooling applies max pooling (or any other form of pooling) in a pyramid structure. That is, it applies global max pooling, then applies max pooling to the image divided into 4 equal parts, then 16, etc. The results are then concatenated. It is a hierarchical form of global pooling, and similar to global pooling, it is often used just before a classification head. Region of Interest Pooling (also known as RoI pooling) is a variant of max pooling used in R-CNNs for object detection. It is designed to take an arbitrarily-sized input matrix, and output a fixed-sized output matrix. Covariance pooling computes the covariance matrix of the vectors { x k , l , 0 : C − 1 } k ∈ i s : i s + f − 1 , l ∈ j s : j s + f − 1 {\displaystyle \{x_{k,l,0:C-1}\}_{k\in is:is+f-1,l\in js:js+f-1}} which is then flattened to a C 2 {\displaystyle C^{2}} -dimensional vector y i , j , 0 : C 2 − 1 {\displaystyle y_{i,j,0:C^{2}-1}} . Global covariance pooling is used similarly to global max pooling. As average pooling computes the average, which is a first-degree statistic, and covariance is a second-degree statistic, covariance pooling is also called "second-order pooling". It can be generalized to higher-order poolings. Blur Pooling means applying a blurring method before downsampling. For example, the Rect-2 blur pooling means taking an average pooling at f = 2 , s = 1 {\displaystyle f=2,s=1} , then taking every second pixel (identity with s = 2 {\displaystyle s=2} ). == Vision Transformer pooling == In Vision Transformers (ViT), there are the following common kinds of poolings. BERT-like pooling uses a dummy [CLS] token, "classification". For classification, the output at [CLS] is the classification token, which is then processed by a LayerNorm-feedforward-softmax module into a probability distribution, which is the network's prediction of class probability distribution. This is the one used by the original ViT and Masked Autoencoder. Global average pooling (GAP) does not use the dummy token, but simply takes the average of all output tokens as the classification token. It was mentioned in the original ViT as being equally good. Multihead attention pooling (MAP) applies a multi headed attention block to pooling. Specifically, it takes as input a list of vectors x 1 , x 2 , … , x n {\displaystyle x_{1},x_{2},\dots ,x_{n}} , which might be thought of as the output vectors of a layer of a ViT. It then applies a feedforward layer F F N {\displaystyle \mathrm {FFN} } on each vector, resulting in a matrix V = [ F F N ( v 1 ) , … , F F N ( v n ) ] {\displaystyle V=[\mathrm {FFN} (v_{1}),\dots ,\mathrm {FFN} (v_{n})]} . This is then sent to a multi-headed attention, resulting in M u l t i h e a d e d A

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  • Physical information security

    Physical information security

    Physical information security is the intersection or common ground between physical security and information security. It primarily concerns the protection of tangible information-related assets such as computer systems and storage media against physical, real-world threats such as unauthorized physical access, theft, fire and flood. It typically involves physical controls such as protective barriers and locks, uninterruptible power supplies, and shredders. Information security controls in the physical domain complement those in the logical domain (such as encryption), and procedural or administrative controls (such as information security awareness and compliance with policies and laws). == Background == Asset are inherently valuable and yet vulnerable to a wide variety of threats, both malicious (e.g. theft, arson) and accidental/natural (e.g. lost property, bush fire). If threats materialize and exploit those vulnerabilities causing incidents, there are likely to be adverse impacts on the organizations or individuals who legitimately own and utilize the assets, varying from trivial to devastating in effect. Security controls are intended to reduce the probability or frequency of occurrence and/or the severity of the impacts arising from incidents, thus protecting the value of the assets. Physical security involves the use of controls such as smoke detectors, fire alarms and extinguishers, along with related laws, regulations, policies and procedures concerning their use. Barriers such as fences, walls and doors are obvious physical security controls, designed to deter or prevent unauthorized physical access to a controlled area, such as a home or office. The moats and battlements of Mediaeval castles are classic examples of physical access controls, as are bank vaults and safes. Information security controls protect the value of information assets, particularly the information itself (i.e. the intangible information content, data, intellectual property, knowledge etc.) but also computer and telecommunications equipment, storage media (including papers and digital media), cables and other tangible information-related assets (such as computer power supplies). The corporate mantra "Our people are our greatest assets" is literally true in the sense that so-called knowledge workers qualify as extremely valuable, perhaps irreplaceable information assets. Health and safety measures and even medical practice could therefore also be classed as physical information security controls since they protect humans against injuries, diseases and death. This perspective exemplifies the ubiquity and value of information. Modern human society is heavily reliant on information, and information has importance and value at a deeper, more fundamental level. In principle, the subcellular biochemical mechanisms that maintain the accuracy of DNA replication could even be classed as vital information security controls, given that genes are 'the information of life'. Malicious actors who may benefit from physical access to information assets include computer crackers, corporate spies, and fraudsters. The value of information assets is self-evident in the case of, say, stolen laptops or servers that can be sold-on for cash, but the information content is often far more valuable, for example encryption keys or passwords (used to gain access to further systems and information), trade secrets and other intellectual property (inherently valuable or valuable because of the commercial advantages they confer), and credit card numbers (used to commit identity fraud and further theft). Furthermore, the loss, theft or damage of computer systems, plus power interruptions, mechanical/electronic failures and other physical incidents prevent them being used, typically causing disruption and consequential costs or losses. Unauthorized disclosure of confidential information, and even the coercive threat of such disclosure, can be damaging as we saw in the Sony Pictures Entertainment hack at the end of 2014 and in numerous privacy breach incidents. Even in the absence of evidence that disclosed personal information has actually been exploited, the very fact that it is no longer secured and under the control of its rightful owners is itself a potentially harmful privacy impact. Substantial fines, adverse publicity/reputational damage and other noncompliance penalties and impacts that flow from serious privacy breaches are best avoided, regardless of cause! == Examples of physical attacks to obtain information == There are several ways to obtain information through physical attacks or exploitations. A few examples are described below. === Dumpster diving === Dumpster diving is the practice of searching through trash in the hope of obtaining something valuable such as information carelessly discarded on paper, computer disks or other hardware. === Overt access === Sometimes attackers will simply go into a building and take the information they need. Frequently when using this strategy, an attacker will masquerade as someone who belongs in the situation. They may pose as a copy room employee, remove a document from someone's desk, copy the document, replace the original, and leave with the copied document. Individuals pretending to building maintenance may gain access to otherwise restricted spaces. They might walk right out of the building with a trash bag containing sensitive documents, carrying portable devices or storage media that were left out on desks, or perhaps just having memorized a password on a sticky note stuck to someone's computer screen or called out to a colleague across an open office. == Examples of Physical Information Security Controls == Shredding paper documents prior to their disposal can prevent unintended information leakage. Digital data can be encrypted or securely wiped. Offices may require visitors to present valid identification cards or valid access keys. Office workers may be required to obey "clear desk" policies, protecting documents and other storage media (including portable IT devices) by tidying them away out of sight (for example in locked drawers, filing cabinets, safes or a Bank vault). Workers may be required to memorize their passwords or use a password manager instead of writing passwords on paper. Computers are vulnerable to outages caused by power cuts, accidental disconnection, flat batteries, brown-outs, surges, spikes, electrical interference and electronic failures. Physical information security controls to address the associated risks include: fuses, no-break battery-backed power supplies, electrical generators, redundant power sources and cabling, "Do not remove" warning signs on plugs, surge protectors, power quality monitoring, spare batteries, professional design and installation of power circuits plus regular inspections/tests and preventive maintenance.

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  • Ibotta

    Ibotta

    Ibotta, Inc. is an American mobile technology company headquartered in Denver, Colorado. Founded in 2011, the company offers cash back rewards on various purchases through its Ibotta Performance Network and direct to consumer app. Ibotta partners with CPG (consumer packaged goods) brands and network publishers to provide these rewards. As of 2024, the company operates solely in the United States. The company's rewards-as-a-service offering, the Ibotta Performance Network, went live in 2022. In August 2019, Ibotta received a $1 billion valuation after its Series D funding, and in 2023, the company surpassed $1.5 billion cash rewards paid to over 50 million consumers since the company's founding. Ibotta became a publicly traded company in April 2024 with a listing on the New York Stock Exchange. As of September 2025, Ibotta is trading at approximately $27.13 per share, marking a 69% decline from its initial public offering price of $88 per share on April 18, 2024. == History == === Founding through early 2019 === Ibotta was founded by current CEO Bryan Leach. The company was incorporated in 2011 and the app launched to both the App Store and Google Play stores in 2012. Early investors included entrepreneur and computer scientist Jim Clark and Tom “TJ” Jermoluk, Chairman of @Home Network. In 2015, Ibotta expanded beyond item level grocery, adding the ability to get cash back on in-store retail purchases. In 2016, in-app mobile commerce began, allowing users to navigate from the Ibotta app to its partners' apps to earn cash back on purchases. In 2016 with a Series C investment, Ibotta had raised over $73 million in funding. In March of that year, Ibotta partnered with Anheuser-Busch to offer cash back for adults who purchased its products. In May, the company partnered with LiveRamp so that companies could use their CRM data to create segmented, personalized campaigns. At the time, the company had around 200 full- and part-time employees and moved from offices in Lower Downtown Denver (LoDo) to a 40,000-square-foot office in the central Denver business district. A year later, the company had to expand to a second floor as it added almost another 100 employees. In 2017, Ibotta added cash back for Uber to its app as well as cash back rewards for online and mobile purchases. In 2018, Ibotta was listed on the Inc. 5,000 list as one of the fastest growing private companies in the U.S. A year later, in January 2019, the Ibotta app had been downloaded more than 30 million times with users receiving a reported $500 million in cash back rewards. That year, Ibotta was the largest mobile company in Colorado with six million monthly active users. === August 2019 to present === In August 2019, Ibotta was valued at $1 billion, following a Series D round of funding. The round was led by Koch Disruptive Technologies, a subsidiary of Koch Industries. 2019 was also the year the company introduced Pay with Ibotta, which allowed users to complete purchases at key retailers on the Ibotta app and earn instant cash back in the process. With that new service, users were able to enter their purchase total and use a QR code to checkout and receive immediate cash back. In 2020, the company partnered with Trees for the Future to plant up to 1 million trees as part of an Earth Month campaign to raise awareness about the waste of unused paper coupons. In response to the COVID-19 pandemic, Ibotta partnered with CPG brands in their “Here to Help” campaign and together committed over $10 million in cash back to American consumers. The company added the ability to earn cash back from online grocery pick-up and delivery orders. Later that year, Ibotta started its free Thanksgiving program, providing users with 100% cash back on select groceries needed for a Thanksgiving meal. By 2022, the company had provided approximately 10 million Thanksgiving meals. In 2021, Ibotta acquired the company OctoShop (originally InStok), a shopping browser extension company. The OctoShop app enables users to compare prices across stores and set restock and price-drop alerts. In April 2022, the Ibotta Performance Network (IPN) was launched. The IPN allows brands to deliver digital offers to consumers through third party publishers. Retailers including Walmart, Dollar General and Family Dollar, food delivery services including Instacart, and convenience stores including Shell are all part of the Ibotta Performance Network. This pay-per-sales or success-based performance network reaches over 200 million consumers. On April 18, 2024, Ibotta had its initial public offering (IPO), trading on the New York Stock Exchange (NYSE) under the ticker symbol IBTA. It was the largest technology IPO in Colorado history. In October 2025, Ibotta announced a partnership with technology and analytics company Circana, integrating Circana's Household Lift measurement into Ibotta campaigns to give CPG brands an increased understanding of the impact of their promotional campaigns. On November 3, 2025, Ibotta launched LiveLift, a tool for companies to measure the return on investment of digital promotions, in order to optimize performance marketing goals. === Athletic partnerships === Ibotta became the official jersey patch partner of the New Orleans Pelicans, a professional men's basketball team in the National Basketball Association (NBA), for the 2020–2021 and 2023–2024 seasons. Ibotta became the official jersey patch partner of the 2023 NBA champion Denver Nuggets baskeetball team beginning in the 2023–2024 season. In March 2023, F1 driver Logan Sargeant, the first U.S. racer to compete in F1 since 2015, partnered with Ibotta. The Ibotta logo was displayed on Sargeant's racing helmet throughout his F1 career. In June 2023, UConn Huskies women's basketball player Paige Bueckers entered into a "name, image, and likeness" (NIL) promotional agreement with Ibotta. According to a press release by Ibotta, the company has agreements with The Brandr Group, which finds NIL opportunities for women college athletes, and the Pearpop social media marketing platform to promote Ibotta. == Legal issues == In April 2025, shareholders filed a class action lawsuit—Fortune v. Ibotta, Inc., in the U.S. District Court for the District of Colorado (Case No. 25-cv-01213)—alleging that the registration statement in connection with Ibotta’s April 2024 initial public offering omitted material information. The complaint claims that, although Ibotta disclosed detailed terms for its contract with Walmart Inc., it failed to warn investors that its agreement with The Kroger Co., its second-largest client, was terminable at will and thus could be canceled without warning, creating a misleading impression of stability.

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  • Ciscogate

    Ciscogate

    Ciscogate, also known as the Black Hat Bug, is the name given to a legal incident that occurred at the Black Hat Briefings security conference in Las Vegas, Nevada, on July 27, 2005. On the morning of the first day of the conference, July 26, 2005, some attendees noticed that 30 pages of text had been physically ripped out of the extensive conference presentation booklet the night before at the request of Cisco Systems and the CD-ROM with presentation slides was not included. It was determined the pages covered a talk to be given by Michael Lynn, a security researcher with Atlanta-based IBM Internet Security Systems (ISS). Instead of the pages with the details, attendees found a photographed copy of a notice from Black Hat saying "Due to some last minute changes beyond Black Hat's control, and at the request of the presenter, the included materials aren't up to the standards Black Hat tries to meet. Black Hat will be the first to apologize. We hope the vendors involved will follow suit." According to Lynn's lawyer, his employer had approved of the talk leading up to the conference but changed their minds two days before the scheduled talk, forbidding him from presenting. Lynn's original presentation was to cover a vulnerability in Cisco routers. The presentation was one of four scheduled to follow Jeff Moss' keynote address on the first day of the conference, titled "Cisco IOS Security Architecture". After being told by his employer that he could not present on the topic, Lynn chose an alternate topic. Cisco and ISS had offered to give new joint presentation but this was turned down by Black Hat because the original speaking slot was given to Lynn, not Cisco. Lynn's presentation began by covering security issues in services that allow users to make Voice over IP telephone calls. Shortly after beginning the presentation Lynn changed back to his original topic and began disclosing some technical details of the vulnerability he found in Cisco routers stating that he would rather resign from his job at ISS than keep the details private. == Lawsuit == Shortly after Lynn concluded his talk he met Jennifer Granick, who would soon become his lawyer. During their initial meeting Lynn told Granick that he expected to be sued. Later in the evening Lynn had heard that Cisco and ISS had filed a lawsuit and requested a temporary restraining order against Black Hat but not himself. A public relations representative from Black Hat told Granick that the lawsuit was against both Black Hat and Lynn and that the companies had scheduled an Ex parte hearing in San Francisco the next morning to request the restraining order. That night, Andrew Valentine, an attorney for ISS and Cisco called Lynn who directed them to Granick. During the conversation Valentine explained the claims and accusations against Lynn, which included three things: 1) ISS claimed copyright over the presentation that Lynn gave, 2) Cisco claimed copyright over the decompiled machine code obtained from the router which was included in the presentation, and 3) Cisco claimed the presentation contained trade secrets. These complaints were outlined in a civil complaint at the U.S. Northern District of California and filed against both Lynn and Black Hat. According to Granick, she and Valentine were able agree to an injunction to settle the case without court proceedings. This deal was almost called off due to an inadvertent mistake by Black Hat in which they had restored Lynn's presentation on their web server. Black Hat, Granick, and the plaintiff's lawyers were able to resolve this problem and the deal stood. One condition of the settlement required Lynn to provide an image of all computer data he used in his research to be provided to a third party for forensic analysis before erasing his research and any Cisco data from his systems. The settlement also stipulated that Lynn was prohibited from talking about the vulnerability in the future. == FBI Investigation == Shortly after lawyers for Lynn and ISS / Cisco filed settlement papers, FBI agents from the Las Vegas office arrived at the conference to begin asking questions. According to Granick, they were there at the request of the Atlanta FBI office and Lynn was not of interest. Granick asserted the Fifth and Sixth amendment rights on behalf of her client, Lynn. Granick asserted his rights for the Atlanta office and asked if an arrest warrant had been issued for Lynn. Over the next 24 hours Granick was not able to ascertain the status of a warrant but ultimately determined no warrant was issued. When the FBI was asked about the case by a journalist, spokesman Paul Bresson declined to discuss the case saying "Our policy is to not make any comment on anything that is ongoing. That's not to confirm that something is, because I really don't know". Granick would only confirm to journalists that the "investigation has to do with the presentation". == Response == === Attendees === Attendees of Black Hat Briefings, as well as many that also attended DEF CON, were not happy with vendors threatening legal action over vulnerability disclosure. The term "Ciscogate" was coined quickly by an unknown person, but some attendees were quick to create shirts to commemorate the incident. === Cisco === Mojgan Khalili, a senior manager for corporate PR at Cisco, issued a statement to the press saying "It is important to note that the information Mr. Lynn presented was not a disclosure of a new vulnerability or a flaw with Cisco IOS software. Mr. Lynn's research explores possible ways to expand exploitations of existing security vulnerabilities impacting routers." === ISS === Kim Duffy, managing director of ISS Australia, was asked about ISS's response to the incident. Duffy responded that it was "business as usual" as the company handled the incident "strictly by the book". He gave a brief statement to ZDNet UK saying "ISS has published rules for disclosure and that is what we stick to. We didn't care to publish [the disclosure] because we were not ready. We had not completed the research to our satisfaction so it was not ready to be disclosed". ISS spokesperson Roger Fortier confirmed that Lynn was no longer employed with the company and that ISS was still working with Cisco on the matter. He gave a statement to the Washington Post saying "ISS and Cisco have been working on this in the background and didn't feel at this time that the material was ready for publication. The decision was made on Monday to pull the presentation because we wanted to make sure the research was fully baked."

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  • GeneRIF

    GeneRIF

    A GeneRIF or Gene Reference Into Function is a short (255 characters or fewer) statement about the function of a gene. GeneRIFs provide a simple mechanism for allowing scientists to add to the functional annotation of genes described in the Entrez Gene database. In practice, function is constructed quite broadly. For example, there are GeneRIFs that discuss the role of a gene in a disease, GeneRIFs that point the viewer towards a review article about the gene, and GeneRIFs that discuss the structure of a gene. However, the stated intent is for GeneRIFs to be about gene function. Currently over half a million geneRIFs have been created for genes from almost 1000 different species. GeneRIFs are always associated with specific entries in the Entrez Gene database. Each GeneRIF has a pointer to the PubMed ID (a type of document identifier) of a scientific publication that provides evidence for the statement made by the GeneRIF. GeneRIFs are often extracted directly from the document that is identified by the PubMed ID, very frequently from its title or from its final sentence. GeneRIFs are usually produced by NCBI indexers, but anyone may submit a GeneRIF. To be processed, a valid Gene ID must exist for the specific gene, or the Gene staff must have assigned an overall Gene ID to the species. The latter case is implemented via records in Gene with the symbol NEWENTRY. Once the Gene ID is identified, only three types of information are required to complete a submission: a concise phrase describing a function or functions (less than 255 characters in length, preferably more than a restatement of the title of the paper); a published paper describing that function, implemented by supplying the PubMed ID of a citation in PubMed; a valid e-mail address (which will remain confidential). == Example == Here are some GeneRIFs taken from Entrez Gene for GeneID 7157, the human gene TP53. The PubMed document identifiers have been omitted from the examples. Note the wide variability with respect to the presence or absence of punctuation and of sentence-initial capital letters. p53 and c-erbB-2 may have independent role in carcinogenesis of gall bladder cancer Degradation of endogenous HIPK2 depends on the presence of a functional p53 protein. p53 codon 72 alleles influence the response to anticancer drugs in cells from aged people by regulating the cell cycle inhibitor p21WAF1 Logistic regression analysis showed p53 and COX-2 as dependent predictors in pancreatic carcinogenesis, and a reciprocal relationship to neoplastic progression between p53 and COX-2. GeneRIFs are an unusual type of textual genre, and they have recently been the subject of a number of articles from the natural language processing community.

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  • Morphing

    Morphing

    Morphing is a special effect in motion pictures and animations that changes (or morphs) one image or shape into another through a seamless transition. Traditionally such a depiction would be achieved through dissolving techniques on film. Since the early 1990s, this has been replaced by computer software to create more realistic transitions. A similar method is applied to audio recordings, for example, by changing voices or vocal lines. == Early transformation techniques == Long before digital morphing, several techniques were used for similar image transformations. Some of those techniques are closer to a matched dissolve – a gradual change between two pictures without warping the shapes in the images – while others did change the shapes in between the start and end phases of the transformation. === Tabula scalata === Known since at least the end of the 16th century, Tabula scalata is a type of painting with two images divided over a corrugated surface. Each image is only correctly visible from a certain angle. If the pictures are matched properly, a primitive type of morphing effect occurs when changing from one viewing angle to the other. === Mechanical transformations === Around 1790 French shadow play showman François Dominique Séraphin used a metal shadow figure with jointed parts to have the face of a young woman changing into that of a witch. Some 19th century mechanical magic lantern slides produced changes to the appearance of figures. For instance a nose could grow to enormous size, simply by slowly sliding away a piece of glass with black paint that masked part of another glass plate with the picture. === Matched dissolves === In the first half of the 19th century "dissolving views" were a popular type of magic lantern show, mostly showing landscapes gradually dissolving from a day to night version or from summer to winter. Other uses are known, for instance Henry Langdon Childe showed groves transforming into cathedrals. The 1910 short film Narren-grappen shows a dissolve transformation of the clothing of a female character. Maurice Tourneur's 1915 film Alias Jimmy Valentine featured a subtle dissolve transformation of the main character from respected citizen Lee Randall into his criminal alter ego Jimmy Valentine. The Peter Tchaikovsky Story in a 1959 TV-series episode of Disneyland features a swan automaton transforming into a real ballet dancer. In 1985, Godley & Creme created a "morph" effect using analogue cross-fades on parts of different faces in the video for "Cry". === Animation === In animation, the morphing effect was created long before the introduction of cinema. A phenakistiscope designed by its inventor Joseph Plateau was printed around 1835 and shows the head of a woman changing into a witch and then into a monster. Émile Cohl's 1908 animated film Fantasmagorie featured much morphing of characters and objects drawn in simple outlines. == Digital morphing == In the early 1990s, computer techniques capable of more convincing results saw increasing use. These involved distorting one image at the same time that it faded into another through marking corresponding points and vectors on the "before" and "after" images used in the morph. For example, one would morph one face into another by marking key points on the first face, such as the contour of the nose or location of an eye, and mark where these same points existed on the second face. The computer would then distort the first face to have the shape of the second face at the same time that it faded the two faces. To compute the transformation of image coordinates required for the distortion, the algorithm of Beier and Neely can be used. === Concerns === In 1993 concerns were raised about the authenticity of digitally altered images arising from morphing. Images of fake "tween" people found half way between two morphed people created a skeptical media long before AI. === Early examples === In or before 1986, computer graphics company Omnibus created a digital animation for a Tide commercial with a Tide detergent bottle smoothly morphing into the shape of the United States. The effect was programmed by Bob Hoffman. Omnibus re-used the technique in the movie Flight of the Navigator (1986). It featured scenes with a computer generated spaceship that appeared to change shape. The plaster cast of a model of the spaceship was scanned and digitally modified with techniques that included a reflection mapping technique that was also developed by programmer Bob Hoffman. The 1986 movie The Golden Child implemented early digital morphing effects from animal to human and back. Willow (1988) featured a more detailed digital morphing sequence with a person changing into different animals. A similar process was used a year later in Indiana Jones and the Last Crusade to create Walter Donovan's gruesome demise. Both effects were created by Industrial Light & Magic, using software developed by Tom Brigham and Doug Smythe (AMPAS). In 1991, morphing appeared notably in the Michael Jackson music video "Black or White" and in the movies Terminator 2: Judgment Day and Star Trek VI: The Undiscovered Country. The first application for personal computers to offer morphing was Gryphon Software Morph on the Macintosh. Other early morphing systems included ImageMaster, MorphPlus and CineMorph, all of which premiered for the Amiga in 1992. Other programs became widely available within a year, and for a time the effect became common to the point of cliché. For high-end use, Elastic Reality (based on MorphPlus) saw its first feature film use in In The Line of Fire (1993) and was used in Quantum Leap (work performed by the Post Group). At VisionArt Ted Fay used Elastic Reality to morph Odo for Star Trek: Deep Space Nine. The Snoop Dogg music video "Who Am I? (What's My Name?)", where Snoop Dogg and the others morph into dogs. Elastic Reality was later purchased by Avid, having already become the de facto system of choice, used in many hundreds of films. The technology behind Elastic Reality earned two Academy Awards in 1996 for Scientific and Technical Achievement going to Garth Dickie and Perry Kivolowitz. The effect is technically called a "spatially warped cross-dissolve". The first social network designed for user-generated morph examples to be posted online was Galleries by Morpheus. In late 1991 Yeti Productions employed a young Stephen Regelous to run it's 486 computer graphics system in Wellington New Zealand. After producer Barry Thomas showed him Michael Jackson's "Black or White", Regelous wrote 10,000 lines of C++ code of triangle-based digital morphing software. Together they created morphing based TV commercials for The NZ Cancer Society, Fit food, Salvation Army and others. The Fit food commercial employed morphing with 35mm, pin registered, digitally controlled motion control designed and made by Russell Collins with software by Stephen Regelous. In Taiwan, Aderans, a hair loss solutions provider, did a TV commercial featuring a morphing sequence in which people with lush, thick hair morph into one another, reminiscent of the end sequence of the "Black or White" video. === Present use === Morphing algorithms continue to advance and programs can automatically morph images that correspond closely enough with relatively little instruction from the user. This has led to the use of morphing techniques to create convincing slow-motion effects where none existed in the original film or video footage by morphing between each individual frame using optical flow technology. Morphing has also appeared as a transition technique between one scene and another in television shows, even if the contents of the two images are entirely unrelated. The algorithm in this case attempts to find corresponding points between the images and distort one into the other as they crossfade. While perhaps less obvious than in the past, morphing is used heavily today. Whereas the effect was initially a novelty, today, morphing effects are most often designed to be seamless and invisible to the eye. A particular use for morphing effects is modern digital font design. Using morphing technology, called interpolation or multiple master tech, a designer can create an intermediate between two styles, for example generating a semibold font by compromising between a bold and regular style, or extend a trend to create an ultra-light or ultra-bold. The technique is commonly used by font design studios. == Software == After Effects Animate Elastic Reality FantaMorph Gryphon Software Morph Morph Age Morpheus Nuke SilhouetteFX

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  • Language-Theoretic Security

    Language-Theoretic Security

    Language-theoretic security, or LangSec, is an approach to software security that focuses on input handling, complexity, and program design as strategies to improve the verifiability of computer programs. It was introduced in 2005 by Robert J. Hansen and Meredith L. Patterson at BlackHat and in 2011 by Len Sassaman and Patterson. It aims to create a formal description of which software is likely to have security vulnerabilities of particular classes, and why. It considers programs to have an inherent parser component, whether or not explicit, composed of that part of the program which operates on external input before that input is fully parsed. A central hypothesis of language-theoretic security is that vulnerabilities in software increase according to the computational power of the notional input-accepting automaton equivalent to this parser, using the definitions of automata theory. The lower bound on this computational power is the input language complexity of the program. The extent to which reducing this complexity is possible is a function of the specification of the communication protocol or file format the program takes as input. == Parsing as a security mechanism == The behaviour of a program is defined with reference to its expected input. Unexpected input being used by a program is a factor in numerous security bugs, including the so-called Android master key vulnerability (CVE-2013-4787), because accepting unexpected input renders the program's specification ambiguous. In that instance, the unexpected ambiguity came in the form of a ZIP file with duplicate filenames. If a program fully parses its input and only acts on input that unambiguously meets the specification, it follows that the program will avoid these types of vulnerabilities. This is an intentional inversion of the Postel principle. Accepting only unambiguous and valid input is a more formal requirement than input validation or sanitization, and narrows the number of possible but unanticipated program states that can be induced in an application via user input. Conversely, failure to do this is associated with security vulnerabilities. Input sanitization in particular is held to be an inadequate approach to avoiding malicious input because it inherently ignores context-sensitive properties of the input; it can therefore result in paradoxical effects, such as sanitization code activating otherwise inert cross-site scripting payloads in browsers. === Parser differentials === If the language of accepted program input is sufficiently simple, it is possible to verify that two implementations parse the same input language consistently. This is advantageous because it shows no parser differential exists between the two implementations. The requisite level of simplicity is theoretically that for which there is a solution to the equivalence problem. If the two parsers involved in CVE-2013-4787 were equivalent - that is, if they rendered the same output state given the same input state - the vulnerability could not have existed. One strategy for doing this is to publish machine-readable specifications of a format or protocol, and then use a parser generator to generate the parser code. An example of a parser generator built for this purpose is DaeDaLus. The combination of Lex with any of GNU Bison, ANTLR, or Yacc also accomplishes this. However, many parser generators allow the mixing of general purpose code with the parsing definitions, which weakens the guarantees provided by parsing. === Analysis of injection attacks === Injection attacks are generally the result of differences between the serializer (or "unparser") and the corresponding parser at a layer boundary in a system; therefore, they are a special case of parser differentials. In a SQL injection attack, for example, an attacker is able to cause the application with which they are interacting to serialize a SQL query that has different semantics than intended. In the simplest case where the payload ends a string and adds new code, the payload has crossed the code-data boundary in SQL. In language-theoretic security, this is treated as a bug in the serializer of the SQL query, which should instead be written in a way that constrains its possible outputs to those within the scope of the intended query. === Parser combinators === If a parser generator is not used, it is still possible to avoid implementation bugs by using parser combinator such as Nom to implement the parser code. This has the drawback of relying on a programmer correctly translating the specification into the language of the parser generator library, though this task is still less error-prone than hand-coding a parser. == Input format complexity == Complexity in computer programs is associated with security vulnerabilities. Within the domain of language-theoretic security, complexity is described with reference to the computational power of the abstract machine necessary to implement the program, or more particularly, to implement the parser for its input language. This complexity describes whether it is possible to show that there is no unintended or undesired functionality in the program which might be exploitable by an attacker. To be bounded in complexity, the program's input must be well-defined both in terms of form and of semantics. === Weird machines === A weird machine is a model of computation in a program that exists in parallel with, but is distinct from, the intended abstract model of computation in that program. Some classes of weird machine arise from the multi-layered nature of computer programs, or the context in which the programs run; others result from the unanticipated functionality a program has due to its complexity or to software bugs. The more complex the computation model of a program, the more likely it is to implement a weird machine. Depending on context, the weird machine may or may not be concretely useful for an attacker. Since the space of weird machines in the context of some program is the universe of all possible states that are not within the program's intended states, many exploited states including remote code execution and injection attacks belong to the domain of weird machines. A reduction in weird machines is therefore a likely correlate with reduced program vulnerability. === SafeDocs project === SafeDocs is a DARPA project undertaken in 2018 to take existing file formats, create safer subsets of them, and develop programming tools to work for the safer formats. The initial test case for this was PDF. The purpose of creating safer subsets in this case is to lower the minimum bound on parser complexity so that it becomes possible to create tools that will generate correct, normative parsers for them. == Relation to programming languages == The analytic framework of language-theoretic security assumes programs to be virtual machines that execute their input. A document that is read by an application is in this sense a form of machine code, in a generalization of the data as code idea, following the automata theory description of parsers. === Type-safe programming languages === Parsing input and serializing output are operations that consume one data type and emit another. A programming language can therefore check that data is correctly parsed and contains the expected structure by checking data types, and correct serializing (or unparsing) can be implemented as operations on the data types that are relevant to the program's output. This approach can be used to show that the recognizer and unparser patterns have been implemented. It is also possible to implement type checking across a distributed system to enforce parsing and unparsing of the expected structures and to verify that the assumptions made in designing the compositional properties of a distributed system have been followed. === Memory-safe programming languages === In the general case, spatial memory correctness is undecidable. If any proof of spatial memory correctness is to be made, it is therefore necessary to bound the complexity of the code. Interpreted languages such as Java and Python effectively accomplish this via runtime bounds checking, and frameworks for runtime bounds checking also exist for C. The effect of these strategies for spatial memory correctness are to create a halt state in place of a spatial memory correctness violation; therefore, it can be shown that the program will not violate spatial memory correctness, but in exchange, it cannot be shown in the general case that programs will not have runtime bounds checking exceptions. Some programming languages, such as Rust, accomplish this using borrow checking. The borrow checker acts to assure spatial memory correctness by compile-time reference counting. Code for which spatial memory correctness cannot be shown to not be violated therefore does not compile, inherently limiting the complexity of the spatial memory correctness of the program to what is decidable. Thi

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  • T-pose

    T-pose

    In computer animation, a T-pose is a default posing for a humanoid 3D model's skeleton before it is animated. It is called so because of its shape: the straight legs and arms of a humanoid model combine to form a capital letter T. When the arms are angled downwards, the pose is sometimes referred to as an A-pose instead. Likewise, if the arms are angled upward, it is called a Y-pose. Generic terms encompassing all these (especially for non-humanoid models) include bind pose, blind pose, and reference pose. == Usage == The T-pose is primarily used as the default armature pose for skeletal animation in 3D software, which is then manipulated to create animation. The purpose of the T-pose relates to the important elements of the body being axis-aligned, thereby making it easier to rig the model for animation, physics, and other controls. Depending on the exact geometry of the model, other poses such as the A-pose may be more suitable for vertex deformation around areas such as the shoulders. Outside of being default poses in animation software, T-poses are typically used as placeholders for animation not yet completed, particularly in 3D animated video games. In some motion capture software, a T-pose must be assumed by the actor in the motion capture suit before motion capturing can begin. There are other poses used, but the T-pose is the most common one. == As an Internet meme == Starting in 2016 and resurfacing in 2017, the T-pose has become a widespread Internet meme due to its bizarre and somewhat comedic appearance, especially in video game glitches where a character's animation is unexpectedly supplanted by a T-pose. In a prerelease video of the game NBA Elite 11, the demo was filled with glitches, notably one unintentionally showing a T-pose in place of the proper animation for the model of player Andrew Bynum. The glitch later gained fame as the "Jesus Bynum glitch". Publisher EA eventually cancelled the game as they found it unsatisfactory. A similar occurrence happened with Cyberpunk 2077. In the 2023 Formula One season, driver George Russell performed a T-pose in the opening credits of the series' TV broadcasts. This quickly became a meme within the motorsports community. Russell repeated the pose after claiming pole position at the 2024 Canadian Grand Prix and winning the 2024 Austrian Grand Prix.

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  • Machine learning

    Machine learning

    Machine learning (ML) is a field of study in artificial intelligence concerned with the development and study of statistical algorithms that can learn from data and generalize to unseen data, and thus perform tasks without being explicitly programmed. Advances in the field of deep learning have allowed neural networks, a class of statistical algorithms, to surpass many previous machine learning approaches in performance. Statistics and mathematical optimisation methods compose the foundations of machine learning. Data mining is a related field of study, focusing on exploratory data analysis (EDA) through unsupervised learning. From a theoretical viewpoint, probably approximately correct learning provides a mathematical and statistical framework for describing machine learning. Most traditional machine learning and deep learning algorithms can be described as empirical risk minimisation under this framework. == History == The term machine learning was coined in 1959 by Arthur Samuel, an IBM employee and pioneer in the field of computer gaming and artificial intelligence. The synonym self-teaching computers was also used during this time period. The earliest machine learning program was introduced in the 1950s, when Samuel invented a computer program that calculated the chance of winning in checkers for each side, but the history of machine learning is rooted in decades of efforts to study human cognitive processes. In 1949, Canadian psychologist Donald Hebb published the book The Organization of Behavior, in which he introduced a theoretical neural structure formed by certain interactions among nerve cells. The Hebbian theory of neuron interaction set the groundwork for how many machine learning algorithms work, with connected artificial neurons changing the strength of their connections based on data. Other researchers who have studied human cognitive systems contributed to the modern machine learning technologies as well, including Walter Pitts and Warren McCulloch, who proposed the first mathematical model of neural networks including algorithms that mirror human thought processes. By the early 1960s, an experimental "learning machine" with punched tape memory, called Cybertron, had been developed by Raytheon Company to analyse sonar signals, electrocardiograms, and speech patterns using rudimentary reinforcement learning. It was repetitively "trained" by a human operator/teacher to recognise patterns and equipped with a "goof" button to cause it to reevaluate incorrect decisions. A representative book on research into machine learning during the 1960s was Nils Nilsson's book "Learning Machines", dealing mostly with machine learning for pattern classification. Interest related to pattern recognition continued into the 1970s, as described by Duda and Hart in 1973. In 1981, a report was given on using teaching strategies so that an artificial neural network learns to recognise 40 characters (26 letters, 10 digits, and 4 special symbols) from a computer terminal. Tom M. Mitchell provided a widely quoted, more formal definition of the algorithms studied in the machine learning field: "A computer program is said to learn from experience E with respect to some class of tasks T and performance measure P if its performance at tasks in T, as measured by P, improves with experience E." This definition of the tasks in which machine learning is concerned is fundamentally operational rather than defining the field in cognitive terms. This follows Alan Turing's proposal in his paper "Computing Machinery and Intelligence", in which the question, "Can machines think?", is replaced by asking whether machines can convincingly imitate a human in its responses to human-posed questions. In 2014 Ian Goodfellow and others introduced generative adversarial networks (GANs) which could produce realistic synthetic data. By 2016 AlphaGo had won against top human players in Go using reinforcement learning techniques. == Relationships to other fields == === Artificial intelligence === As a scientific endeavour, machine learning grew out of the quest for artificial intelligence (AI). In the early days of AI as an academic discipline, some researchers were interested in having machines learn from data. They attempted to approach the problem with various symbolic methods, as well as what were then termed "neural networks"; these were mostly perceptrons and other models that were later found to be reinventions of the generalised linear models of statistics. Probabilistic reasoning was also employed, especially in automated medical diagnosis. However, an increasing emphasis on the logical, knowledge-based approach caused a rift between AI and machine learning. Probabilistic systems were plagued by theoretical and practical problems of data acquisition and representation. By 1980, expert systems had come to dominate AI, and statistics was out of favour. Work on symbolic/knowledge-based learning continued within AI, leading to inductive logic programming (ILP), but the more statistical line of research was now outside the field of AI proper, in pattern recognition and information retrieval. Neural network research was abandoned by AI and computer science around the same time. This subfield, termed "connectionism", was continued by researchers from other disciplines, including John Hopfield, David Rumelhart, and Geoffrey Hinton. Their main success came in the mid-1980s with the reinvention of backpropagation. Machine learning (ML), reorganised and recognised as its own field, started to flourish in the 1990s. The field changed its goal from achieving artificial intelligence to tackling solvable problems of a practical nature. It shifted focus away from the symbolic approaches it had inherited from AI, and toward methods and models borrowed from statistics, fuzzy logic, and probability theory. === Data compression === === Data mining === Machine learning and data mining often employ the same methods and overlap significantly, but while machine learning focuses on prediction based on known properties learned from the training data, data mining focuses on the discovery of previously unknown properties in the data (this is the analysis step of knowledge discovery in databases). Data mining uses many machine learning methods, but with different goals; on the other hand, machine learning also employs data mining methods as "unsupervised learning" or as a preprocessing step to improve learner accuracy. Much of the confusion between these two research communities comes from the basic assumptions they work with: in machine learning, performance is usually evaluated with respect to the ability to reproduce known knowledge, while in knowledge discovery and data mining (KDD) the key task is the discovery of previously unknown knowledge. Evaluated with respect to known knowledge, an uninformed (unsupervised) method will easily be outperformed by other supervised methods, while in a typical KDD task, supervised methods cannot be used due to the unavailability of training data. Machine learning also has intimate ties to optimization: Many learning problems are formulated as minimisation of some loss function on a training set of examples. Loss functions express the discrepancy between the predictions of the model being trained and the actual problem instances (for example, in classification, one wants to assign a label to instances, and models are trained to correctly predict the preassigned labels of a set of examples). === Generalization === Characterizing the generalisation of various learning algorithms is an active topic of current research, especially for deep learning algorithms. === Statistics === Machine learning and statistics are closely related fields in terms of methods, but distinct in their principal goal: statistics draws population inferences from a sample, while machine learning finds generalisable predictive patterns. Conventional statistical analyses require the a priori selection of a model most suitable for the study data set. In addition, only significant or theoretically relevant variables based on previous experience are included for analysis. In contrast, machine learning is not built on a pre-structured model; rather, the data shape the model by detecting underlying patterns. The more variables (input) used to train the model, the more accurate the ultimate model will be. Leo Breiman distinguished two statistical modelling paradigms: the data model and the algorithmic model, wherein "algorithmic model" means more or less the machine learning algorithms like Random forest. Some statisticians have adopted methods from machine learning, producing the field of statistical learning. === Statistical physics === Analytical and computational techniques derived from deep-rooted physics of disordered systems can be extended to large-scale problems, including machine learning, e.g., to analyse the weight space of deep neural networks. Statistical physics is thus

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  • CityEngine

    CityEngine

    ArcGIS CityEngine is a commercial 3D modeling program. Developed by Esri R&D Center Zurich (formerly Procedural Inc.), it specializes in the generation of 3D urban environments to support the creation of detailed large-scale 3D city models. Unlike traditional 3D modeling methodology, which uses computer-aided design (CAD) tools and techniques, CityEngine takes a procedural modeling approach which shapes generation via a rules-based system. Due to its integration with the wider ArcGIS platform, CityEngine can also be used with geographic information system (GIS) datasets. CityEngine can be used for urban planning and architecture, graphics visualization, game development, entertainment, and archeology. CityEngine can be used to visualize the building information modeling (BIM) data of buildings in a larger urban context, making for more realistic construction projects. == History and releases == === Software history === ArcGIS CityEngine, originally named Esri CityEngine, was developed at Swiss technology university ETH Zurich by Pascal Mueller, the co-founder and CEO of Procedural Inc. While researching for his PhD at the ETH Computer Vision Lab, Mueller invented a number of techniques for procedural modeling of 3D architecture that make up the foundation of CityEngine. CityEngine publically debuted at the 2001 SIGGRAPH conference; since then, additional research papers have been published that have contributed to CityEngine and its features. The first commercial version of CityEngine was released in 2008. In 2007, Procedural Inc. was founded and separated from ETH Zurich, the top-ranking technology university in Switzerland. In the summer of 2011, Procedural Inc. was acquired by Esri Inc., becoming Esri R&D Center Zurich. Esri CityEngine was renamed to ArcGIS CityEngine in June 2020 to offically make it a part of the ArcGIS software suite. === Releases === === Licensing and pricing === ArcGIS CityEngine is included in the Professional and Professional Plus tiers of ArcGIS Online. Pricing may vary by region and distributors. In the US, the professional tier costs US$2,200 per year; in the UK, it is £4,200 per year (excluding VAT). CityEngine can be purchased elsewhere via a local Esri partner. . Once purchased, users can download and obtain license details from the MyEsri portal. == Features == CGA (computer generated architecture) parametric modeling rules to control mass, geometry assets, proportions, or texturing of buildings or streets on a citywide scale Select a target location and import geo-referenced satellite imagery and 3D terrain of the location to more quickly build accurate urban environments through OpenStreetMap integration Interactively control specific street or building parameters, such as height or age Import/export geo-spatial/vector data with industry-standard formats such as Esri Shapefile, File Geodatabase, and OpenStreetMap, as well as file formats for WebGL, KMZ, Collada, Autodesk FBX, Autodesk Maya, 3DS, Wavefront OBJ, RenderMan RIB, Alembic, e-on software's Vue, Universal Scene Description USD, Khronos Group GLTF, Unreal Engine, and Unreal Datasmith Script and generate rules-based reports to show socioeconomic figures (e.g., Gross Floor Area (GFA) and Floor Area Ratio (FAR)) to analyze their urban design proposals. VR viewing of modeled environments with Samsung Gear VR Use a variety of materials through the Esri materials library == Procedural modeling == ArcGIS CityEngine uses a procedural modeling approach to automatically generate models through a predefined rule set. The rules are defined through a CGA shape grammar system, enabling the creation of complex parametric models. Users can change or add the shape grammar as needed. Urban environments can be modeled within CityEngine by starting with creating a street network (either from the street drawing tool or with data imported from map data). Then, lots may be subdivided as many times as specified, resulting in a map of multiple lots and streets. CityEngine can then be instructed to start generating the buildings using defined procedural modeling rules. At this point, the city model can be re-designed and adjusted by changing the parameters or the shape grammar. === Geodesign === Though CityEngine is not an analytical tool like GIS, discussions about geodesign often mention the use of ArcGIS CityEngine. As it can be used to enhance 3D shape generation in ArcGIS, ArcGIS CityEngine is a critical product to improve the applicability of geodesign by using geospatial information to design or analyze a city. == Applications == === Urban design and planning === Garsdale Design used ArcGIS CityEngine in the creation of city master plans in Iraq before 2013, both to model existing historic areas and also model future plans. Larger companies like Foster+Partners and HOK Architects have also used CityEngine in their urban planning projects. === Urban and environmental studies === Because its primary feature is building informative city models, some urban researchers use CityEngine to compare land-use planning schemes, for example in very dense global cities such as Hong Kong and Seoul. Environmental scientists can also utilize the instant 3D model generation in CityEngine, which can make for more convenient informative research than modeling a city by creating each building individually. === Game development === CityEngine can be used as a tool in the creation of video games that require detailed 3D environments to assign interactive scripts. === Movie industry === Zootopia (also known outside of the US as Zootopolis), which won the 2016 Academy Award for Best Animated Feature Film, used CityEngine to model the city in its movie. multi-scaling city, the designers used CityEngine due to its rule-based system. CityEngine was also used to create Big Hero 6's San-Fransokyo. === Military === Due to its integration with the Esri product suite and its ability to process geospatial data to create 3D scenes/maps, CityEngine can be used within military/defense organizations. == List of movies and TV shows using CityEngine == Studios and companies rarely state what software they use in their pipelines. When CityEngine is mentioned as a tool in production, it's often in a small reference in a larger article. Movies only claimed to use CityEngine by a single Esri employee Presented at FMX 2025 workshop == Ports == ArcGIS CityEngine is built on top of Eclipse IDE, and has therefore able to be used on Windows and Linux operating systems. Support for macOS was stopped in March 2021. == Plugins and extensions == ArcGIS CityEngine currently works with a number of third party 3D modeling, rendering, and analytical software products via its SDK and API; these currently are: ArcGIS CityEngine for ArcGIS Urban: ArcGIS Urban Suite Puma: ArcGIS CityEngine for Rhinoceros 3D Palladio: ArcGIS CityEngine for Houdini Serlio: ArcGIS CityEngine for Maya PyPRT: ArcGIS CityEngine for Python ArcGIS CityEngine provides a Python scripting interface built on Jython (current version 2.7.0) which allows users to create their own tools and functionality. == Publications ==

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  • Nobody (username)

    Nobody (username)

    In many Unix variants, "nobody" is the conventional name of a user identifier which owns no files, is in no privileged groups, and has no abilities except those which every other user has. It is normally not enabled as a user account, i.e. has no home directory or login credentials assigned. Some systems also define an equivalent group "nogroup". == Uses == The pseudo-user "nobody" and group "nogroup" are used, for example, in the NFSv4 implementation of Linux by idmapd, if a user or group name in an incoming packet does not match any known username on the system. It was once common to run daemons as nobody, especially on servers, in order to limit the damage that could be done by a malicious user who gained control of them. However, the usefulness of this technique is reduced if more than one daemon is run like this, because then gaining control of one daemon would provide control of them all. The reason is that processes owned by the same user have the ability to send signals to each other and use debugging facilities to read or even modify each other's memory. Modern practice, as recommended by the Linux Standard Base, is to create a separate user account for each daemon.

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