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  • Pyramid (image processing)

    Pyramid (image processing)

    Pyramid, or pyramid representation, is a type of multi-scale signal representation developed by the computer vision, image processing and signal processing communities, in which a signal or an image is subject to repeated smoothing and subsampling. Pyramid representation is a predecessor to scale-space representation and multiresolution analysis. == Pyramid generation == There are two main types of pyramids: lowpass and bandpass. A lowpass pyramid is made by smoothing the image with an appropriate smoothing filter and then subsampling the smoothed image, usually by a factor of 2 along each coordinate direction. The resulting image is then subjected to the same procedure, and the cycle is repeated multiple times. Each cycle of this process results in a smaller image with increased smoothing, but with decreased spatial sampling density (that is, decreased image resolution). If illustrated graphically, the entire multi-scale representation will look like a pyramid, with the original image on the bottom and each cycle's resulting smaller image stacked one atop the other. A bandpass pyramid is made by forming the difference between images at adjacent levels in the pyramid and performing image interpolation between adjacent levels of resolution, to enable computation of pixelwise differences. == Pyramid generation kernels == A variety of different smoothing kernels have been proposed for generating pyramids. Among the suggestions that have been given, the binomial kernels arising from the binomial coefficients stand out as a particularly useful and theoretically well-founded class. Thus, given a two-dimensional image, we may apply the (normalized) binomial filter (1/4, 1/2, 1/4) typically twice or more along each spatial dimension and then subsample the image by a factor of two. This operation may then proceed as many times as desired, leading to a compact and efficient multi-scale representation. If motivated by specific requirements, intermediate scale levels may also be generated where the subsampling stage is sometimes left out, leading to an oversampled or hybrid pyramid. With the increasing computational efficiency of CPUs available today, it is in some situations also feasible to use wider supported Gaussian filters as smoothing kernels in the pyramid generation steps. === Gaussian pyramid === In a Gaussian pyramid, subsequent images are weighted down using a Gaussian average (Gaussian blur) and scaled down. Each pixel containing a local average corresponds to a neighborhood pixel on a lower level of the pyramid. This technique is used especially in texture synthesis. === Laplacian pyramid === A Laplacian pyramid is very similar to a Gaussian pyramid but saves the difference image of the blurred versions between each levels. Only the smallest level is not a difference image to enable reconstruction of the high resolution image using the difference images on higher levels. This technique can be used in image compression. === Steerable pyramid === A steerable pyramid, developed by Simoncelli and others, is an implementation of a multi-scale, multi-orientation band-pass filter bank used for applications including image compression, texture synthesis, and object recognition. It can be thought of as an orientation selective version of a Laplacian pyramid, in which a bank of steerable filters are used at each level of the pyramid instead of a single Laplacian or Gaussian filter. == Applications of pyramids == === Alternative representation === In the early days of computer vision, pyramids were used as the main type of multi-scale representation for computing multi-scale image features from real-world image data. More recent techniques include scale-space representation, which has been popular among some researchers due to its theoretical foundation, the ability to decouple the subsampling stage from the multi-scale representation, the more powerful tools for theoretical analysis as well as the ability to compute a representation at any desired scale, thus avoiding the algorithmic problems of relating image representations at different resolution. Nevertheless, pyramids are still frequently used for expressing computationally efficient approximations to scale-space representation. === Detail manipulation === Levels of a Laplacian pyramid can be added to or removed from the original image to amplify or reduce detail at different scales. However, detail manipulation of this form is known to produce halo artifacts in many cases, leading to the development of alternatives such as the bilateral filter. Some image compression file formats use the Adam7 algorithm or some other interlacing technique. These can be seen as a kind of image pyramid. Because those file format store the "large-scale" features first, and fine-grain details later in the file, a particular viewer displaying a small "thumbnail" or on a small screen can quickly download just enough of the image to display it in the available pixels—so one file can support many viewer resolutions, rather than having to store or generate a different file for each resolution.

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  • Evolving intelligent system

    Evolving intelligent system

    In computer science, an evolving intelligent system is a fuzzy logic system which improves the own performance by evolving rules. The technique is known from machine learning, in which external patterns are learned by an algorithm. Fuzzy logic based machine learning works with neuro-fuzzy systems. Intelligent systems have to be able to evolve, self-develop, and self-learn continuously in order to reflect a dynamically evolving environment. The concept of Evolving Intelligent Systems (EISs) was conceived around the turn of the century with the phrase EIS itself coined for the first time by Angelov and Kasabov in a 2006 IEEE newsletter and expanded in a 2010 text. EISs develop their structure, functionality and internal knowledge representation through autonomous learning from data streams generated by the possibly unknown environment and from the system self-monitoring. EISs consider a gradual development of the underlying (fuzzy or neuro-fuzzy) system structure and differ from evolutionary and genetic algorithms which consider such phenomena as chromosomes crossover, mutation, selection and reproduction, parents and off-springs. The evolutionary fuzzy and neuro systems are sometimes also called "evolving" which leads to some confusion. This was more typical for the first works on this topic in the late 1990s. == Implementations == EISs can be implemented, for example, using neural networks or fuzzy rule-based models. The first neural networks which consider an evolving structure were published in. These were later expanded by N. Kasabov and P. Angelov for the neuro-fuzzy models. P. Angelov introduced the evolving fuzzy rule-based systems (EFSs) as the first mathematical self-learning model that can dynamically evolve its internal structure and is human interpretable and coined the phrase EFS. Contemporarily, the offline incremental approach for learning an EIS, namely, EFuNN, was proposed by N. Kasabov. P. Angelov, D. Filev, N. Kasabov and O. Cordon organised the first IEEE Symposium on EFSs in 2006 (the proceedings of the conference can be found in). EFSs include a formal (and mathematically sound) learning mechanism to extract it from streaming data. One of the earliest and the most widely cited comprehensive survey on EFSs was done in 2008. Later comprehensive surveys on EFS methods with real applications were done in 2011 and 2016 by E. Lughofer. Other works that contributed further to this area in the following years expanded it to evolving participatory learning, evolving grammar, evolving decision trees, evolving human behaviour modelling, self-calibrating (evolving) sensors (eSensors), evolving fuzzy rule-based classifiers, evolving fuzzy controllers, autonomous fault detectors. More recently, the stability of the evolving fuzzy rule-based systems that consist of the structure learning and the fuzzily weighted recursive least square parameter update method has been proven by Rong. Generalized EFS, which allow rules to be arbitrarily rotated in the feature space and thus to improve their data representability, have been proposed in with significant extensions in towards 'smartness' of the rule bases (thus, termed as "Generalized Smart EFS"), allowing more interpretability and reducing curse of dimensionality. The generalized rule structure was also successfully used in the context of evolving neuro-fuzzy systems. Several facets and challenges for achieving more transparent and understandable rule bases in EFS have been discussed by E. Lughofer in. EISs form the theoretical and methodological basis for the Autonomous Learning Machines (ALMA) and autonomous multi-model systems (ALMMo) as well as of the Autonomous Learning Systems. Evolving Fuzzy Rule-based classifiers, in particular, is a very powerful new concept that offers much more than simply incremental or online classifiers – it can cope with new classes being added or existing classes being merged. This is much more than just adapting to new data samples being added or classification surfaces being evolved. Fuzzy rule-based classifiers are the methodological basis of a new approach to deep learning that was until now considered as a form of multi-layered neural networks. Deep Learning offers high precision levels surpassing the level of human ability and grabbed the imagination of the researchers, industry and the wider public. However, it has a number of intrinsic constraints and limitations. These include: The "black box", opaque internal structure which has millions of parameters and involves ad hoc decisions on the number of layers and algorithm parameters. The requirement for a huge amount of training data samples, computational resources (usually requiring GPUs and/or HPC) and time (usually requiring many hours of training). Iterative search. Requires retraining for new situations (is not evolving). Does not have proven convergence and stability. Most, if not all, of the above limitations can be avoided with the use of the Deep (Fuzzy) Rule-based Classifiers, which were recently introduced based on ALMMo, while achieving similar or even better performance. The resulting prototype-based IF...THEN...models are fully interpretable and dynamically evolving (they can adapt quickly and automatically to new data patterns or even new classes). They are non-parametric and, therefore, their training is non-iterative and fast (it can take few milliseconds per data sample/image on a normal laptop which contrasts with the multiple hours the current deep learning methods require for training even when they use GPUs and HPC). Moreover, they can be trained incrementally, online, or in real-time. Another aspect of Evolving Fuzzy Rule-based classifiers has been proposed in, which, in case of multi-class classification problems, achieves the reduction of class imbalance by cascadability into class sub-spaces and an increased flexibility and performance for adding new classes on the fly from streaming samples.

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  • Conference on Artificial General Intelligence

    Conference on Artificial General Intelligence

    The Conference on Artificial General Intelligence (AGI) is a meeting of researchers in the field of artificial general intelligence (AGI) organized by the AGI Society steered by Marcus Hutter and Ben Goertzel. It has been held annually since 2008. The conference was initiated by the 2006 Bethesda Artificial General Intelligence Workshop and has since been hosted at various international venues. == Locations and history == AGI-2026 San Francisco State University, California, USA AGI-2025 Reykjavík University, Reykjavík, Iceland AGI-2024 University of Washington, Seattle, Washington, USA AGI-2023 KTH Royal Institute of Technology, Stockholm, Sweden AGI-2022 The Crocodile, Seattle, Washington, USA AGI-2021 Computer History Museum, Mountain View, California, USA AGI-2020 Virtual Conference AGI-2019 Sheraton Shenzhen Futian, Shenzhen, China AGI-2018 Czech Technical University, Prague, Czech Republic AGI-2017 ibis Melbourne, Melbourne, Australia AGI-2016 The New School, New York, New York, USA AGI-2015 Berlin-Brandenburg Academy of Sciences and Humanities, Berlin, Germany AGI-2014 Université Laval, Quebec City, Canada (sponsored by the Cognitive Science Society and the AAAI) AGI-2013 Peking University, Beijing, China (sponsored by the Cognitive Science Society and the AAAI) AGI-2012 University of Oxford, Oxford, United Kingdom (sponsored by the Future of Humanity Institute and Ray Kurzweil) AGI-2011 Google Headquarters, Mountain View, California, USA (sponsored by Google, AAAI, and Ray Kurzweil) AGI-2010 University of Lugano, Lugano, Switzerland (In Memoriam Ray Solomonoff and sponsored by AAAI and Ray Kurzweil) AGI-2009 Crowne Plaza Crystal City, Arlington, Virginia, USA (sponsored by AAAI and Ray Kurzweil) AGI-2008 University of Memphis, Tennessee, USA (sponsored by AAAI) == Notable speakers == The conference has attracted many speakers over the years including Turing Award winners Yoshua Bengio and Richard S. Sutton as well as Ben Goertzel, Marcus Hutter, Jürgen Schmidhuber, Gary Marcus, John E. Laird, Peter Norvig, Joscha Bach, François Chollet, John L. Pollock, Bill Hibbard, Hugo de Garis, Stan Franklin, Steve Omohundro, Randal A. Koene, Ernst Dickmanns, Margaret Boden, David Hanson, Roman Yampolskly, Selmer Bringsjord, Kristinn R. Thórisson and Nick Bostrom.

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  • The Life and Times of Multivac

    The Life and Times of Multivac

    "The Life and Times of Multivac" is a science fiction short story by American writer Isaac Asimov. The story first appeared in the 5 January 1975 issue of The New York Times Magazine, and was reprinted in the collections The Bicentennial Man and Other Stories and The Best of Creative Computing in 1976. It is one of a loosely connected series of stories concerning a fictional supercomputer called Multivac. "The Life and Times of Multivac" was the first piece of fiction ever commissioned and published by The New York Times. Asimov's original title for the story was "Mathematical Games", but after the story appeared under the new title he decided he liked it. In his commentary on the story in The Bicentennial Man and Other Stories collection, Asimov stated, "More people came up to me over the next few weeks to tell me they had read that story than had ever been the case for any other story I had ever written." == Plot summary == When humanity begins to chafe under Multivac’s benevolent tyranny, one man takes matters into his own hands to destroy the great computer. By appearing to betray his fellow humans, he places himself in a position to permanently destroy Multivac. It is implied that it is not until completion of the act that he and his peers suddenly realize the enormity of their actions and the consequences it will have on humanity.

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  • Floyd–Steinberg dithering

    Floyd–Steinberg dithering

    Floyd–Steinberg dithering is an image dithering algorithm first published in 1976 by Robert W. Floyd and Louis Steinberg. It is commonly used by image manipulation software, for example, when converting an image from a Truecolor 24-bit PNG format into a GIF format, which is restricted to a maximum of 256 colors. == Implementation == The algorithm achieves dithering using error diffusion, meaning it pushes (adds) the residual quantization error of a pixel onto its neighboring pixels, to be quantized after. It spreads the debt out according to the distribution (shown as a map of the neighboring pixels): [ ∗ 7 16 … … 3 16 5 16 1 16 … ] {\displaystyle {\begin{bmatrix}&&&{\frac {\displaystyle 7}{\displaystyle 16}}&\ldots \\\ldots &{\frac {\displaystyle 3}{\displaystyle 16}}&{\frac {\displaystyle 5}{\displaystyle 16}}&{\frac {\displaystyle 1}{\displaystyle 16}}&\ldots \\\end{bmatrix}}} The pixel indicated with a star () indicates the pixel currently being scanned, and the blank pixels are the previously scanned pixels. The specific values (7/16, 3/16, 5/16, 1/16) were originally found by trial-and-error, "guided by the desire to have a region of desired density 0.5 come out as a checkerboard pattern". The algorithm scans the image from left to right, top to bottom, quantizing pixel values one by one. Each time, the quantization error is transferred to the neighboring pixels, while not affecting the pixels that already have been quantized. Hence, if a number of pixels have been rounded downwards, it becomes more likely that the next pixel is rounded upwards, such that on average, the quantization error is close to zero. The diffusion coefficients have the property that if the original pixel values are exactly halfway in between the nearest available colors, the dithered result is a checkerboard pattern. For example, 50% grey data could be dithered as a black-and-white checkerboard pattern. For optimal dithering, the counting of quantization errors should be in sufficient accuracy to prevent rounding errors from affecting the result. For correct results, all values should be linearized first, rather than operating directly on sRGB values as is common for images stored on computers. In some implementations, the horizontal direction of scan alternates between lines; this is called "serpentine scanning" or boustrophedon transform dithering. The algorithm described above is in the following pseudocode. This works for any approximately linear encoding of pixel values, such as 8-bit integers, 16-bit integers or real numbers in the range [0, 1]. for each y from top to bottom do for each x from left to right do oldpixel := pixels[x][y] newpixel := find_closest_palette_color(oldpixel) pixels[x][y] := newpixel quant_error := oldpixel - newpixel pixels[x + 1][y ] := pixels[x + 1][y ] + quant_error × 7 / 16 pixels[x - 1][y + 1] := pixels[x - 1][y + 1] + quant_error × 3 / 16 pixels[x ][y + 1] := pixels[x ][y + 1] + quant_error × 5 / 16 pixels[x + 1][y + 1] := pixels[x + 1][y + 1] + quant_error × 1 / 16 When converting grayscale pixel values from a high to a low bit depth (e.g. 8-bit grayscale to 1-bit black-and-white), find_closest_palette_color() may perform just a simple rounding, for example: find_closest_palette_color(oldpixel) = round(oldpixel / 255) The pseudocode can result in pixel values exceeding the valid values (such as greater than 255 in 8-bit grayscale images). Such values should ideally be handled by the find_closest_palette_color() function, rather than clipping the intermediate values, since a subsequent error may bring the value back into range. However, if fixed-width integers are used, wrapping of intermediate values would cause inversion of black and white, and so should be avoided. The find_closest_palette_color() implementation is nontrivial for a palette that is not evenly distributed, however small inaccuracies in selecting the correct palette color have minimal visual impact due to error being propagated to future pixels. A nearest neighbor search in 3D is frequently used.

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  • Feeding the Machine (book)

    Feeding the Machine (book)

    Feeding the Machine: The Hidden Human Labour Powering AI is a 2024 book by James Muldoon, Mark Graham and Callum Cant. == Writing == The authors developed the concept for the book while doing fieldwork studying data annotation in developing countries in East Africa. == Synopsis == The book examines the human input needed to develop and sustain AI ecosystems. == Reception == The book received positive reviews. Rosalie Waelen of Capital & Class gave it a mostly positive review. Tim Hornyak of Literary Review praised it. Kirkus Reviews called it "A sobering and timely—if sometimes distracted—study of AI.". Publishers Weekly gave the book a starred review, writing that "The grim real-life stories read like dystopian parables, such as the account of a European voice actor whose recordings were legally used without her consent to create an inexpensive synthetic clone whom she now competes with for business. Driven by striking reporting and finely observed profiles, this unsettles."

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  • Digital organism

    Digital organism

    A digital organism is a self-replicating computer program that mutates and evolves. Digital organisms are used as a tool to study the dynamics of Darwinian evolution, and to test or verify specific hypotheses or mathematical models of evolution. The study of digital organisms is closely related to the area of artificial life. == History == Digital organisms can be traced back to the game Darwin, developed in 1961 at Bell Labs, in which computer programs had to compete with each other by trying to stop others from executing . A similar implementation that followed this was the game Core War. In Core War, it turned out that one of the winning strategies was to replicate as fast as possible, which deprived the opponent of all computational resources. Programs in the Core War game were also able to mutate themselves and each other by overwriting instructions in the simulated "memory" in which the game took place. This allowed competing programs to embed damaging instructions in each other that caused errors (terminating the process that read it), "enslaved processes" (making an enemy program work for you), or even change strategies mid-game and heal themselves. Steen Rasmussen at Los Alamos National Laboratory took the idea from Core War one step further in his core world system by introducing a genetic algorithm that automatically wrote programs. However, Rasmussen did not observe the evolution of complex and stable programs. It turned out that the programming language in which core world programs were written was very brittle, and more often than not mutations would completely destroy the functionality of a program. The first to solve the issue of program brittleness was Thomas S. Ray with his Tierra system, which was similar to core world. Ray made some key changes to the programming language such that mutations were much less likely to destroy a program. With these modifications, he observed for the first time computer programs that did indeed evolve in a meaningful and complex way. Later, Chris Adami, Titus Brown, and Charles Ofria started developing their Avida system, which was inspired by Tierra but again had some crucial differences. In Tierra, all programs lived in the same address space and could potentially execute or otherwise interfere with each other's code. In Avida, on the other hand, each program lives in its own address space. Because of this modification, experiments with Avida became much cleaner and easier to interpret than those with Tierra. With Avida, digital organism research has begun to be accepted as a valid contribution to evolutionary biology by a growing number of evolutionary biologists. Evolutionary biologist Richard Lenski of Michigan State University has used Avida extensively in his work. Lenski, Adami, and their colleagues have published in journals such as Nature and the Proceedings of the National Academy of Sciences (USA). In 1996, Andy Pargellis created a Tierra-like system called Amoeba that evolved self-replication from a randomly seeded initial condition. More recently REvoSim - a software package based around binary digital organisms - has allowed evolutionary simulations of large populations that can be run for geological timescales.

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  • Hundred (novel series)

    Hundred (novel series)

    Hundred (ハンドレッド, Handoreddo) is a Japanese light novel series written by Jun Misaki and illustrated by Nekosuke Ōkuma. SB Creative published 16 novels between November 15, 2012, and October 15, 2018, under their GA Bunko imprint. A manga adaptation with art by Sasayuki was serialized in Fujimi Shobo's Monthly Dragon Age magazine. An anime television series adaptation, produced by Production IMS and directed by Tomoki Kobayashi, aired from April to June 2016. == Plot == "Hundreds" are a kind of weapon that get their name from their ability to change into many different forms, and are the only thing that can counter the mysterious life forms called Savage that are attacking Earth. Those who can wield a Hundred are sought out to be made into Slayers, trained individuals who can use them in combat. To become a Slayer, Hayato Kisaragi successfully enrolls in the marine academy city ship Little Garden. However he feels a strange yet familiar sense of incongruity towards Emile Crossford, his roommate who somehow knows him from somewhere. On top of that, shortly after he enters the school, he ends up getting challenged to a duel by the "Queen" and the school's most powerful Slayer, Claire Harvey. == Characters == Hayato Kisaragi (如月 ハヤト, Kisaragi Hayato) Voiced by: Yoshiaki Hasegawa (Japanese); Ricco Fajardo (English) Hayato is the male protagonist of Hundred. Originally from Yamato, Hayato became a Slayer in order to obtain state-of-the-art medical treatment for his sister. His previous encounter with a Savage 10 years ago resulted in him becoming a Variant - one of a very small fraction of people (fewer than 10 in the world, according to Emile) who have survived exposure to the Savages and obtained a greatly increased affinity for Hundreds as a result. He has the highest known compatibility with a Hundred and his Hundred, the Flying Swallow, is a chevalier-type that takes the form of a sword and a shoulder guard. When he first met Emilia he didn't realize that she was really a girl, but upon discovering the truth, he agreed to keep her secret. He is shown to be slightly uncomfortable whenever Emilia was showing him affection and would always blush when around her or other women who show their romantic feelings toward him. Emilia Hermit (エミリア・ハーミット, Emiria Hāmitto) Voiced by: Rumi Ōkubo (Japanese); Mikaela Krantz (English) Emilia is the female protagonist of Hundred. She is a silver-haired girl from the Britannia Empire and Hayato's roommate. She initially poses as a boy under the name Emile Crossfode (エミール・クロスフォード, Emīru Kurosufōdo) with only a few people aware of her secret until she eventually reveals the truth about herself. She and Hayato were survivors from the second Savage attack 10 years earlier, which resulted in her and Hayato becoming Variants. Hayato only has vague recollections of the prior event and it isn't until their encounter with the Savages at Zwei Island that Hayato realizes her true identity. She is a citizen of the Gudenburg Empire by birth and eventually reveals that she is Emilia Gudenburg (エミリア・グーデンブルグ, Emiria Gūdenburugu), the Empire's third princess. Her Hundred is the Arms Shroud that is an innocence type able to change into any form of weapon, something no other Slayer's Hundred can do. Like Hayato, she too is a Variant. Ten years ago she and Hayato where fleeing from the Savages' onslaught when she was attacked by one and almost died. The attack left a potent amount of virus in her gaping wound. Hayato, in an attempt to save her life sucked some of the fluids out, causing him to become a Variant as well. A substantial amount was still left in her system. She is in love with Hayato and is known to be very affectionate towards him and does not care about the rumors circulating about their relationship since everyone assumes them to be gay. Eventually, her status as a princess and girl are revealed to her peers, who were shocked at her heritage and finally understand her feelings to Hayato. Claire Harvey (クレア・ハーヴェイ, Kurea Hāvei) Voiced by: M.A.O (Japanese); Caitlin Glass (English) The highest-ranked Slayer in Little Garden who is from the United States of Liberia, she is called the Queen. The newly-arrived Hayato is forced to duel her to prevent the expulsion of two students who arrived late to the entrance ceremony because they are looking for him at the airport when he arrived. During the duel Hayato accidentally gropes her and she goes all out and defeats him, but the duel is called a draw and the students are allowed to stay. After Hayato saves her from a Savage and, later, accidentally kisses her, she falls in love with him. Her Hundred is a Dragoon Type which utilizes multiple cannons or transforms into a large powerful rifle, in doing so it drains much of her energy. She is also one of the few people who are aware that Emilia is secretly a girl. Karen Kisaragi (如月 カレン, Kisaragi Karen) Voiced by: Kaya Okuno (Japanese); Dawn M. Bennett (English) Hayato's younger sister who is ill. Hayato became a Slayer in order to obtain first-class treatment for her. While staying in the hospital she is often seen playing tarot cards, where she has become sort of a clairvoyant. Unlike her brother, Hayato, she suspected that Emilia was really a girl the moment she met her, until she was later convinced otherwise. She later becomes good friends with popular idol Sakura. Sakura Kirishima (霧島 サクラ, Kirishima Sakura) Voiced by: Mayu Yoshioka (Japanese); Amber Lee Connors (English) She is a popular idol who falls in love with Hayato after seeing him defeat the Trenta Savage at Zwei Island. She originally met Hayato and Karen at a shelter in Gudenberg during the second Savage attack. She remembers Karen but wasn't able to get Hayato's name at the time. After that incident, she lives with her father whom she never meets. When she later falls ill from an unknown illness, her father sells her to the Warslran Research Facility, where subjects like her are injected with vaccines that are developed from the fluids recovered from defeated Savages. She is the only one of the test subjects to have survived and, like Hayato and Emilia, she is also a Variant and a Slayer. Liza Harvey (リザ・ハーヴェイ, Riza Hāvei) Voiced by: Nichika Ōmori (Japanese); Megan Shipman (English) Claire's younger sister. Liddy Steinberg (リディ・スタインバーグ, Ridi Sutainbāgu) Voiced by: Rika Kinugawa (Japanese); Alex Moore (English) Little Garden's student council Vice President who is in charge of enforcement, she is very loyal to Claire and can be very uptight when enforcing the school's rules and regulations. Her Hundred takes the form of a lance and a shield. Erica Candle (エリカ・キャンドル, Erika Kyandoru) Voiced by: Yui Makino (Japanese); Natalie Hoover (English) She is also student council Vice President, however, she is mostly in charge of strategic planning, she has a high admiration for Claire, and it is suggested that she has certain feelings for her. Her Hundred, the Everlasting, is an Arsene type, which takes the form of a massive chained yoyo that she uses for restraining. Unfortunately her Hundred is ineffective against much stronger Savages. She is also one of the few people who became aware of Emilia's secret. Fritz Granz (フリッツ・グランツ, Furittsu Gurantsu) Voiced by: Wataru Hatano (Japanese); Jason Liebrecht (English) Hayato's classmate and Latia's partner. His Hundred takes the form of a sniper rifle. He and Latia were childhood friends, he often pokes fun at her. He is curious about the relationship between Hayato and Emilie and often teases them about their relationship, including sometimes referring to them as a couple on occasion. Latia Saintemilion (レイティア・サンテミリオン, Reitia Santemirion) Voiced by: Yuka Ōtsubo (Japanese); Elizabeth Maxwell (English) She is classmates with Hayato and Emilia, she is also Fritz's partner. Her Hundred is a close quarter melee type. She is Fritz's childhood friend. Charlotte Dimandias (シャーロット・ディマンディウス, Shārotto Dimandiusu) Voiced by: Miyu Matsuki (1st drama CD), Yui Horie (2nd drama CD, anime); Sarah Wiedenheft (English) She is a child prodigy who serves as the Little Garden's only main technical expert and chief researcher on Hundreds. Her authority is equal to that of the student council, that she can go against them or question their decisions. She is best friends with Emilia, and she is one of the characters who knows her secret. Meimei (メイメイ, Meimei) Voiced by: Ayaka Imamura (Japanese); Jill Harris (English) Miharu Kashiwagi (柏木 ミハル, Kashiwagi Miharu) Voiced by: Yuna Yoshino (Japanese); Rachel Glass (English) Miharu is a nurse at the hospital where Karen is staying. She is known for her very sweet demeanor and large breasts. Chris Steinbelt (クリス・シュタインベルト, Kurisu Shutainberuto) Voiced by: Emiri Kato (Japanese); Howard Wang (English) Noa Sheldon (ノア・シェルダン, Noa Sherudan) Voiced by: Yurika Kubo (Japanese); Madeleine Morris (English) Xue-Mei Liu (劉雪梅, Ryū Shuemei) Voiced by: Eri Suzuki (Japanese); Apphia Yu (English) Alphonse Brustad (アルフォ

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  • Color balance

    Color balance

    In photography and image processing, color balance is the global adjustment of the intensities of the colors (typically red, green, and blue primary colors). An important goal of this adjustment is to render specific colors – particularly neutral colors like white or grey – correctly. Hence, the general method is sometimes called gray balance, neutral balance, or white balance. Color balance changes the overall mixture of colors in an image and is used for color correction. Generalized versions of color balance are used to correct colors other than neutrals or to deliberately change them for effect. White balance is one of the most common kinds of balancing, and is when colors are adjusted to make a white object (such as a piece of paper or a wall) appear white and not a shade of any other colour. Image data acquired by sensors – either film or electronic image sensors – must be transformed from the acquired values to new values that are appropriate for color reproduction or display. Several aspects of the acquisition and display process make such color correction essential – including that the acquisition sensors do not match the sensors in the human eye, that the properties of the display medium must be accounted for, and that the ambient viewing conditions of the acquisition differ from the display viewing conditions. The color balance operations in popular image editing applications usually operate directly on the red, green, and blue channel pixel values, without respect to any color sensing or reproduction model. In film photography, color balance is typically achieved by using color correction filters over the lights or on the camera lens. == Generalized color balance == Sometimes the adjustment to keep neutrals neutral is called white balance, and the phrase color balance refers to the adjustment that in addition makes other colors in a displayed image appear to have the same general appearance as the colors in an original scene. It is particularly important that neutral (gray, neutral, white) colors in a scene appear neutral in the reproduction. === Psychological color balance === Humans relate to flesh tones more critically than other colors. Trees, grass and sky can all be off without concern, but if human flesh tones are 'off' then the human subject can look sick or dead. To address this critical color balance issue, the tri-color primaries themselves are formulated to not balance as a true neutral color. The purpose of this color primary imbalance is to more faithfully reproduce the flesh tones through the entire brightness range. == Illuminant estimation and adaptation == Most digital cameras have means to select color correction based on the type of scene lighting, using either manual lighting selection, automatic white balance, or custom white balance. The algorithms for these processes perform generalized chromatic adaptation. Many methods exist for color balancing. Setting a button on a camera is a way for the user to indicate to the processor the nature of the scene lighting. Another option on some cameras is a button which one may press when the camera is pointed at a gray card or other neutral colored object. This captures an image of the ambient light, which enables a digital camera to set the correct color balance for that light. There is a large literature on how one might estimate the ambient lighting from the camera data and then use this information to transform the image data. A variety of algorithms have been proposed, and the quality of these has been debated. A few examples and examination of the references therein will lead the reader to many others. Examples are Retinex, an artificial neural network or a Bayesian method. == Chromatic colors == Color balancing an image affects not only the neutrals, but other colors as well. An image that is not color balanced is said to have a color cast, as everything in the image appears to have been shifted towards one color. Color balancing may be thought in terms of removing this color cast. Color balance is also related to color constancy. Algorithms and techniques used to attain color constancy are frequently used for color balancing, as well. Color constancy is, in turn, related to chromatic adaptation. Conceptually, color balancing consists of two steps: first, determining the illuminant under which an image was captured; and second, scaling the components (e.g., R, G, and B) of the image or otherwise transforming the components so they conform to the viewing illuminant. Viggiano found that white balancing in the camera's native RGB color model tended to produce less color inconstancy (i.e., less distortion of the colors) than in monitor RGB for over 4000 hypothetical sets of camera sensitivities. This difference typically amounted to a factor of more than two in favor of camera RGB. This means that it is advantageous to get color balance right at the time an image is captured, rather than edit later on a monitor. If one must color balance later, balancing the raw image data will tend to produce less distortion of chromatic colors than balancing in monitor RGB. == Mathematics of color balance == Color balancing is sometimes performed on a three-component image (e.g., RGB) using a 3x3 matrix. This type of transformation is appropriate if the image was captured using the wrong white balance setting on a digital camera, or through a color filter. Changing the color balance of an image can improve classifier results on a trained ML model. === Scaling monitor R, G, and B === In principle, one wants to scale all relative luminances in an image so that objects which are believed to be neutral appear so. If, say, a surface with R = 240 {\displaystyle R=240} was believed to be a white object, and if 255 is the count which corresponds to white, one could multiply all red values by 255/240. Doing analogously for green and blue would result, at least in theory, in a color balanced image. In this type of transformation the 3x3 matrix is a diagonal matrix. [ R G B ] = [ 255 / R w ′ 0 0 0 255 / G w ′ 0 0 0 255 / B w ′ ] [ R ′ G ′ B ′ ] {\displaystyle \left[{\begin{array}{c}R\\G\\B\end{array}}\right]=\left[{\begin{array}{ccc}255/R'_{w}&0&0\\0&255/G'_{w}&0\\0&0&255/B'_{w}\end{array}}\right]\left[{\begin{array}{c}R'\\G'\\B'\end{array}}\right]} where R {\displaystyle R} , G {\displaystyle G} , and B {\displaystyle B} are the color balanced red, green, and blue components of a pixel in the image; R ′ {\displaystyle R'} , G ′ {\displaystyle G'} , and B ′ {\displaystyle B'} are the red, green, and blue components of the image before color balancing, and R w ′ {\displaystyle R'_{w}} , G w ′ {\displaystyle G'_{w}} , and B w ′ {\displaystyle B'_{w}} are the red, green, and blue components of a pixel which is believed to be a white surface in the image before color balancing. This is a simple scaling of the red, green, and blue channels, and is why color balance tools in Photoshop have a white eyedropper tool. It has been demonstrated that performing the white balancing in the phosphor set assumed by sRGB tends to produce large errors in chromatic colors, even though it can render the neutral surfaces perfectly neutral. === Scaling X, Y, Z === If the image may be transformed into CIE XYZ tristimulus values, the color balancing may be performed there. This has been termed a "wrong von Kries" transformation. Although it has been demonstrated to offer usually poorer results than balancing in monitor RGB, it is mentioned here as a bridge to other things. Mathematically, one computes: [ X Y Z ] = [ X w / X w ′ 0 0 0 Y w / Y w ′ 0 0 0 Z w / Z w ′ ] [ X ′ Y ′ Z ′ ] {\displaystyle \left[{\begin{array}{c}X\\Y\\Z\end{array}}\right]=\left[{\begin{array}{ccc}X_{w}/X'_{w}&0&0\\0&Y_{w}/Y'_{w}&0\\0&0&Z_{w}/Z'_{w}\end{array}}\right]\left[{\begin{array}{c}X'\\Y'\\Z'\end{array}}\right]} where X {\displaystyle X} , Y {\displaystyle Y} , and Z {\displaystyle Z} are the color-balanced tristimulus values; X w {\displaystyle X_{w}} , Y w {\displaystyle Y_{w}} , and Z w {\displaystyle Z_{w}} are the tristimulus values of the viewing illuminant (the white point to which the image is being transformed to conform to); X w ′ {\displaystyle X'_{w}} , Y w ′ {\displaystyle Y'_{w}} , and Z w ′ {\displaystyle Z'_{w}} are the tristimulus values of an object believed to be white in the un-color-balanced image, and X ′ {\displaystyle X'} , Y ′ {\displaystyle Y'} , and Z ′ {\displaystyle Z'} are the tristimulus values of a pixel in the un-color-balanced image. If the tristimulus values of the monitor primaries are in a matrix P {\displaystyle \mathbf {P} } so that: [ X Y Z ] = P [ L R L G L B ] {\displaystyle \left[{\begin{array}{c}X\\Y\\Z\end{array}}\right]=\mathbf {P} \left[{\begin{array}{c}L_{R}\\L_{G}\\L_{B}\end{array}}\right]} where L R {\displaystyle L_{R}} , L G {\displaystyle L_{G}} , and L B {\displaystyle L_{B}} are the un-gamma corrected monitor RGB, one may use: [ L R L G L B ] = P − 1 [ X w / X w ′ 0 0

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  • T-norm

    T-norm

    In mathematics, a t-norm (also T-norm or, unabbreviated, triangular norm) is a kind of binary operation used in the framework of probabilistic metric spaces and in multi-valued logic, specifically in fuzzy logic. A t-norm generalizes intersection in a lattice and conjunction in logic. The name triangular norm refers to the fact that in the framework of probabilistic metric spaces t-norms are used to generalize the triangle inequality of ordinary metric spaces. == Definition == A t-norm is a function T: [0, 1] × [0, 1] → [0, 1] that satisfies the following properties: Commutativity: T(a, b) = T(b, a) Monotonicity: T(a, b) ≤ T(c, d) if a ≤ c and b ≤ d Associativity: T(a, T(b, c)) = T(T(a, b), c) The number 1 acts as identity element: T(a, 1) = a Since a t-norm is a binary algebraic operation on the interval [0, 1], infix algebraic notation is also common, with the t-norm usually denoted by ∗ {\displaystyle } . The defining conditions of the t-norm are exactly those of a partially ordered abelian monoid on the real unit interval [0, 1]. (Cf. ordered group.) The monoidal operation of any partially ordered abelian monoid L is therefore by some authors called a triangular norm on L. === Classification of t-norms === A t-norm is called continuous if it is continuous as a function, in the usual interval topology on [0, 1]2. (Similarly for left- and right-continuity.) A t-norm is called strict if it is continuous and strictly monotone. A t-norm is called nilpotent if it is continuous and each x in the open interval (0, 1) is nilpotent, that is, there is a natural number n such that x ∗ {\displaystyle } ... ∗ {\displaystyle } x (n times) equals 0. A t-norm ∗ {\displaystyle } is called Archimedean if it has the Archimedean property, that is, if for each x, y in the open interval (0, 1) there is a natural number n such that x ∗ {\displaystyle } ... ∗ {\displaystyle } x (n times) is less than or equal to y. The usual partial ordering of t-norms is pointwise, that is, T1 ≤ T2 if T1(a, b) ≤ T2(a, b) for all a, b in [0, 1]. As functions, pointwise larger t-norms are sometimes called stronger than those pointwise smaller. In the semantics of t-norm fuzzy logics, however, the larger a t-norm, the weaker (in terms of logical strength) conjunction it represents. == Prominent examples == Minimum t-norm ⊤ m i n ( a , b ) = min { a , b } , {\displaystyle \top _{\mathrm {min} }(a,b)=\min\{a,b\},} also called the Gödel t-norm, as it is the standard semantics for conjunction in Gödel fuzzy logic. Besides that, it occurs in most t-norm based fuzzy logics as the standard semantics for weak conjunction. It is the pointwise largest t-norm (see the properties of t-norms below). Product t-norm ⊤ p r o d ( a , b ) = a ⋅ b {\displaystyle \top _{\mathrm {prod} }(a,b)=a\cdot b} (the ordinary product of real numbers). Besides other uses, the product t-norm is the standard semantics for strong conjunction in product fuzzy logic. It is a strict Archimedean t-norm. Łukasiewicz t-norm ⊤ L u k ( a , b ) = max { 0 , a + b − 1 } . {\displaystyle \top _{\mathrm {Luk} }(a,b)=\max\{0,a+b-1\}.} The name comes from the fact that the t-norm is the standard semantics for strong conjunction in Łukasiewicz fuzzy logic. It is a nilpotent Archimedean t-norm, pointwise smaller than the product t-norm. Drastic t-norm ⊤ D ( a , b ) = { b if a = 1 a if b = 1 0 otherwise. {\displaystyle \top _{\mathrm {D} }(a,b)={\begin{cases}b&{\mbox{if }}a=1\\a&{\mbox{if }}b=1\\0&{\mbox{otherwise.}}\end{cases}}} The name reflects the fact that the drastic t-norm is the pointwise smallest t-norm (see the properties of t-norms below). It is a right-continuous Archimedean t-norm. Nilpotent minimum ⊤ n M ( a , b ) = { min ( a , b ) if a + b > 1 0 otherwise {\displaystyle \top _{\mathrm {nM} }(a,b)={\begin{cases}\min(a,b)&{\mbox{if }}a+b>1\\0&{\mbox{otherwise}}\end{cases}}} is a standard example of a t-norm that is left-continuous, but not continuous. Despite its name, the nilpotent minimum is not a nilpotent t-norm. Hamacher product ⊤ H 0 ( a , b ) = { 0 if a = b = 0 a b a + b − a b otherwise {\displaystyle \top _{\mathrm {H} _{0}}(a,b)={\begin{cases}0&{\mbox{if }}a=b=0\\{\frac {ab}{a+b-ab}}&{\mbox{otherwise}}\end{cases}}} is a strict Archimedean t-norm, and an important representative of the parametric classes of Hamacher t-norms and Schweizer–Sklar t-norms. == Properties of t-norms == The drastic t-norm is the pointwise smallest t-norm and the minimum is the pointwise largest t-norm: ⊤ D ( a , b ) ≤ ⊤ ( a , b ) ≤ ⊤ m i n ( a , b ) , {\displaystyle \top _{\mathrm {D} }(a,b)\leq \top (a,b)\leq \mathrm {\top _{min}} (a,b),} for any t-norm ⊤ {\displaystyle \top } and all a, b in [0, 1]. In particular, we have that: ⊤ D ( a , b ) ≤ ⊤ L u k ( a , b ) ≤ ⊤ p r o d ( a , b ) ≤ ⊤ m i n ( a , b ) , {\displaystyle \top _{\mathrm {D} }(a,b)\leq \top _{\mathrm {Luk} }(a,b)\leq \top _{\mathrm {prod} }(a,b)\leq \mathrm {\top _{min}} (a,b),} for all a, b in [0, 1]. For every t-norm T, the number 0 acts as null element: T(a, 0) = 0 for all a in [0, 1]. A t-norm T has zero divisors if and only if it has nilpotent elements; each nilpotent element of T is also a zero divisor of T. The set of all nilpotent elements is an interval [0, a] or [0, a), for some a in [0, 1]. === Properties of continuous t-norms === Although real functions of two variables can be continuous in each variable without being continuous on [0, 1]2, this is not the case with t-norms: a t-norm T is continuous if and only if it is continuous in one variable, i.e., if and only if the functions fy(x) = T(x, y) are continuous for each y in [0, 1]. Analogous theorems hold for left- and right-continuity of a t-norm. A continuous t-norm is Archimedean if and only if 0 and 1 are its only idempotents. A continuous Archimedean t-norm is strict if 0 is its only nilpotent element; otherwise it is nilpotent. By definition, moreover, a continuous Archimedean t-norm T is nilpotent if and only if each x < 1 is a nilpotent element of T. Thus with a continuous Archimedean t-norm T, either all or none of the elements of (0, 1) are nilpotent. If it is the case that all elements in (0, 1) are nilpotent, then the t-norm is isomorphic to the Łukasiewicz t-norm; i.e., there is a strictly increasing function f such that ⊤ ( x , y ) = f − 1 ( ⊤ L u k ( f ( x ) , f ( y ) ) ) . {\displaystyle \top (x,y)=f^{-1}(\top _{\mathrm {Luk} }(f(x),f(y))).} If on the other hand it is the case that there are no nilpotent elements of T, the t-norm is isomorphic to the product t-norm. In other words, all nilpotent t-norms are isomorphic, the Łukasiewicz t-norm being their prototypical representative; and all strict t-norms are isomorphic, with the product t-norm as their prototypical example. The Łukasiewicz t-norm is itself isomorphic to the product t-norm undercut at 0.25, i.e., to the function p(x, y) = max(0.25, x ⋅ y) on [0.25, 1]2. For each continuous t-norm, the set of its idempotents is a closed subset of [0, 1]. Its complement—the set of all elements that are not idempotent—is therefore a union of countably many non-overlapping open intervals. The restriction of the t-norm to any of these intervals (including its endpoints) is Archimedean, and thus isomorphic either to the Łukasiewicz t-norm or the product t-norm. For such x, y that do not fall into the same open interval of non-idempotents, the t-norm evaluates to the minimum of x and y. These conditions actually give a characterization of continuous t-norms, called the Mostert–Shields theorem, since every continuous t-norm can in this way be decomposed, and the described construction always yields a continuous t-norm. The theorem can also be formulated as follows: A t-norm is continuous if and only if it is isomorphic to an ordinal sum of the minimum, Łukasiewicz, and product t-norm. A similar characterization theorem for non-continuous t-norms is not known (not even for left-continuous ones), only some non-exhaustive methods for the construction of t-norms have been found. == Residuum == For any left-continuous t-norm ⊤ {\displaystyle \top } , there is a unique binary operation ⇒ {\displaystyle \Rightarrow } on [0, 1] such that ⊤ ( z , x ) ≤ y {\displaystyle \top (z,x)\leq y} if and only if z ≤ ( x ⇒ y ) {\displaystyle z\leq (x\Rightarrow y)} for all x, y, z in [0, 1]. This operation is called the residuum of the t-norm. In prefix notation, the residuum of a t-norm ⊤ {\displaystyle \top } is often denoted by ⊤ → {\displaystyle {\vec {\top }}} or by the letter R. The interval [0, 1] equipped with a t-norm and its residuum forms a residuated lattice. The relation between a t-norm T and its residuum R is an instance of adjunction (specifically, a Galois connection): the residuum forms a right adjoint R(x, –) to the functor T(–, x) for each x in the lattice [0, 1] taken as a poset category. In the standard semantics of t-norm based fuzzy logics, where conjunction is interpreted by a t-norm, the residuum plays the role of implication (often

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  • We Appreciate Power

    We Appreciate Power

    "We Appreciate Power" is a song by Canadian musician Grimes, featuring American musician Hana. It was released on November 29, 2018, billed as the lead single from her fifth studio album Miss Anthropocene, however it is only available on the Japanese and deluxe releases. The song was written and produced by Grimes, Poppy (originally), Hana and Chris Greatti. == Background and release == The song was supposed to be one of two collaborations between Grimes and American singer Poppy, for the latter's second studio album Am I a Girl?. In an interview, Poppy mentioned that she wrote two songs with Grimes; one about "destroying things" and another about "power". The other song, "Play Destroy", was featured on the album. Grimes shared a lyric of the song with a photo of her with Poppy on Twitter in May 2018. Following feuds between the two singers, the song was released by Grimes featuring singer Hana instead. On November 26, Grimes announced she would be releasing new music on November 29. Two days later, she revealed that the single is titled "We Appreciate Power" and features Hana, and shared the artwork. The release of the song was accompanied by a lyric video directed by Grimes and her brother Mac Boucher. == Music and lyrics == "We Appreciate Power" is an industrial rock, nu metal, and techno-industrial song. The track is regarded as a further step into Grimes's experimentation with guitars that started on 2015's Art Angels. The track was compared to the works of Nine Inch Nails; Jillian Mapes of Pitchfork described the song as "an immediate onslaught of mutilated noise—distorted metal guitar chug, bloody screams, a guitar loop that conjures fear and demands worship. Flashes of Nine Inch Nails' Pretty Hate Machine reverberate through the drum programming and synths." Brendan Klinkenberg of Rolling Stone placed the song "somewhere between power pop and straightforward industrial (with an extended bridge reminiscent of the most sweeping moments in a Final Fantasy score)" and "a distinctly 2018 take on Nine Inch Nails-esque hard-edged rock." A press release stated that the song was inspired by the North Korean band Moranbong and was written "from the perspective of a Pro-A.I. Girl Group Propaganda machine who use song, dance, sex and fashion to spread goodwill towards Artificial Intelligence." In addition Grimes stated that by simply listening to the song you will be reducing your risk of ending up on any future AI overlord's hit list when it reigns supreme, mirroring the Roko's basilisk theory. Lyrically, the song touches on transhumanist ideas such as the betterment and future of the human race, the possibilities of merging consciousness with machines to extend life indefinitely through mind uploading, and the idea that reality may be simulated. The song's chorus generated a spike in interest in the word "capitulate". == Critical reception == Pitchfork critic Jillian Mapes wrote: "If "Freak on a Leash" isn't a dealbreaker, then the supervillain allure of "We Appreciate Power" might pull you in (it legitimately slaps), but it just as well may leave you weighed down by Grimes' commitment to the absolute darkest timeline." Billboard's Gil Kaufman described the song as "a dystopian, aggressive dive into a more rock-leaning sound." Similarly, Brendan Klinkenberg of Rolling Stone called it "the most aggressive single Grimes has released to date" Noisey called the song "an absolute motherfucker of a single" and opined it sounds "like a K-pop band covering nu-metal". Justin Kamp of Paste described the track as a "glitchy empowerment anthem that chugs along on screeching synths and Grimes' repeated exultations of power." == Personnel == Credits adapted from Tidal. Grimes – vocals, guitar, production, engineering Hana – vocals, guitar, additional production Chris Greatti – guitar, keyboards, production, engineering Zakk Cervini – mixing == Track listing == == Charts ==

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  • Terminator (franchise)

    Terminator (franchise)

    Terminator is an American media franchise created by James Cameron and Gale Anne Hurd. It is considered to be of the cyberpunk subgenre of science fiction. The franchise primarily focuses on the events leading to a future post-apocalyptic war between a synthetic intelligence known as Skynet, and a surviving resistance of humans led by John Connor. In this future, Skynet uses an arsenal of cyborgs known as Terminators, designed to mimic humans and infiltrate the resistance. Much of the franchise takes place in time periods prior to the Skynet takeover, with both humans and Terminators using time travel to attempt to alter the past and change the outcome of the future. A prominent Terminator model throughout the films is the T-800, commonly known as "the Terminator", with instances of this model portrayed by Arnold Schwarzenegger. The franchise began with the 1984 film The Terminator, written and directed by Cameron, with Hurd as producer. They would return for the 1991 sequel Terminator 2: Judgment Day (or T2). Both films were critical and commercial successes. Terminator 3: Rise of the Machines (or T3) was released in 2003 to positive reviews, followed by Terminator Salvation in 2009 to more negative reviews. Salvation was intended as the first in a new trilogy, which was later scrapped after the film rights were sold. Cameron was consulted for the 2015 film Terminator Genisys, a reboot branching off from the timeline of the original film. It was negatively received and performed poorly at the box-office. Cameron had a larger role as a producer of the 2019 film Terminator: Dark Fate, a direct sequel to T2 that ignores the three preceding films. As with Salvation, both Genisys and Dark Fate were planned as first installments of new trilogies, with the plans scrapped each time due to the films' poor box-office performances. Outside of the theatrical films, Cameron co-directed T2-3D: Battle Across Time, a 1996 theme park film-based attraction. It was produced as the original sequel to T2 and reunited its main cast. A television series, Terminator: The Sarah Connor Chronicles, was developed without Cameron's involvement and aired for two seasons in 2008 and 2009. It was also produced as a T2 sequel, taking place in an alternate timeline that ignores the third film and subsequent events. Terminator Zero, an anime series, premiered in August 2024. The franchise has also inspired several lines of comic books since 1988, and numerous video games since 1991. By 2010, the franchise had generated $3 billion in revenue. == Themes and setting == The central theme of the franchise is the battle for survival between the nearly-extinct human race and the world-spanning, synthetic intelligence that is Skynet. Skynet is positioned in the first film, The Terminator (1984), as a U.S. strategic "Global Digital Defense Network" computer system by Cyberdyne Systems which becomes self-aware. Shortly after activation, Skynet seemingly perceives all humans as a threat to its existence and formulates a plan to systematically wipe out humanity itself. The system initiates a nuclear first strike against Russia, thereby ensuring a devastating second strike and a nuclear holocaust which wipes out much of humanity in the resulting nuclear war. In the post-apocalyptic aftermath, Skynet later builds up its own autonomous machine-based military capability which includes the Terminators used against individual human targets and thereafter proceeds to wage a persistent total war against the surviving elements of humanity, some of whom have militarily organized themselves into a Resistance. At some point in this future, Skynet develops the capability of time travel and both it and the Resistance seek to use this technology in order to win the war; either by altering or accelerating past events or by preventing the apocalyptic timeline. === Judgment Day === In the franchise, Judgment Day (a reference to the biblical Day of Judgment) is the date on which Skynet becomes self-aware, in which case its creators panic and attempt to deactivate the network. As a result, Skynet perceives humanity as a threat and attempts to exterminate them. Skynet launches an all-out nuclear attack on Russia in order to provoke a nuclear counter-strike against the United States, knowing this will eliminate its human enemies. Due to time travel and the consequent ability to change the future, several differing dates are given for Judgment Day. In Terminator 2: Judgment Day (1991), Sarah Connor states that Judgment Day will occur on August 29, 1997. However, this date is delayed following the attack on Cyberdyne Systems in the same film. Judgment Day has various different dates in different timelines of the subsequent films, as well as the television series, creating a multiverse of temporal phenomena. In Terminator 3: Rise of the Machines (2003) and Terminator Salvation (2009), Judgment Day was postponed to July 2003. In Terminator: The Sarah Connor Chronicles (2008–2009), the attack on Cyberdyne Systems in the second film delayed Judgment Day to April 21, 2011. In Terminator Genisys (2015), the fifth film in the franchise, Judgment Day was postponed to an unspecified day in October 2017, attributed to altered events in both the future and the past. Sarah and Kyle Reese travel through time to the year 2017 and seemingly defeat Skynet, but the system core, contained inside a subterranean blast shelter, survives unknown to them, thus further delaying, rather than preventing, Judgment Day. In Terminator: Dark Fate (2019), the direct sequel to Terminator 2: Judgment Day, a date is not given for the new Judgment Day though it is named as such by Grace. Since Grace is a ten-year-old in 2020 and shown as a teenager in the post-Judgment Day world in flash-forwards throughout the film, Judgment Day occurs sometime in the early 2020s in this timeline. == Franchise rights == Before the first film was created, director James Cameron sold the rights for $1 to Gale Anne Hurd, his future wife, who produced the film, under the strict provision that he be allowed to direct it. Hemdale Film Corporation also became a 50-percent owner of the franchise rights, until its share was sold in 1990 to Carolco Pictures, a company founded by Andrew G. Vajna and Mario Kassar. Terminator 2: Judgment Day was released a year later. Carolco filed for bankruptcy in 1995 and its library was subsequently acquired by StudioCanal, which continues to own the franchise today. However, the rights to future Terminator films were ultimately put up for auction. By that time, Cameron had become interested in making a Terminator 3 film. The rights were ultimately auctioned to Vajna in 1997, for $8 million. Vajna and Kassar spent another $8 million to purchase Hurd's half of the rights in 1998, becoming the full owners of the franchise. Hurd was initially opposed to the sale of the rights, while Cameron had lost interest in the franchise and a third film. After the 2003 release of Terminator 3: Rise of the Machines, the franchise rights were sold in 2007 for about $25 million to The Halcyon Company, which produced Terminator Salvation in 2009. Later that year, the company faced legal issues and filed for bankruptcy, putting the franchise rights up for sale. The rights were valued at about $70 million. In 2010, the rights were sold for $29.5 million to Pacificor, a hedge fund that was Halcyon's largest creditor. In 2012, the rights were sold to Megan Ellison and her production company Annapurna Pictures for less than $20 million, a lower price than what was previously offered. The low price was because of the possibility of Cameron regaining the rights in 2019, as a result of new North American copyright laws. Megan's brother David Ellison and Skydance Productions produced Terminator Genisys in 2015. Cameron worked together with David Ellison to produce the 2019 film Terminator: Dark Fate. As the film neared its release, Hurd filed to terminate a copyright grant made 35 years earlier. Under this move, Hurd would again become a 50-percent owner of the rights with Cameron and Skydance could lose the rights to make any additional Terminator films beginning in November 2020, unless a new deal is worked out. Skydance responded that it had a deal in place with Cameron and that it "controls the rights to the Terminator franchise for the foreseeable future". == Films == === The Terminator (1984) === The Terminator is a 1984 science fiction action film released by Orion Pictures, co-written and directed by James Cameron and starring Arnold Schwarzenegger, Linda Hamilton and Michael Biehn. It is the first work in the Terminator franchise. In the film, robots take over the world in the near future, directed by the artificial intelligence Skynet. With its sole mission to completely annihilate humanity, it develops android assassins called Terminators that outwardly appear human. A man named John Connor starts the Tech-Com resistance to fight the machi

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  • Web application firewall

    Web application firewall

    A Web application firewall (WAF) is a specific form of application firewall that filters, monitors, and blocks HTTP traffic to and from a web service. By inspecting HTTP traffic, it can prevent attacks exploiting a Web application's known vulnerabilities, such as SQL injection, cross-site scripting (XSS), file inclusion, and improper system configuration. Financial institutions often utilize WAFs to help in the mitigation of Web application zero-day vulnerabilities, as well as hard-to-patch bugs or weaknesses through custom attack signature strings. == History == Dedicated Web application firewalls entered the market in the late 1990s during a time when web server attacks were becoming more prevalent. Early WAF products, from Kavado and Gilian technologies, tried to solve the increasing amount of attacks on Web applications in the late 1990s. In 2002, the open-source project ModSecurity was formed in order to make WAF technology more accessible. They finalized a core rule set for protecting Web applications, based on OASIS Web Application Security Technical Committee’s (WAS TC) vulnerability work. In 2003, they expanded and standardized rules through the Open Web Application Security Project’s (OWASP) Top 10 List, an annual ranking for Web security vulnerabilities. This list would become the industry standard for Web application security compliance. Since then, the market has continued to grow and evolve, especially focusing on credit card fraud prevention. With the development of the Payment Card Industry Data Security Standard (PCI DSS), a standardization of control over cardholder data, security has become more regulated in this sector. == Description == A Web application firewall is a special type of application firewall that applies specifically to Web applications. It is deployed in front of Web applications and analyzes bi-directional web-based (HTTP) traffic – detecting and blocking anything malicious. The OWASP provides a broad technical definition for a WAF as “a security solution on the Web application level which – from a technical point of view – does not depend on the application itself”. According to the PCI DSS Information Supplement for requirement 6.6, a WAF is defined as “a security policy enforcement point positioned between a Web application and the client endpoint. This functionality can be implemented in software or hardware, running in an appliance device, or in a typical server running a common operating system. It may be a stand-alone device or integrated into other network components.” In other words, a WAF can be a virtual or physical appliance that prevents vulnerabilities in Web applications from being exploited by outside threats. These vulnerabilities may be because the application itself is a legacy type or was insufficiently coded by design. The WAF addresses these code shortcomings by special configurations of rule-sets, also known as policies. Previously unknown vulnerabilities can be discovered through penetration testing or via a vulnerability scanner. A Web application vulnerability scanner, also known as a web application security scanner, is defined in the SAMATE NIST 500-269 as “an automated program that examines Web applications for potential security vulnerabilities. In addition to searching for Web application-specific vulnerabilities, the tools also look for software coding errors.” Resolving vulnerabilities is commonly referred to as remediation. Corrections to the code can be made in the application, but typically a more prompt response is necessary. In these situations, the application of a custom policy for a unique Web application vulnerability to provide a temporary but immediate fix (known as a virtual patch) may be necessary. WAFs are not an ultimate security solution, rather they are meant to be used in conjunction with other network perimeter security solutions such as network firewalls and intrusion prevention systems to provide a holistic defense strategy. WAFs typically follow a positive security model, a negative security, or a combination of both as mentioned by the SANS Institute. WAFs use a combination of rule-based logic, parsing, and signatures to detect and prevent attacks such as cross-site scripting and SQL injection. In general, features like browser emulation, obfuscation and virtualization, and IP obfuscation are used to attempt to bypass WAFs. The OWASP produces a list of the top ten Web application security flaws. All commercial WAF offerings cover these ten flaws at a minimum. There are non-commercial options as well. As mentioned earlier, the well-known open-source WAF engine called ModSecurity is one of these options. A WAF engine alone is insufficient to provide adequate protection, therefore OWASP along with Trustwave's Spiderlabs help organize and maintain a Core-Rule Set via GitHub to use with the ModSecurity WAF engine. == Deployment options == Although the names for operating mode may differ, WAFs are basically deployed inline in three different ways. According to NSS Labs, deployment options are transparent bridge, transparent reverse proxy, and reverse proxy. "Transparent" refers to the fact that the HTTP traffic is sent straight to the Web application, therefore the WAF is transparent between the client and server. This is in contrast to reverse proxy, where the WAF acts as a proxy, and the client’s traffic is sent directly to the WAF. The WAF then separately sends filtered traffic to Web applications. This can provide additional benefits such as IP masking but may introduce disadvantages such as performance latencies. == JA3 fingerprint == JA3, developed by Salesforce in 2017, is a technique for generating a unique fingerprint for SSL/TLS traffic based on specific fields in the handshake, such as the version, cipher suites, and extensions used by the client. This fingerprint enables the identification and tracking of clients based on the characteristics of their encrypted traffic. In the context of distributed denial of service (DDoS) protection, JA3 fingerprints are used to detect and differentiate malicious traffic, often associated with attack bots, from legitimate traffic, allowing for more precise filtering of potential threats. In September 2023, AWS WAF announced built-in support for JA3, enabling customers to inspect the JA3 fingerprints of incoming requests. JA3 was deprecated in May 2025 in favor of JA4. JA4 is currently patent pending.

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  • GITEX AI Europe

    GITEX AI Europe

    GITEX AI Europe is an annual technology trade show and conference held in Berlin, Germany, as part of GITEX GLOBAL. The event focuses on the European technology market, specifically in the sectors of artificial intelligence (AI), cybersecurity, quantum computing, and digital infrastructure. The event is organized by Kaoun International GmbH, the international arm of the Dubai World Trade Centre (DWTC), in partnership with Messe Berlin. == History == The establishment of GITEX AI Europe was announced in 2023 as part of a strategic move to bring the GITEX brand to the European market. The inaugural edition took place from May 21 to 23, 2025, at the Messe Berlin exhibition grounds. The launch was supported by the Berlin Senate and the German Federal Ministry for Economic Affairs and Climate Action. The first edition of GITEX AI Europe in 2025 featured 21,650 attendees, 1,434 exhibiting companies, and 755 startups, with 513 speakers representing 125 countries. The next edition is scheduled for June 30 – July 1, 2026 in Berlin. == Program == The event consists of an exhibition floor for corporate displays, several conference stages for keynote speeches, and specialized sub-events. The conference program includes tracks such as "AI Stack Sovereignty," "Cyber Regulation & Trust Convergence," and "Institutional Growth Capital." GITEX AI Europe incorporates brands under its umbrella: AI Everything Europe: Focused on the development and application of generative AI and machine learning. North Star Europe: A dedicated program for startups and venture capital, featuring the "Supernova Challenge" pitch competition. GISEC Europe: A cybersecurity forum discussing regulation and infrastructure defense. GITEX Quantum Expo: Focused on the commercialization of quantum computing. Institutional partners for the event include the German Federal Ministry for Economic Affairs and Climate Action, the European Innovation Council (EIC), the International Telecommunication Union (ITU), Bitkom, and Digital Dubai.

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  • Supreme Commander (video game)

    Supreme Commander (video game)

    Supreme Commander (sometimes SupCom) is a 2007 real-time strategy video game designed by Chris Taylor and developed by his company, Gas Powered Games. The game is considered to be a spiritual successor, not a direct sequel, to Taylor's 1997 game Total Annihilation. First announced in the August 2005 edition of PC Gamer magazine, the game was released in Europe on February 16, 2007, and in North America on February 20. The standalone expansion Supreme Commander: Forged Alliance was released on November 6 of the same year. The sequel, Supreme Commander 2, was released in 2010. Nowadays, the original Supreme Commander is played through the community client called Forged Alliance Forever; the game has been further developed and balanced, and offers a wide variety of community mods. The gameplay of Supreme Commander focuses on using a giant bipedal mech called an Armored Command Unit (ACU), the so-called "Supreme Commander", to build a base, upgrading units to reach higher technology tiers, and conquering opponents. The player can command one of three factions: the Aeon Illuminate, the Cybran Nation, or the United Earth Federation (UEF). The expansion game added the Seraphim faction. Supreme Commander was highly anticipated in pre-release previews, and was well received by critics, with a Metacritic average of 86 out of 100. == Gameplay == Supreme Commander, like its spiritual predecessors, Total Annihilation and Spring, begins with the player solely possessing a single, irreplaceable construction unit called the "Armored Command Unit," or ACU, the titular Supreme Commander. Normally the loss of this unit results in the loss of the game (Skirmish missions can be set for a variety of victory conditions). These mech suits are designed to be transported through quantum gateways across the galaxy and contain all the materials and blueprints necessary to create an army from a planet's native resources in hours. All standard units except Commanders and summoned Support Commanders (sACU) are self-sufficient robots. All units and structures belong to one of four technology tiers, or "Tech" levels, each tier being stronger and/or more efficient than the previous. Certain lower-tier structures can be upgraded into higher ones without having to rebuild them. The first tier is available at the start of the game and consists of small, relatively weak units and structures. The second tier expands the player's abilities greatly, especially in terms of stationary weapons and shielding, and introduces upgraded versions of tier one units. The third tier level has very powerful assault units designed to overcome the fortifications of the most entrenched player. The fourth tier is a limited range of "experimental" technology. These are usually massive units which take a lot of time and energy to produce, but provide a significant tactical advantage. Supreme Commander features a varied skirmish AI. The typical Easy' and Normal modes are present, but the Hard difficulty level has four possible variants. Horde AI will swarm the player with hordes of lower level units, Tech AI will upgrade its units as fast as possible and assault the player with advanced units, the Balanced AI attempts to find a balance between the two, and the Supreme AI decides which of the three hard strategies is best for the map. The single player campaign consists of eighteen missions, six for each faction. The player is an inexperienced Commander who plays a key role in their faction's campaign to bring the "Infinite War" to an end. Despite the low number of campaign missions, each mission can potentially last hours. At the start of a mission, objectives are assigned for the player to complete. Once the player accomplishes them, the map is expanded, sometimes doubling or tripling in size, and new objectives are assigned. As the mission is commonly divided into three segments, the player will often have to overcome several enemy positions to achieve victory. === Resource management === Because humans have developed replication technology, making advanced use of rapid prototyping and nanotechnology, only two types of resources are required to wage war: Energy and Mass. Energy is obtained by constructing power generators on any solid surface (except fuel generators, which can only be built on fuel deposits), while Mass is obtained either by placing mass extractors on limited mass deposit spots (the most efficient method, although it requires map control) or by building mass fabricators to convert energy into mass. Constructor units can gather energy by "reclaiming" it from organic debris such as trees and mass from rocks and wrecked units. Each player has a certain amount of resource storage, which can be expanded by the construction of storage structures. This gives the player reserves in times of shortage or allows them to stockpile resources. If the resource generation exceeds the player's capacity, the material is wasted. On the contrary, if the storages are depleted and the demand of one of the resources exceeds the production, then all the productions speed is reduced. In addition, if an energy deficit occurs, shields will stop working. An adjacency system allows certain structures to benefit from being built directly adjacent to others. Energy-consuming structures will use less energy when built adjacent to power generators and power generators will produce more energy when built adjacent to power storage structures. The same applies to their mass-producing equivalents. Likewise, factories will consume less energy and mass when built adjacent to power generators and mass fabricators/extractors, respectively. However, by placing structures in close proximity, they become more vulnerable to collateral damage if an adjacent structure is destroyed. Furthermore, most resource generation structures can cause chain reactions when destroyed (especially Tier III structures, which produce large amounts of resources but often have large detonations that can wipe out a nearby army). === Warfare === Supreme Commander uses a "strategic zoom" system that allows the player to seamlessly zoom from a detailed close up view of an individual unit all the way out to a view of the entire map, at which point it resembles a fullscreen version of the minimap denoting individual units with icons. The camera also has a free movement mode and can be slaved to track a selected unit and there is a split screen mode which also supports multiple monitors. This system allows Supreme Commander to use vast maps up to 80 km x 80 km, with players potentially controlling a thousand units each. Units in Supreme Commander are built to scale as they would be in the real world. For example, battleships dwarf submarines. Late into the game, the larger "experimental" units, such as the Cybran Monkeylord, an enormous spider-shaped assault unit, can actually crush smaller enemy units by stepping on them. Because of the wide range of planets colonized by humanity in the setting, the theatres of war range from desert to arctic, and all battlespaces are employed. Technologies emerging in modern warfare are frequently employed in Supreme Commander. For example, stealth technology and both tactical and strategic missile and missile defense systems can be used. Supreme Commander introduced several innovations designed to reduce the amount of micromanagement inherent in many RTS games. Engineers units have the command "assist", that will help follow other engineers and help them finish their orders or improve production rate of factories. In addition, engineers with the order "patrol" will repair units, buildings and recycle wrecks in their along their patrol route. Holding the shift key causes any orders given to a unit (or group of units) to be queued. In this manner a unit may be ordered to attack several targets in succession, or to make best speed to a given point on the map and then attack towards a specified location engaging any hostiles it encounters along the way. After orders have been issued, holding the shift key causes all issued orders to be displayed on the map where they can be subsequently modified to accommodate a change of plan. Further, when a unit is ordered to attack a target, the player can issue an order to perform a coordinated attack to another unit. This order coordinates the arrival time of the units at the target automatically by adjusting the speed of the units involved. As in other RTS games, air transports can be used to convey units to specified destinations, in Supreme Commander though by shift queuing orders a transport containing several units can be ordered to drop specific units at subsequent waypoints. An air transport can also be ordered to create a ferry route, an airbridge wherein any land units ordered to the start of the ferry route will be conveyed by the air transport to the specified destination. The output from a production factory can be routed to a ferry route causing all units co

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