AI Detector Gemini

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

  • Single particle analysis

    Single particle analysis

    Single particle analysis is a group of related computerized image processing techniques used to analyze images from transmission electron microscopy (TEM). These methods were developed to improve and extend the information obtainable from TEM images of particulate samples, typically proteins or other large biological entities such as viruses. Individual images of stained or unstained particles are very noisy, making interpretation difficult. Combining several digitized images of similar particles together gives an image with stronger and more easily interpretable features. An extension of this technique uses single particle methods to build up a three-dimensional reconstruction of the particle. Using cryo-electron microscopy it has become possible to generate reconstructions with sub-nanometer, near-atomic resolution resolution first in the case of highly symmetric viruses, and now in smaller, asymmetric proteins as well. == Techniques == Single particle analysis can be done on both negatively stained and vitreous ice-embedded transmission electron cryomicroscopy (CryoTEM) samples. Single particle analysis methods are, in general, reliant on the sample being homogeneous, although techniques for dealing with conformational heterogeneity are being developed. Images (micrographs) are taken with an electron microscope using charged-coupled device (CCD) detectors coupled to a phosphorescent layer (in the past, they were instead collected on film and digitized using high-quality scanners). The image processing is carried out using specialized software programs, often run on multi-processor computer clusters. Depending on the sample or the desired results, various steps of two- or three-dimensional processing can be done. === Alignment and classification === Biological samples, and especially samples embedded in thin vitreous ice, are highly radiation sensitive, thus only low electron doses can be used to image the sample. This low dose, as well as variations in the metal stain used (if used) means images have high noise relative to the signal given by the particle being observed. By aligning several similar images to each other so they are in register and then averaging them, an image with higher signal-to-noise ratio can be obtained. As the noise is mostly randomly distributed and the underlying image features constant, by averaging the intensity of each pixel over several images only the constant features are reinforced. Typically, the optimal alignment (a translation and an in-plane rotation) to map one image onto another is calculated by cross-correlation. However, a micrograph often contains particles in multiple different orientations and/or conformations, and so to get more representative image averages, a method is required to group similar particle images together into multiple sets. This is normally carried out using one of several data analysis and image classification algorithms, such as multi-variate statistical analysis and hierarchical ascendant classification, or k-means clustering. Often data sets of tens of thousands of particle images are used, and to reach an optimal solution an iterative procedure of alignment and classification is used, whereby strong image averages produced by classification are used as reference images for a subsequent alignment of the whole data set. === Image filtering === Image filtering (band-pass filtering) is often used to reduce the influence of high and/or low spatial frequency information in the images, which can affect the results of the alignment and classification procedures. This is particularly useful in negative stain images. The algorithms make use of fast Fourier transforms (FFT), often employing Gaussian shaped soft-edged masks in reciprocal space to suppress certain frequency ranges. High-pass filters remove low spatial frequencies (such as ramp or gradient effects), leaving the higher frequencies intact. Low-pass filters remove high spatial frequency features and have a blurring effect on fine details. === Contrast transfer function === Due to the nature of image formation in the electron microscope, bright-field TEM images are obtained using significant underfocus. This, along with features inherent in the microscope's lens system, creates blurring of the collected images visible as a point spread function. The combined effects of the imaging conditions are known as the contrast transfer function (CTF), and can be approximated mathematically as a function in reciprocal space. Specialized image processing techniques such as phase flipping and amplitude correction / Wiener filtering can (at least partially) correct for the CTF, and allow high resolution reconstructions. === Three-dimensional reconstruction === Transmission electron microscopy images are projections of the object showing the distribution of density through the object, similar to medical X-rays. By making use of the projection-slice theorem a three-dimensional reconstruction of the object can be generated by combining many images (2D projections) of the object taken from a range of viewing angles. Proteins in vitreous ice ideally adopt a random distribution of orientations (or viewing angles), allowing a fairly isotropic reconstruction if a large number of particle images are used. This contrasts with electron tomography, where the viewing angles are limited due to the geometry of the sample/imaging set up, giving an anisotropic reconstruction. Filtered back projection is a commonly used method of generating 3D reconstructions in single particle analysis, although many alternative algorithms exist. Before a reconstruction can be made, the orientation of the object in each image needs to be estimated. Several methods have been developed to work out the relative Euler angles of each image. Some are based on common lines (common 1D projections and sinograms), others use iterative projection matching algorithms. The latter works by beginning with a simple, low resolution 3D starting model and compares the experimental images to projections of the model and creates a new 3D to bootstrap towards a solution. Methods are also available for making 3D reconstructions of helical samples (such as tobacco mosaic virus), taking advantage of the inherent helical symmetry. Both real space methods (treating sections of the helix as single particles) and reciprocal space methods (using diffraction patterns) can be used for these samples. === Tilt methods === The specimen stage of the microscope can be tilted (typically along a single axis), allowing the single particle technique known as random conical tilt. An area of the specimen is imaged at both zero and at high angle (~60-70 degrees) tilts, or in the case of the related method of orthogonal tilt reconstruction, +45 and −45 degrees. Pairs of particles corresponding to the same object at two different tilts (tilt pairs) are selected, and by following the parameters used in subsequent alignment and classification steps a three-dimensional reconstruction can be generated relatively easily. This is because the viewing angle (defined as three Euler angles) of each particle is known from the tilt geometry. 3D reconstructions from random conical tilt suffer from missing information resulting from a restricted range of orientations. Known as the missing cone (due to the shape in reciprocal space), this causes distortions in the 3D maps. However, the missing cone problem can often be overcome by combining several tilt reconstructions. Tilt methods are best suited to negatively stained samples, and can be used for particles that adsorb to the carbon support film in preferred orientations. The phenomenon known as charging or beam-induced movement makes collecting high-tilt images of samples in vitreous ice challenging. === Map visualization and fitting === Various software programs are available that allow viewing the 3D maps. These often enable the user to manually dock in protein coordinates (structures from X-ray crystallography, NMR, or a computational model such as one found in the AlphaFold Protein Structure Database) of subunits into the electron density. Several programs can also fit subunits computationally; as of the 2020s using these programs tend to produce better accuracy than manual docking because they can perform labor-intensive tasks such as: The scale of SPA-derived maps depends on knowing the pixel size (angstorms per pixel), which is not always accurate. Programs can automatically correct for this difference by using coordinate data or by using knowledge of chemical bonds. Many proteins are made up of several roughly rigid protein domains linked by flexible parts. Pre-existing coordinate data, whether experimental or computational, may not exactly match the inter-domain positioning of the cyro-EM map. Modern programs can automatically "chop" pre-existing coordinate data into individual domains and fit them in individually. For higher-resolution structures, it is pos

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  • RadioVIS

    RadioVIS

    RadioVIS is a protocol for sideband signalling of images and text messages for a broadcast audio service to provide a richer visual experience. It is an application and sub-project of RadioDNS, which allows radio consumption devices to look up an IP-based service based on the parameters of the currently tuned broadcast station. In January 2015, the functionality of RadioVIS was integrated to Visual Slideshow (ETSI TS 101 499 v3.1.1). The original RVIS01 document is now deprecated. == Details == The protocol enables either Streaming Text Oriented Messaging Protocol (STOMP) or Comet to deliver text and image URLs to a client, with the images being acquired over a HTTP connection. The technology is currently implemented by a number of broadcasters across the world, including Global Radio, Bauer Radio in the UK, RTÉ in the Republic Of Ireland, Südwestrundfunk in Germany and a number of Australian media groups amongst others. A number of software clients exist to show the protocol, as well as hardware devices such as the Pure Sensia from Pure Digital, and the Colourstream from Roberts Radio.

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  • Asymmetric follow

    Asymmetric follow

    An asymmetric follow social network is one which allows many people to follow an individual or account without having to follow them back. It is also known as asynchronous follow or sometimes asymmetric friendship. Asymmetric follow is a common pattern on Twitter, where someone may have thousands of followers, but themselves follow few (or no) accounts. In September 2010 Facebook started experimenting with a similar feature, which Facebook calls "Subscribe To."

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  • WebCL

    WebCL

    WebCL (Web Computing Language) is a JavaScript binding to OpenCL for heterogeneous parallel computing within any compatible web browser without the use of plug-ins, first announced in March 2011. It is developed on similar grounds as OpenCL and is considered as a browser version of the latter. Primarily, WebCL allows web applications to actualize speed with multi-core CPUs and GPUs. With the growing popularity of applications that need parallel processing like image editing, augmented reality applications and sophisticated gaming, it has become more important to improve the computational speed. With these background reasons, a non-profit Khronos Group designed and developed WebCL, which is a Javascript binding to OpenCL with a portable kernel programming, enabling parallel computing on web browsers, across a wide range of devices. In short, WebCL consists of two parts, one being Kernel programming, which runs on the processors (devices) and the other being JavaScript, which binds the web application to OpenCL. The completed and ratified specification for WebCL 1.0 was released on March 19, 2014. == Implementation == Currently, no browsers natively support WebCL. However, non-native add-ons are used to implement WebCL. For example, Nokia developed a WebCL extension. Mozilla does not plan to implement WebCL in favor of WebGL Compute Shaders, which were in turn scrapped in favor of WebGPU. Mozilla (Firefox) - hg.mozilla.org/projects/webcl/ === WebCL working draft === Samsung (WebKit) - github.com/SRA-SiliconValley/webkit-webcl (unavailable) Nokia (Firefox) - github.com/toaarnio/webcl-firefox (down since Nov 2014, Last Version for FF 34) Intel (Crosswalk) - www.crosswalk-project.org === Example C code === The basic unit of a parallel program is kernel. A kernel is any parallelizable task used to perform a specific job. More often functions can be realized as kernels. A program can be composed of one or more kernels. In order to realize a kernel, it is essential that a task is parallelizable. Data dependencies and order of execution play a vital role in producing efficient parallelized algorithms. A simple example can be thought of the case of loop unrolling performed by C compilers, where a statement like:can be unrolled into:Above statements can be parallelized and can be made to run simultaneously. A kernel follows a similar approach where only the snapshot of the ith iteration is captured inside kernel. Rewriting the above code using a kernel:Running a WebCL application involves the following steps: Allow access to devices and provide context Hand over the kernel to a device Cause the device to execute the kernel Retrieve results from the device Use the data inside JavaScript Further details about the same can be found at == Exceptions List == WebCL, being a JavaScript based implementation, doesn't return an error code when errors occur. Instead, it throws an exception such as OUT_OF_RESOURCES, OUT_OF_HOST_MEMORY, or the WebCL-specific WEBCL_IMPLEMENTATION_FAILURE. The exception object describes the machine-readable name and human-readable message describing the error. The syntax is as follows: From the code above, it can be observed that the message field can be a NULL value. Other exceptions include: INVALID_OPERATION – if the blocking form of this function is called from a WebCLCallback INVALID_VALUE – if eventWaitList is empty INVALID_CONTEXT – if events specified in eventWaitList do not belong to the same context INVALID_DEVICE_TYPE – if deviceType is given, but is not one of the valid enumerated values DEVICE_NOT_FOUND – if there is no WebCLDevice available that matches the given deviceType More information on exceptions can be found in the specs document. There is another exception that is raised upon trying to call an object that is ‘released’. On using the release method, the object doesn't get deleted permanently but it frees the resources associated with that object. In order to avoid this exception, releaseAll method can be used, which not only frees the resources but also deletes all the associated objects created. == Security == WebCL, being an open-ended software developed for web applications, has lots of scope for vulnerabilities in the design and development fields too. This forced the developers working on WebCL to give security the utmost importance. Few concerns that were addressed are: Out-of-bounds Memory Access: This occurs by accessing the memory locations, outside the allocated space. An attacker can rewrite or erase all the important data stored in those memory locations. Whenever there arises such a case, an error must be generated at the compile time, and zero must be returned at run-time, not letting the program override the memory. A project WebCL Validator, was initiated by the Khronos Group (developers) on handling this vulnerability. Memory Initialization: This is done to prevent the applications to access the memory locations of previous applications. WebCL ensures that this doesn't happen by initializing all the buffers, variables used to zero before it runs the current application. OpenCL 1.2 has an extension ‘cl_khr_initialize_memory’, which enables this. Denial of Service: The most common attack on web applications cannot be eliminated by WebCL or the browser. OpenCL can be provided with watchdog timers and pre-emptive multitasking, which can be used by WebCL in order to detect and terminate the contexts that are taking too long or consume lot of resources. There is an extension of OpenCL 1.2 ‘cl_khr_terminate_context’ like for the previous one, which enables to terminate the process that might cause a denial of service attack. == Related browser bugs == Bug 664147 - [WebCL] add openCL in gecko, Mozilla Bug 115457: [Meta] WebCL support for WebKit, WebKit Bugzilla

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  • Ernie Bot

    Ernie Bot

    Ernie Bot (Chinese: 文心一言, Pinyin: wénxīn yīyán), full name Enhanced Representation through Knowledge Integration, is an artificial intelligence chatbot developed by the Chinese technology company Baidu. Ernie Bot rivals GPT models in Chinese NLP tasks. It is built on the company's ERNIE series of large language models, which have been in development since 2019. The service was first launched for invited testing on March 16, 2023, and was released to the general public on August 31, 2023, after receiving approval from Chinese regulators. Since its public launch, Ernie Bot has undergone several updates, with newer versions like ERNIE 4.0 and 4.5 released to improve its capabilities. The service has seen rapid user adoption, reportedly reaching over 200 million users by April 2024. It has been integrated into various products, notably powering AI features for the Chinese release of Samsung's Galaxy S24 smartphones. As a product operating in China, Ernie Bot is subject to the country's censorship regulations. It has been observed to refuse answers to politically sensitive questions, such as those regarding CCP general secretary Xi Jinping, the 1989 Tiananmen Square protests and massacre, and other topics deemed taboo by the government. == History == Ernie Bot was initially released for invited testing on March 16, 2023. The live release demo was reported to have been prerecorded, which caused Baidu's stock to drop 10 percent on the day of the launch. The company's stock gained 14 percent the following day after analysts from Citigroup and Bank of America tested Ernie Bot and gave it positive preliminary reviews. On August 31, 2023, Ernie Bot was released to the public after receiving approval from Chinese regulatory authorities. By December 2023, Baidu announced the service had surpassed 100 million users. In January 2024, Hong Kong newspaper South China Morning Post reported that a university research lab linked to the People's Liberation Army (PLA) had tested Ernie Bot for military response scenarios. Baidu denied the allegations, stating it had no connection with the academic paper. That same month, Ernie was integrated into Samsung's Galaxy S24 lineup for its launch in China. The user base reportedly grew to 200 million by April 2024 and 300 million by June 2024. In September 2024, Baidu changed the chatbot's Chinese name from "Wenxin Yiyan" (文心一言) to "Wenxiaoyan" (文小言) to position it as a search assistant. On March 16, 2025, Baidu announced version 4.5 and the reasoning model ERNIE X1. The following month, at the Create2025 Baidu AI Developer Conference, the company released the Wenxin 4.5 Turbo and Wenxin X1 Turbo models, designed to be faster and less expensive to operate. == Development == Ernie Bot is based on Baidu's ERNIE (Enhanced Representation through Knowledge Integration) series of foundation models. The general training process begins with pre-training on large datasets, followed by refinement using techniques like supervised fine-tuning, reinforcement learning with human feedback, and prompt engineering. === Foundation models === ==== Ernie 3.0 ==== The model powering the initial launch of Ernie Bot. It was trained with 10 billion parameters on a 4-terabyte corpus consisting of plain text and a large-scale knowledge graph. ==== Ernie 3.5 ==== Released in June 2023. At the time of release, its performance was reported as "slightly inferior" to OpenAI's GPT-4. ==== Ernie 4.0 ==== Unveiled in October 2023 and released to paying subscribers in November. According to Baidu, this version featured improved performance over its predecessor, with information updated to April 2023. ==== Ernie X1 ==== Announced in March 2025, with Ernie X1 positioned as a specialized reasoning model. Baidu stated that performance improvements were achieved through new technologies such as "FlashMask" dynamic attention masking and a heterogeneous multimodal mixture-of-experts architecture. === Turbo Models === In June 2024, Baidu announced Ernie 4.0 Turbo. In April 2025, Ernie 4.5 Turbo and X1 Turbo were released. These models are optimized for faster response times and lower operational costs. == Service == In its subscription options, the professional plan gives users access to Ernie 4.0 with a payment either for a month or with reduced payment for auto-renewal per month. Meanwhile, Ernie 3.5 is free of charge. Ernie 4.0, the language model for Ernie bot, has information updated to April 2023. == Censorship == Ernie Bot is subject to the Chinese government's censorship regime. In public tests with journalists, Ernie Bot refused to answer questions about CCP general secretary Xi Jinping, the 1989 Tiananmen Square protests and massacre, the persecution of Uyghurs in China in Xinjiang, and the 2019–2020 Hong Kong protests. When queried about the origin of SARS-CoV-2, Ernie Bot stated that it originated among American vape users.

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  • Artificial Intelligence for Digital Response

    Artificial Intelligence for Digital Response

    Artificial Intelligence for Digital Response (AIDR) is a free and open source platform to filter and classify social media messages related to emergencies, disasters, and humanitarian crises. It has been developed by the Qatar Computing Research Institute and awarded the Grand Prize for the 2015 Open Source Software World Challenge. Muhammad Imran stated that he and his team "have developed novel computational techniques and technologies, which can help gain insightful and actionable information from online sources to enable rapid decision-making" - according to him the system "combines human intelligence with machine learning techniques, to solve many real-world challenges during mass emergencies and health issues". == How to use == It can be used by logging in with ones Twitter credentials and by collecting tweets by specifying keywords or hashtags, like #ChileEarthquake, and possibly a geographical region as well. == Use == It has been deployed in conjunction with UNICEF in Zambia to classify short messages related to AIDS/HIV received through the U-Report platform. AIDR was used for the first time during the 2010 Pakistan floods. The first real test of AIDR took place during the 2014 Iquique earthquake in Chile. == Related talks and events == Muhammad Imran delivered a keynote talk on the science behind the AIDR system at the International Conference on Information Systems for Crisis Response And Management (ISCRAM). Abdelkader Lattab and Ji Lucas also presented the system at the 2016 QCRI-IBM Data Science Connect event.

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  • Web content development

    Web content development

    Web content development is the process of researching, writing, gathering, organizing, and editing information for publication on websites. Website content may consist of prose, graphics, pictures, recordings, movies, or other digital assets that could be distributed by a hypertext transfer protocol server, and viewed by a web browser. == Web developers and content developers == When the World Wide Web began, web developers either developed online content themselves, or modified existing documents and coded them into hypertext markup language (HTML). In time, the field of website development came to encompass many technologies, so it became difficult for website developers to maintain so many different skills. Content developers are specialized website developers who have content generation skills such as graphic design, multimedia development, professional writing, and documentation. They can integrate content into new or existing websites without using information technology skills such as script language programming and database programming. Content developers or technical content developers can also be technical writers who produce technical documentation that helps people understand and use a product or service. This documentation includes online help, manuals, white papers, design specifications, developer guides, deployment guides, release notes, etc. == Search engine optimization == Content developers may also be search engine optimization specialists, or internet marketing professionals. High quality, unique content is what search engines are looking for. Content development specialists, therefore, have a very important role to play in the search engine optimization process. One issue currently plaguing the world of web content development is keyword-stuffed content which are prepared solely for the purpose of manipulating search engine rankings. The effect is that content is written to appeal to search engine (algorithms) rather than human readers. Search engine optimization specialists commonly submit content to article directories to build their website's authority on any given topic. Most article directories allow visitors to republish submitted content with the agreement that all links are maintained. This has become a method of search engine optimization for many websites today. If written according to SEO copywriting rules, the submitted content will bring benefits to the publisher (free SEO-friendly content for a webpage) as well as to the author (a hyperlink pointing to his/her website, placed on an SEO-friendly webpage). == New content types == Web content is no longer restricted to text. Search engines now index audio/visual media, including video, images, PDFs, and other elements of a web page. Website owners sometimes use content protection networks to scan for plagiarized content.

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  • Comparison of JavaScript-based web frameworks

    Comparison of JavaScript-based web frameworks

    This is a comparison of web frameworks for front-end web development that are reliant on JavaScript code for their behavior. == General information == == High-level framework comparison == JavaScript-based web application frameworks, such as React and Vue, provide extensive capabilities but come with associated trade-offs. These frameworks often extend or enhance features available through native web technologies, such as routing, component-based development, and state management. While native web standards, including Web Components, modern JavaScript APIs like Fetch and ES Modules, and browser capabilities like Shadow DOM, have advanced significantly, frameworks remain widely used for their ability to enhance developer productivity, offer structured patterns for large-scale applications, simplify handling edge cases, and provide tools for performance optimization. Frameworks can introduce abstraction layers that may contribute to performance overhead, larger bundle sizes, and increased complexity. Modern frameworks, such as React 18 and Vue 3, address these challenges with features like concurrent rendering, tree-shaking, and selective hydration. While these advancements improve rendering efficiency and resource management, their benefits depend on the specific application and implementation context. Lightweight frameworks, such as Svelte and Preact, take different architectural approaches, with Svelte eliminating the virtual DOM entirely in favor of compiling components to efficient JavaScript code, and Preact offering a minimal, compatible alternative to React. Framework choice depends on an application’s requirements, including the team’s expertise, performance goals, and development priorities. A newer category of web frameworks, including enhance.dev, Astro, and Fresh, leverages native web standards while minimizing abstractions and development tooling. These solutions emphasize progressive enhancement, server-side rendering, and optimizing performance. Astro renders static HTML by default while hydrating only interactive parts. Fresh focuses on server-side rendering with zero runtime overhead. Enhance.dev prioritizes progressive enhancement patterns using Web Components. While these tools reduce reliance on client-side JavaScript by shifting logic to build-time or server-side execution, they still use JavaScript where necessary for interactivity. This approach makes them particularly suitable for performance-critical and content-focused applications. == Features == == Browser support ==

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  • Reflection (computer graphics)

    Reflection (computer graphics)

    Reflection in computer graphics is used to render reflective objects like mirrors and shiny surfaces. Accurate reflections are commonly computed using ray tracing whereas approximate reflections can usually be computed faster by using simpler methods such as environment mapping. Reflections on shiny surfaces like wood or tile can add to the photorealistic effects of a 3D rendering. == Approaches to reflection rendering == For rendering environment reflections there exist many techniques that differ in precision, computational and implementation complexity. Combination of these techniques are also possible. Image order rendering algorithms based on tracing rays of light, such as ray tracing or path tracing, typically compute accurate reflections on general surfaces, including multiple reflections and self reflections. However these algorithms are generally still too computationally expensive for real time rendering (even though specialized HW exists, such as Nvidia RTX) and require a different rendering approach from typically used rasterization. Reflections on planar surfaces, such as planar mirrors or water surfaces, can be computed simply and accurately in real time with two pass rendering — one for the viewer, one for the view in the mirror, usually with the help of stencil buffer. Some older video games used a trick to achieve this effect with one pass rendering by putting the whole mirrored scene behind a transparent plane representing the mirror. Reflections on non-planar (curved) surfaces are more challenging for real time rendering. Main approaches that are used include: Environment mapping (e.g. cube mapping): a technique that has been widely used e.g. in video games, offering reflection approximation that's mostly sufficient to the eye, but lacking self-reflections and requiring pre-rendering of the environment map. The precision can be increased by using a spatial array of environment maps instead of just one. It is also possible to generate cube map reflections in real time, at the cost of memory and computational requirements. Screen space reflections (SSR): a more expensive technique that traces rays come from pixel data.This requires the data of surface normal and either depth buffer (local space) or position buffer (world space).The disadvantage is that objects not captured in the rendered frame cannot appear in the reflections, which results in unresolved and or false intersections causing artefacts such as reflection vanishment and virtual image. SSR was originally introduced as Real Time Local Reflections in CryENGINE 3. == Types of reflection == Polished - A polished reflection is an undisturbed reflection, like a mirror or chrome surface. Blurry - A blurry reflection means that tiny random bumps, or microfacets, on the surface of the material causes the reflection to be blurry. Metallic - A reflection is metallic if the highlights and reflections retain the color of the reflective object. Glossy - This term can be misused: sometimes, it is a setting which is the opposite of blurry (e.g. when "glossiness" has a low value, the reflection is blurry). Sometimes the term is used as a synonym for "blurred reflection". Glossy used in this context means that the reflection is actually blurred. === Polished or mirror reflection === Mirrors are usually almost 100% reflective. === Metallic reflection === Normal (nonmetallic) objects reflect light and colors in the original color of the object being reflected. Metallic objects reflect lights and colors altered by the color of the metallic object itself. === Blurry reflection === Many materials are imperfect reflectors, where the reflections are blurred to various degrees due to surface roughness that scatters the rays of the reflections. === Glossy reflection === Fully glossy reflection, shows highlights from light sources, but does not show a clear reflection from objects. == Examples of reflections == === Wet floor reflections === The wet floor effect is a graphic effects technique popular in conjunction with Web 2.0 style pages, particularly in logos. The effect can be done manually or created with an auxiliary tool which can be installed to create the effect automatically. Unlike a standard computer reflection (and the Java water effect popular in first-generation web graphics), the wet floor effect involves a gradient and often a slant in the reflection, so that the mirrored image appears to be hovering over or resting on a wet floor.

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  • Military communications

    Military communications

    Military communications or military signals involve all aspects of communications, or conveyance of information, by armed forces. Examples from Jane's Military Communications include text, audio, facsimile, tactical ground-based communications, naval signalling, terrestrial microwave, tropospheric scatter, satellite communications systems and equipment, surveillance and signal analysis, security, direction finding and jamming. The most urgent purposes are to communicate information to commanders and orders from them. Military communications span from pre-history to the present. The earliest military communications were delivered by runners. Later, communications progressed to visual signals. For example, Naval ships would use flag signaling to communicate from ship to ship. These flags are a uniform set of easily identifiable nautical codes that would convey visual messages and codes between ships and from ship to shore. Then militaries discovered methods to use audible signaling to communicate with each other. This way of communicating was possible because of telegraphs. They are an electronic device that is used by a sender and when the sender presses on the telegraph key, they interrupt the current creating an audible pulse that is heard at the receiving station. The receiver then decodes the pulses to decode the messages. Since then, military communication has evolved and advanced much further. Today, there are many perspectives used to examine how troops around the world communicate. Anthony King states how Military sociologists have attempted to explain how military institutions develop and maintain high levels of social cohesion. == History == In past centuries communicating a message usually required someone to go to the destination, bringing the message. Thus, the term communication often implied the ability to transport people and supplies. A place under siege was one that lost communication in both senses. The association between transport and messaging declined in recent centuries. The first military communications involved the use of runners or the sending and receiving of simple signals (sometimes encoded to be unrecognizable). The first distinctive uses of military communications were called semaphore. Modern units specializing in these tactics are usually designated as signal corps. The Roman system of military communication (cursus publicus or cursus vehicularis) is an early example of this. Later, the terms signals and signaller became words referring to a highly-distinct military occupation dealing with general communications methods (similar to those in civil use) rather than with weapons. Present-day military forces of an informational society conduct intense and complicated communicating activities on a daily basis, using modern telecommunications and computing methods. Only a small portion of these activities are directly related to combat actions. Modern concepts of network-centric warfare (NCW) rely on network-oriented methods of communications and control to make existing forces more effective. == Military communications equipment == Drums, horns, flags, and riders on horseback were some of the early methods the military used to send messages over distances. The advent of distinctive signals led to the formation of the signal corps, a group specialized in the tactics of military communications. The signal corps evolved into a distinctive occupation where the signaller became a highly technical job dealing with all available communications methods including civil ones. In the middle 20th century radio equipment came to dominate the field. Many modern pieces of military communications equipment are built to both encrypt and decode transmissions and survive rough treatment in hostile climates. They use different frequencies to send signals to other radio stations to communicate. Radios have played a major role in military communication. Since they are capable of sending radio waves to transmit voice signals over long distances. This can be helpful for communication on the battlefield since it is a good way to send messages undetected over long distances. Radios are also very reliable because even in harsh weather conditions they are still able to help communicate among the soldiers. Militaries still use radios and continue to improve the technology because of their durability and reliability for military communication. Spelling alphabets such as the NATO phonetic alphabet are used to aid radio communications by reducing ambiguity between letters. Military communications – or "comms" – are activities, equipment, techniques, and tactics used by the military in some of the most hostile areas of the earth and in challenging environments such as battlefields, on land (compare radio in a box), underwater and also in air. Military comms include command, control and communications and intelligence and were known as the C3I model before computers were fully integrated. The U.S. Army expanded the model to C4I when it recognized the vital role played by automated computer equipment to send and receive large, bulky amounts of data. In the modern world, most nations attempt to minimize the risk of war caused by miscommunication or inadequate communication. As a result, military communication is intense and complicated and often motivates the development of advanced technology for remote systems such as satellites. Satellites have been improving and are being used more and more for communication. They are being made to have higher transmission capacity to help with their communication abilities. The military is upgrading satellites to be immune to interference during combat operations. This advancement will establish stable, high-quality information highways for long distance communication. Aircraft are also beneficial for communication, both crewed and uncrewed, as well as computers. Computers and their varied applications have revolutionized military comms. Although military communication is designed for warfare, it also supports intelligence-gathering and communication between adversaries, and thus sometimes prevents war. The six categories of military comms are: alert measurement systems cryptography military radio systems command and control signal corps network-centric warfare The alert measurement systems are various states of alertness or readiness for the armed forces used around the world during a state of war, act of terrorism or a military attack against a state. They are known by different acronyms, such as DEFCON, or defense readiness condition, used by the U.S. Armed Forces. Cryptography is the study of methods of converting messages to a form unreadable except to one who knows how to decrypt them. This ancient military comms art gained new importance with the rise of radio systems whose signals traveled far and were easily intercepted. Cryptographic software is also widely used in civilian commerce. == Commercial refile == In United States military communications systems, commercial refile refers to sending a military message via a commercial communications network. The message may come from a military network, such as a tape relay network, a point-to-point telegraph network, a radio-telegraph network, or the Defense Switched Network. Commercial refiling of a message will usually require a reformatting of the message, particularly the heading.

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  • Influencer speak

    Influencer speak

    Influencer speak is a speech pattern commonly associated with English-speaking digital content creators, particularly on platforms such as TikTok. This style is characterized by linguistic features such as uptalk, where intonation rises at the end of declarative sentences, and vocal fry, a low, creaky vibration in speech. These features are often used to engage audiences. == Characteristics == Influencer speak is commonly associated with: Uptalk – a rising intonation at the end of statements Vocal fry – a creaky sound often occurring at the end of sentences Use of filler words and slang – contributes to a conversational tone that resonates with audiences == Origins == The origins of "influencer speak" are linked to the "Valley Girl" accent, which became prominent in the 1980s. This earlier style included features such as uptalk and vocal fry, which have been adapted for digital platforms. Linguists have noted that these patterns are often led by young women, who are recognized as linguistic innovators in sociolinguistic research. == Sociolinguistic significance == "Influencer speak" is used to maintain audience engagement. Features such as uptalk help speakers retain the "conversational floor," ensuring continuous attention from listeners. A study conducted by UCLA researchers has shown that creators adjust their speech styles based on the platform and audience. For example, a comedic tone may be emphasized on TikTok, while a more professional tone may be used on platforms such as LinkedIn or YouTube.

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  • Digital inclusion

    Digital inclusion

    Digital inclusion involves the activities necessary to ensure equitable access to and use of information and communications technologies for participation in social and economic life including for education, social services, health, social, and community participation. Digital inclusion includes access to affordable broadband Internet services, Internet-enabled devices, access to digital literacy training, quality technical support, and applications and online content designed to enable and encourage self-sufficiency, participation, and collaboration. Related concepts include digital divide, digital exclusion and digital inequality, however digital inclusion focuses more on the strategies, policies, and programs required to address the digital divide. As many services have moved online and with the increasing use of telehealth to deliver primary care, particularly during the COVID-19 pandemic in 2020, digital inclusion, including digital literacy and internet access is increasingly regarded as a social determinant of health. Accessibility, relevance, and impact have been identified as essential elements of digital inclusion as it pertains to health information systems. "Digital inclusion is broadly defined as different strategies designed to ensure that all people have equal access, opportunities and skills to benefit from digital technologies and systems" (ITU, 2019, as cited in Carmi and Yates, 2020). Since 2020, there have been many technology companies that have begun implementing different features or roles within their companies to support breaking down the digital divide. For example, HP has announced the digital divide accelerator. This accelerator will support nonprofits in Greece, Indonesia, Nigeria, and Spain. The goal for this role is to help equip children and other people within the community to understand the skills needed to become a part of the digital community. == Background == With the increasing use of computers and the Internet in the 1990s and early 2000s concerns rose around digital equality, however this primarily focused on the physical access to technology. This gave rise to the concept of the digital divide which was originally developed to describe the growing disparity in Internet access between rural and urban areas of the United States of America. This gradually expanded to considerations of digital access between countries in what is termed the global digital divide, which mirrors many of the disparities seen within countries but on an international scale. However, with the adoption of digital technologies across most sectors of society, and the increasing diversity of technologies and programs, access and use of ICT became more complex and essential for many aspects of daily life. This led to new terminology and a second wave of research on digital inequality which has been identified as the (1) usage gap, (2) second level digital divide, (3) emerging digital differentiation, and (4) digital inclusion. == Strategies for digital inclusion == A review of the literature in 2019 found that while physical access to digital technologies and the internet continues to be a barrier to digital inclusion, digital ability and attitude were also potential barriers. Key strategies identified for improving digital inclusion are social support, direct user experience and collaborative learning/design. Education is a key aspect of digital inclusion as digital technologies have become a key means of engaging with all levels of the education system, requiring levels of digital competence for successful engagement with the curriculum. In addition lifelong learning is required as technologies, services and systems are changing constantly. Public libraries and community service providers play a key role in supporting digital inclusion through access to computers, internet connection and expertise and training. Designing for digital inclusion may also help with poor written literacy, which remains a barrier for 10% of the world's population. UNESCO has developed Guidelines for designing digital technologies in ways that could assist those who are illiterate. == Indigenous digital inclusion == Digital inclusion is a critical issue for many Indigenous communities across the globe, many of whom lack access to adequate resources. The Australian Government has set a National Closing the Gap target for Aboriginal and Torres Strait Islander people to have equal levels of digital inclusion by 2026. Many people on tribal land and in Native Hawaiian land struggle with the technology gap. The Native Entities Capacity and Planning Grant Program has $45.3 million available to help address these challenges and empower Indian Tribes, Alaska Native entities, and Native Hawaiian organizations. Some of the impacts so far are in the education and workforce development and healthcare access through telehealth.[13] == Measuring digital inclusion == The Australian Digital Inclusion Index (ADII) is a research project which has been tracking digital inclusion throughout Australia since 2016. It uses survey data to measure digital inclusion across three dimensions of access, affordability and digital ability. == The Future of Digital Inclusion == On February 16, 2021, a global dialogue within the United Nations (UN) took a look at the future of digital inclusion. Through the adoption of the 2030 UN Agenda for Sustainable Development, Member States made a commitment. They pledged to "leave no one behind." By 2030, the UN's goal is to close the digital divide by providing access to the Internet and mobile technologies for all nations and peoples and for all segments of society. The UN sees the crisis of too many people in our global society still living unconnected and how the digital divide remains a challenge that must be addressed. == Gaming == The Xbox Adaptive Controller is a groundbreaking example of digital inclusion, designed to make gaming more accessible to people with limited mobility. Developed by Microsoft, it features large programmable buttons and ports that connect to a wide range of external devices like switches, joysticks, and mounts, allowing users to customize their gaming experience based on their unique needs. By removing traditional physical barriers to gameplay, the Xbox Adaptive Controller empowers more people to participate in digital entertainment, promotes equal access to technology, and fosters a more inclusive gaming community. == Digital inclusion advocacy groups == Australian Digital Inclusion Alliance National Digital Inclusion Alliance (US)

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  • AdTruth

    AdTruth

    AdTruth is a software product and the digital media division of 41st Parameter, a company headquartered in Scottsdale, Arizona, with regional offices in San Jose, California; London, England; and Munich, Germany. AdTruth allows marketers to recognize and reach target audiences across online devices. AdTruth software identifies users for targeting, tracking, performance tracking across digital media, including mobile and desktop, by analysing patterns in large numbers of advertisements served over the internet, rather than through the use of cookies. == History == AdTruth was founded in 2011 by Ori Eisen of 41st Parameter, to repurpose the company's fraud detection and prevention technology, for use within the advertising industry to accurately target intended audiences, particularly in mobile. Eisen was joined by James Lamberti in the role of vice president and general manager. In 2012 41st Parameter raised $13 million in Series D financing from Norwest Venture Partners, Kleiner Perkins Caufield & Byers, Jafco Ventures and Georgian Partners, bringing total funding to about $35 million. In May 2012, AdTruth hosted a meeting of digital media executives to discuss Apple’s UDID deprecation, with the intent of developing a device-neutral replacement standard. AdTruth joined the World Wide Web Consortium's Tracking Protection Working Group, which provides guidance for implementing and adhering to Do Not Track policies. AdTruth also worked with privacy firm Truste to create a privacy compliant Do Not Track-style mechanism for mobile. In 2013, the company Experian purchased 41st Parameter, acquiring AdTruth as part of the deal. == Product == AdTruth software helps marketers track, target and retarget consumers using more than 100 parameters, including milliseconds in differences in the internal clock setting, to recognize a particular device anonymously. AdTruth's technology uses non-UDID information to identify a wide range of devices for cookieless ad targeting. Its technology currently has about a 90 percent accuracy rate on iOS, higher on Android and desktop. AdTruth also has mobile web to app bridging capabilities as well as DeviceInsight technology, enabling marketers to identify users across mobile web and app content. 41st Parameter's patented AdTruth technology is being used by MdotM, in response to the deprecation of the UDID that included tracking and targeting capabilities. == Competitors == AdTruth's main competitor is BlueCava, which deploys a similar device-fingerprinting technology.

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  • Mashup (web application hybrid)

    Mashup (web application hybrid)

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

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  • List of search appliance vendors

    List of search appliance vendors

    A search appliance is a type of computer which is attached to a corporate network for the purpose of indexing the content shared across that network in a way that is similar to a web search engine. It may be made accessible through a public web interface or restricted to users of that network. A search appliance is usually made up of: a gathering component, a standardizing component, a data storage area, a search component, a user interface component, and a management interface component. == Vendors of search appliances == Fabasoft Google InfoLibrarian Search Appliance™ Maxxcat Searchdaimon Thunderstone == Former/defunct vendors of search appliances == Black Tulip Systems Google Search Appliance Index Engines Munax Perfect Search Appliance

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