AI Face Fusion

AI Face Fusion — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • LemonStand

    LemonStand

    LemonStand was a Canadian e-commerce company headquartered in Vancouver, British Columbia, that developed cloud-based computer software for online retailers. LemonStand was shut down on June 5, 2019. == History == LemonStand Version 1 was launched on July 28, 2001. It is written in the PHP programming language. Version 1 was released as an on-premises proprietary licensed software, and the commercial license was not free. However, there was a free trial license available. June 2012, LemonStand raised seed funding from the BDC Venture Capital, and a group of angel investors. December 20, 2013, a cloud-based SaaS version of the LemonStand eCommerce platform was released publicly. May 9, 2014, LemonStand and Payfirma, a payments processing company, partnered to provide integrated services for online retailers. May 3, 2016, LemonStand raised funding from BDC Venture Capital and Silicon Valley–based angel investors. March 5, 2019, LemonStand announced their intention to shut down on June 5, 2019. LemonStand was quietly acquired by Mailchimp at the end of February. == Pricing == LemonStand offered three levels of service plans. LemonStand did not charge any transaction fees.

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  • T.38

    T.38

    T.38 is an ITU recommendation for allowing transmission of fax over IP networks (FoIP) in real time. == History == The T.38 fax relay standard was devised in 1998 as a way to transport faxes across IP networks between existing Group 3 (G3) fax terminals. T.4 and related fax standards were published by the ITU in 1980, before the rise of the Internet. In the late 1990s, VoIP, or voice over IP, began to gain ground as an alternative to the conventional public switched telephone network (PSTN). However, because most VoIP systems are optimized (through their use of aggressive lossy bandwidth-saving compression) for voice rather than data calls, conventional fax machines worked poorly or not at all on them due to the network impairments such as delay, jitter, packet loss, and so on. Thus, some way of transmitting fax over IP was needed. == Overview == In practical scenarios, a T.38 fax call has at least part of the call being carried over PSTN, although this is not required by the T.38 definition, and two T.38 devices can send faxes to each other. This particular type of device is called Internet-Aware Fax device, or IAF, and it is capable of initiating or completing a fax call towards the IP network. The typical scenario where T.38 is used is – T.38 fax relay – where a T.30 fax device sends a fax over PSTN to a T.38 fax gateway which converts or encapsulates the T.30 protocol into a T.38 data stream. This is then sent either to a T.38-enabled end point such as fax machine or fax server or another T.38 gateway that converts it back to a PSTN PCM or analog signal and terminates the fax on a T.30 device. The T.38 recommendation defines the use of both TCP and UDP to transport T.38 packets. Implementations tend to use UDP, due to TCP's requirement for acknowledgement packets and resulting retransmission during packet loss, which introduces delays. When using UDP, T.38 copes with packet loss by using redundant data packets. T.38 is not a call setup protocol, thus the T.38 devices need to use standard call setup protocols to negotiate the T.38 call, e.g. H.323, SIP & MGCP. == Operation == There are two primary ways that fax transactions are conveyed across packet networks. The T.37 standard specifies how a fax image is encapsulated in e-mail and transported, ultimately, to the recipient using a store-and-forward process through intermediary entities. T.38, however, defines a protocol that supports the use of the T.30 protocol in both the sender and recipient terminals. (See diagram above.) T.38 lets one transmit a fax across an IP network in real time, just as the original G3 fax standards did for the traditional (time-division multiplexed (TDM)) network, also called the public switched telephone network or PSTN. A special protocol is needed for real-time fax over IP (Internet Protocol) since existing fax terminals only supported PSTN connections, where the information flow was generally smooth and uninterrupted, as opposed to the jittery arrival of IP packets. The trick was to come up with a protocol that makes the IP network “invisible” to the endpoint fax terminals, which would mean the user of a legacy fax terminal need not know that the fax call was traversing an IP network. The network interconnections supported by T.38 are shown above. The two fax terminals on either side of the figure communicate using the T.30 fax protocol published by the ITU in 1980. Interconnection of the PSTN with the IP packet network requires a “gateway” between the PSTN and IP networks. PSTN-IP Gateways support TDM voice on the PSTN side and VoIP and FoIP on the packet side. For voice sessions, the gateway will take in voice packets on the IP side, accumulate a few packets to ensure a smooth flow of TDM data upon their release, and then meter them out over TDM where they eventually are heard by a human or stored on a computer for later playback. The gateway employs packet-management techniques to enhance the quality of the speech in the presence of network errors by taking advantage of the natural ability of a listener to not really hear the occasional missing or repeated packet. But facsimile data are transmitted by modems, which aren't as forgiving as the human ear is for speech. Missing packets will often cause a fax session to fail at worst or create one or more image lines in error at best. So the job of T.38 is to “fool” the terminal into “thinking” that it's communicating directly with another T.30 terminal. It will also correct for network delays with so-called spoofing techniques, and missing or delayed packets with fax-aware buffer-management techniques. Spoofing refers to the logic implemented in the protocol engine of a T.38 relay that modifies the protocol commands and responses on the TDM side to keep network delays on the IP side from causing the transaction to fail. This is done, for example, by padding image lines or deliberately causing a message to be re-transmitted to render network delays transparent to the sending/receiving fax terminals. Networks that do not have packet loss or excessive delay can exhibit acceptable fax performance without T.38, provided the PCM clocks in all gateways are of very high accuracy (explained below). T.38 not only removes the effect of PCM clocks not being synchronized, but also reduces the required network bandwidth by a factor of 10, while it corrects for packet loss and delay. === Bandwidth reduction === As shown in the diagram below, a T.38 gateway is composed of two primary elements: the fax modems and the T.38 subsystem. The fax modems modulate and demodulate the PCM samples of the analog data, turning the sampled-data representation of the fax terminal's analog signal to its binary translation, and vice versa. The PSTN network samples the analog signal of a voice or modem signal (it doesn't know the difference) 8,000 times per second (SPS), and encodes them as 8-bit data bytes. This means 8000 samples-per-second times 8-bits per sample, or 64,000 bits per second (bit/s) to represent the modem (or voice) data in one direction. For both directions the modem transaction consumes 128,000 bits of network bandwidth. However, the typical modem in a fax terminal transmits the image data at 33,600 bit/s, so if the analog data are first converted to the digital content they represent, only 33,600 bits (plus network overhead of a few bytes) are needed. And since T.30 fax is a half-duplex protocol, the network is only needed for one direction at a time. Refer to RFC 3261 === PCM clock synchronization === In the diagram above, there is a sample-rate clock in the fax terminal and one in the gateway's modems that is used to trigger the sampling of the analog line 8,000 times per second. These clocks are usually quite accurate, but in some low-cost terminal adapters (a one or two-line gateway) the PCM clock can be surprisingly inaccurate. If the terminal is sending data to the gateway, and the gateway's clock is too slow, the buffers (jitter buffers) in the gateway will eventually overflow, causing the transaction to fail. Since the difference is often quite small, this problem occurs on long, detailed fax images giving the clocks more time to cause the jitter buffer in gateway to either underflow or overflow, which is just the same as missing or duplicated packets. === Packet loss === T.38 provides facilities to eliminate the effects of packet loss through data redundancy. When a packet is sent, either zero, one, two, three, or even more of the previously sent packets are repeated. (The specification does not impose a limit.) This increases the network bandwidth required (it's still much less than not using T.38) but it allows the receiving gateway to reconstruct the complete packet sequence, even with a fairly high level of packet loss. == Related standards == T.4 is the umbrella specification for fax. It specifies the standard image sizes, two forms of image-data compression (encoding), the image-data format, and references, T.30 and the various modem standards. T.6 specifies a compression scheme that reduces the time required to transmit an image by roughly 50-percent. T.30 specifies the procedures that a sending and receiving terminal use to set up a fax call, determine the image size, encoding, and transfer speed, the demarcation between pages, and the termination of the call. T.30 also references the various modem standards. V.21, V.27ter, V.29, V.17, V.34: ITU modem standards used in facsimile. The first three were ratified prior to 1980, and were specified in the original T.4 and T.30 standards. V.34 was published for fax in 1994. T.37 The ITU standard for sending a fax-image file via e-mail to the intended recipient of a fax. G.711 pass through - this is where the T.30 fax call is carried in a VoIP call encoded as audio. This is sensitive to network packet loss, jitter and clock synchronization. When using voice high-compression encoding techniques such as, but not limited to, G.729, some fax tonal signa

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  • Video game

    Video game

    A video game, computer game, or simply game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations). Some video games also allow microphone and webcam inputs for in-game chatting and livestreaming. Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer games (which includes LAN games, online games, and browser games). More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience. The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized mainframe computers. The first consumer video game was the arcade video game Computer Space in 1971, which took inspiration from the earlier 1962 computer game Spacewar!. In 1972 came the now-iconic video game Pong and the first home console, the Magnavox Odyssey. The industry grew quickly during the "golden age" of arcade video games from the late 1970s to early 1980s but suffered from the crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market. Following the crash, the industry matured, was dominated by Japanese companies such as Nintendo, Sega, and Sony, and established practices and methods around the development and distribution of video games to prevent a similar crash in the future, many of which continue to be followed. In the 2000s, the core industry centered on "AAA" games, leaving little room for riskier experimental games. Coupled with the availability of the Internet and digital distribution, this gave room for independent video game development (or "indie games") to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and proliferation of smartphone games in particular are altering player demographics towards casual and cozy gaming, and increasing monetization by incorporating games as a service. Today, video game development requires numerous skills, vision, teamwork, and liaisons between different parties, including developers, publishers, distributors, retailers, hardware manufacturers, and other marketers, to successfully bring a game to its consumers. As of 2020, the global video game market had estimated annual revenues of US$159 billion across hardware, software, and services, which is three times the size of the global music industry and four times that of the film industry in 2019, making it a formidable heavyweight across the modern entertainment industry. The video game market is also a major influence behind the electronics industry, where personal computer component, console, and peripheral sales, as well as consumer demands for better game performance, have been powerful driving factors for hardware design and innovation. == Origins == Early video games used interactive electronic devices with various display formats. The earliest example dates to 1947—a "cathode-ray tube amusement device" was filed for a patent on 25 January 1947, by Thomas T. Goldsmith Jr. and Estle Ray Mann, and issued on 14 December 1948, as U.S. Patent 2455992. Inspired by radar display technology, it consisted of an analog device allowing a user to control the parabolic arc of a dot on the screen to simulate a missile being fired at targets, which were paper drawings fixed to the screen. Other early examples include the Nimrod computer at the 1951 Festival of Britain; Christopher Strachey's Checkers, possibly the first game to display visuals on an electronic screen in 1952; OXO, a tic-tac-toe computer game by Alexander S. Douglas for the EDSAC in 1952; Tennis for Two, an electronic interactive game engineered by William Higinbotham in 1958; and Spacewar!, written by Massachusetts Institute of Technology students Martin Graetz, Steve Russell, and Wayne Wiitanen's on a DEC PDP-1 computer in 1962. Each game had different means of display: NIMROD had a panel of lights to play the game of Nim, OXO had a graphical display to play tic-tac-toe, Tennis for Two had an oscilloscope to display a side view of a tennis court, and Spacewar! had the DEC PDP-1's vector display to have two spaceships battle each other. These inventions laid the foundation for modern video games. In 1966, while working at Sanders Associates, Ralph H. Baer devised a system to play a basic table tennis game on a television screen. With the company's approval, Baer created the prototype known as the "Brown Box". Sanders patented Baer's innovations and licensed them to Magnavox, which commercialized the technology as the first home video game console, the Magnavox Odyssey, released in 1972. Separately, Nolan Bushnell and Ted Dabney, inspired by seeing Spacewar! running at Stanford University, devised a similar version running in a smaller coin-operated arcade cabinet using a less expensive computer. This was released as Computer Space, the first arcade video game, in 1971. Bushnell and Dabney went on to form Atari, Inc., and with Allan Alcorn, created their second arcade game in 1972, the hit ping pong-style Pong, which was directly inspired by the table tennis game on the Odyssey. Atari made a home version of Pong, which was released by Christmas 1975. The success of the Odyssey and Pong, both as an arcade game and home machine, launched the video game industry. Both Baer and Bushnell have been titled "Father of Video Games" for their contributions. == Terminology == The term "video game" was developed to describe electronic games played on a video display rather than on a teletype printer, audio speaker, or similar device. This also distinguished from handheld electronic games such as Merlin, which commonly used LED lights for indicators not in combination for imaging purposes. "Computer game" may also be used as a descriptor, as all these types of games essentially require the use of a computer processor; in some cases, it is used interchangeably with "video game". Particularly in the United Kingdom and Western Europe, this is common due to the historic relevance of domestically produced microcomputers. Other terms used include digital game, for example, by the Australian Bureau of Statistics. The term "computer game" can also refer to PC games, which are played primarily on personal computers or other flexible hardware systems, to distinguish them from console games, arcade games, or mobile games. Other terms, such as "television game", "telegame", or "TV game", had been used in the 1970s and early 1980s, particularly for home gaming consoles that rely on connection to a television set. However, these terms were also used interchangeably with "video game" in the 1970s, primarily due to "video" and "television" being synonymous. In Japan, where consoles like the Odyssey were first imported and then made within the country by the large television manufacturers such as Toshiba and Sharp Corporation, such games are known as "TV games", "TV geemu", or "terebi geemu". The term "TV game" is still commonly used into the 21st century. "Electronic game" may also be used to refer to video games, but this also incorporates devices like early handheld electronic games that lack any video output. The first appearance of the term "video game" emerged around 1973. The Oxford English Dictionary cited a 10 November 1973 BusinessWeek article as the first printed use of the term. Though Bushnell believed the term came from a vending magazine review of Computer Space in 1971, a review of the major vending magazines Vending Times and Cashbox showed that the term may have come even earlier, appearing first in a letter dated July 10, 1972. In the letter, Bushnell uses the term "video game" twice. Per video game historian Keith Smith, the sudden appearance suggested that the term had been proposed and readily adopted by those in the field. Around March 1973, Ed Adlum, who ran Cashbox's coin-operated section until 1972 and then later founded RePlay Magazine, covering the coin-op amusement field, in 1975, used the term in an article in March 1973. In a September 1982 issue of RePlay, Adlum is credited with first naming these games as "video games": "RePlay

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  • Nuclear electronics

    Nuclear electronics

    Nuclear electronics is a subfield of electronics concerned with the design and use of high-speed electronic systems for nuclear physics and elementary particle physics research, and for industrial and medical use. Essential elements of such systems include fast detectors for charged particles, discriminators for separating them by energy, counters for counting the pulses produced by individual particles, fast logic circuits (including coincidence and veto gates), for identification of particular types of complex particle events, and pulse height analyzers (PHAs) for sorting and counting gamma rays or particle interactions by energy, for spectral analysis. == Elementary components == Some of the essential components that make up the elements of a nuclear electronic analysis system include: Detectors Bias voltage supplies Preamplifiers Discriminators Coincidence and veto logic gates Counters Pulse height analyzers These elements were originally developed and built in the laboratories of the scientists doing the pioneering work in the field, but are nowadays designed, developed, and manufactured by a variety of specialized vendors: EG&G Ortec Oxford Instruments Stanford Research Systems Tennelec CAEN

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  • Meesho

    Meesho

    Meesho Limited (short for Meri shop, transl. My shop) is an Indian e-commerce company, headquartered in Bengaluru. Founded by Vidit Aatrey and Sanjeev Barnwal in December 2015, Meesho is an online marketplace in categories such as fashion, home and kitchen, beauty and personal care, electronics accessories, and daily use products. == History == Meesho Private Limited, formerly Fashnear Technologies Private Limited, was established by IIT Delhi graduates Vidit Aatrey and Sanjeev Barnwal in December, 2015 In 2016, the founders came up with the idea of re-establishing the platform as Meesho, one that would enable country-wide shipping for resellers with the use of social media sites as tools for marketing. In February 2019, the platform reported having around 209,000 users and about 1.2 million monthly orders, and in March 2020, it reported approximately 563,000 users and 3.1 million monthly orders. In 2021, the Meesho mobile application was ranked among the most downloaded shopping apps globally. In 2022, Meesho had about 120 million monthly users and about 910 million orders were made through the platform, with a gross merchandise value (GMV) of about $5 billion. According to report as of August 2023 Meesho delisted 42 lakh counterfeit listings and 10 lakh restricted products under its initiative Project Suraksha. During the same period, the platform blocked access for over 12,000 user accounts flagged for policy violations. The Court granted injunctive relief by directing domain registrars to suspend the infringing websites. Additionally, the Court ordered law enforcement authorities to initiate criminal investigations, freeze associated financial accounts against the identified offenders. In 2023, Meesho became the fastest shopping app to cross over 500 million downloads. In 2024, Meesho introduced Valmo, a logistics marketplace, to provide shipment services to sellers by aggregating multiple logistics providers. Meesho employs over 3,000 small businesses and 10-12 large firms for warehousing and sorting operations within its logistics framework. According to media reports, Valmo operating in approximately 15,000 pincodes in India with around 6,000 partners. It is reported to handle over 50% of Meesho's daily orders. In November 2024, Meesho introduced a generative AI-powered voice bot for customer support, managing approximately 60,000 calls daily in English and Hindi. According to media reports, the system resolves the majority of queries without human assistance, with only a small fraction of calls requiring manual intervention. According to media reports, in 2024, Meesho prevented over 22 million suspicious or potentially fraudulent transactions on its platform. The company initiated legal proceedings, resulting in the filing of twelve cases, including nine specifically targeting over forty individuals in the cities of Kolkata and Ranchi. The company filed a suit in the Delhi High Court for a permanent injunction against parties operating deceptive websites misappropriating its brand identity. Meesha went public through an initial public offering in December 2025, raising $603 million. It is listed on both the BSE and NSE. == Recognition == In 2023, Meesho was named one of the most influential companies of the year by Time (magazine).

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  • History of operating systems

    History of operating systems

    Computer operating systems (OSes) provide a set of functions needed and used by most application programs on a computer, and the links needed to control and synchronize computer hardware. On the first computers, with no operating system, every program needed the full hardware specification to run correctly and perform standard tasks, and its own drivers for peripheral devices like printers and punched paper card readers. The growing complexity of hardware and application programs eventually made operating systems a necessity for everyday use. == Background == Early computers lacked any form of operating system. Instead, the user (rarely also the computer operator), had sole use of the machine for a scheduled period of time. The user would deliver his program to a computer operator who would be responsible for loading the computer with the program and data needed for its 'run'. Eventually, the end of a user's program could be detected and a control program automatically loaded which would load the next user's program, relieving the operator of having to load in each user's program individually and introducing the era of 'batched' programming. That is, a number of user programs could all be loaded together in a batch. Loading of program and data was accomplished in various ways including toggle switches (only used by a user on the earliest of computers, but later used by the computer operator to control the computer, e.g., to start it up, to shut it down, to 'pause', to 'dump' its RAM contents, and/or to control its input and/or its output), punched paper cards and magnetic or paper tape. Once loaded, the machine would be set to execute each program singly until that program completed, crashed, exceeded its time limit or went into a(n infinite) loop. In those early days, there were only 'Control Program' units for providing the software necessary to control the computers and ancillary hardware, e.g., for such semi hardware functions as I/O . None of the early 'Control Programs' were sufficiently sophisticated to recognize a looping user program or initiate a recovery action. Detection and recovery from a looping program was another critical operator function and was usually detected by the sound of the looping computer, whereupon the operator would simply initiate a complete dump of the executing program (for later debugging by the programmer) and then load in (or instruct the computer to go on to) the next user's program. Programs could sometimes be debugged via a control panel using dials, toggle switches and panel lights, making it a very manual and error-prone process. But, this was quite rare, since the high cost of even the simplest of the early computers prohibited such exclusive use of a computer by an individual programmer. Almost all program debugging was done away from any computer by the original programmer perusing the program and the dump of its execution obtained, e.g., by the computer operator or automatically by some computer hardware exception detection (such as a timeout, an attempt to divide by zero, or an over or underflow). Programmers then could only very rarely have more than one computer 'run' per day! Symbolic languages, e.g., assemblers and compilers were developed for programmers to translate symbolic program code into machine code that previously would have been hand-encoded. Later machines came with libraries of support code on punched cards or magnetic tape, which would be linked to the user's program to assist in operations such as input and output. This was the genesis of the modern-day operating system; however, machines still ran a single program or job at a time. At Cambridge University in England the job queue was at one time a string from which tapes attached to corresponding job tickets were hung with stationery pegs. == Mainframes == The first operating system used for real work was GM-NAA I/O, produced in 1956 by General Motors' Research division for its IBM 704. Most other early operating systems for IBM mainframes were also produced by customers. Early operating systems were very diverse, with each vendor or customer producing one or more operating systems specific to their particular mainframe computer. Every operating system, even from the same vendor, could have radically different models of commands, operating procedures, and such facilities as debugging aids. Typically, each time the manufacturer brought out a new machine, there would be a new operating system, and most applications would have to be manually adjusted, recompiled, and retested. === Systems on IBM hardware === Building on customer experience and requirements, IBM took on a more active role in developing operating systems for the 709, 1410, 7010, 7040, 7044, 7090 and 7094. IBM also collaborated with universities. The state of affairs continued until the mid 1960s when IBM, already a leading hardware vendor, stopped work on existing systems and put all its effort into developing the System/360 series of machines, all of which used the same instruction and input/output architecture. IBM intended to develop a single operating system for the new hardware, the OS/360. The problems encountered in the development of the OS/360 are legendary, and are described by Fred Brooks in The Mythical Man-Month—a book that has become a classic of software engineering. Because of performance differences across the hardware range and delays with software development, a whole family of operating systems was introduced instead of a single OS/360. IBM wound up releasing a series of stop-gaps followed by two longer-lived operating systems: OS/360 for mid-range and large systems. This was available in three system generation options: PCP for early users and for those without the resources for multiprogramming. MFT for mid-range systems, replaced by MFT-II in OS/360 Release 15/16. This had one successor, OS/VS1, which was discontinued in the 1980s. MVT for large systems. This was similar in most ways to PCP and MFT (most programs could be ported among the three without being re-compiled), but has more sophisticated memory management and a time-sharing facility, TSO. MVT had several successors including the current z/OS. DOS/360 for small System/360 models had several successors including the current z/VSE. It was significantly different from OS/360. IBM maintained full compatibility with the past, so that programs developed in the sixties can still run under z/VSE (if developed for DOS/360) or z/OS (if developed for MFT or MVT) with no change. IBM also developed TSS/360, a time-sharing system for the System/360 Model 67. Overcompensating for their perceived importance of developing a timeshare system, they set hundreds of developers to work on the project. Early releases of TSS were slow and unreliable; by the time TSS had acceptable performance and reliability, IBM wanted its TSS users to migrate to OS/360 and OS/VS2; while IBM offered a TSS/370 PRPQ, they dropped it after 3 releases. Several operating systems for the IBM S/360 and S/370 architectures were developed by third parties, including the Michigan Terminal System (MTS) and MUSIC/SP. === Other mainframe operating systems === Control Data Corporation developed the SCOPE operating systems in the 1960s, for batch processing and later developed the MACE operating system for time sharing, which was the basis for the later Kronos. In cooperation with the University of Minnesota, the Kronos and later the NOS operating systems were developed during the 1970s, which supported simultaneous batch and time sharing use. Like many commercial time sharing systems, its interface was an extension of the DTSS time sharing system, one of the pioneering efforts in timesharing and programming languages. In the late 1970s, Control Data and the University of Illinois developed the PLATO system, which used plasma panel displays and long-distance time sharing networks. PLATO was remarkably innovative for its time; the shared memory model of PLATO's TUTOR programming language allowed applications such as real-time chat and multi-user graphical games. For the UNIVAC 1107, UNIVAC, the first commercial computer manufacturer, produced the EXEC I operating system, and Computer Sciences Corporation developed the EXEC II operating system and delivered it to UNIVAC. EXEC II was ported to the UNIVAC 1108. Later, UNIVAC developed the EXEC 8 operating system for the 1108; it was the basis for operating systems for later members of the family. Like all early mainframe systems, EXEC I and EXEC II were a batch-oriented system that managed magnetic drums, disks, card readers and line printers; EXEC 8 supported both batch processing and on-line transaction processing. In the 1970s, UNIVAC produced the Real-Time Basic (RTB) system to support large-scale time sharing, also patterned after the Dartmouth BASIC system. Burroughs Corporation introduced the B5000 in 1961 with the MCP (Master Control Program) operating system. The B5000

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  • Fifth Estate

    Fifth Estate

    The Fifth Estate is a socio-cultural reference to groupings of outlier viewpoints in contemporary society, and is most associated with bloggers, journalists publishing in non-mainstream media outlets, and online social networks. The "Fifth" Estate extends the sequence of the three classical estates (clergy (first), nobility (second), commoners (third)) and the preceding Fourth Estate, essentially the common press. The use of "fifth estate" dates to the 1960s counterculture, and in particular the influential Fifth Estate, an underground newspaper first published in Detroit in 1965. Web-based technologies have enhanced the scope and power of the Fifth Estate far beyond the modest and boutique conditions of its beginnings. Nimmo and Combs asserted in 1992 that political pundits constitute a Fifth Estate. Media researcher Stephen D. Cooper argued in 2006 that bloggers are the Fifth Estate. In 2009, William Dutton argued that the Fifth Estate is not just the blogging community, nor an extension of the media, but "networked individuals" enabled by the Internet, e.g. social media, in ways that can hold the other estates accountable.

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  • Coupling (electronics)

    Coupling (electronics)

    In electronics, electric power and telecommunication, coupling is the transfer of electrical energy from one circuit to another, or between parts of a circuit. Coupling can be deliberate as part of the function of the circuit, or it may be undesirable, for instance due to coupling to stray fields. For example, energy is transferred from a power source to an electrical load by means of conductive coupling, which may be either resistive or direct coupling. An AC potential may be transferred from one circuit segment to another having a DC potential by use of a capacitor. Electrical energy may be transferred from one circuit segment to another segment with different impedance by use of a transformer; this is known as impedance matching. These are examples of electrostatic and electrodynamic inductive coupling. == Types == Electrical conduction: Direct coupling, also called conductive coupling and galvanic coupling Resistive conduction Atmospheric plasma channel coupling Electromagnetic induction: Electrodynamic induction — commonly called inductive coupling, also magnetic coupling Capacitive coupling Evanescent wave coupling Electromagnetic radiation: Radio waves — Wireless telecommunications. Electromagnetic interference (EMI) — Sometimes called radio frequency interference (RFI), is unwanted coupling. Electromagnetic compatibility (EMC) requires techniques to avoid such unwanted coupling, such as electromagnetic shielding. Microwave power transmission Other kinds of energy coupling: Acoustic coupler

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  • Continuous Function Chart

    Continuous Function Chart

    A Continuous Function Chart (CFC) is a graphic editor that can be used in conjunction with the STEP 7 software package or with other tools, such as CODESYS. It is used to create the entire software structure of the CPU from ready-made blocks. When working with the editor, you place blocks on function charts, assign parameters to them, and interconnect them. Interconnecting means, for example, that values are transferred from one output to one or more inputs during communication between the blocks. Continuous function charts are basically used for controlling continuous processes, where all the logic is executed and outputs are calculated in each PLC scan. Whereas in SFC, execution will be sequential as done is batch processes.

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  • Enterprise bookmarking

    Enterprise bookmarking

    Enterprise bookmarking is a method for Web 2.0 users to tag, organize, store, and search bookmarks of both web pages on the Internet and data resources stored in a distributed database or fileserver. This is done collectively and collaboratively in a process by which users add tag (metadata) and knowledge tags. In early versions of the software, these tags are applied as non-hierarchical keywords, or terms assigned by a user to a web page, and are collected in tag clouds. Examples of this software are Connectbeam and Dogear. New versions of the software such as Jumper 2.0 and Knowledge Plaza expand tag metadata in the form of knowledge tags that provide additional information about the data and are applied to structured and semi-structured data and are collected in tag profiles. == History == Enterprise bookmarking is derived from Social bookmarking that got its modern start with the launch of the website del.icio.us in 2003. The first major announcement of an enterprise bookmarking platform was the IBM Dogear project, developed in Summer 2006. Version 1.0 of the Dogear software was announced at Lotusphere 2007, and shipped later that year on June 27 as part of IBM Lotus Connections. The second significant commercial release was Cogenz in September 2007. Since these early releases, Enterprise bookmarking platforms have diverged considerably. The most significant new release was the Jumper 2.0 platform, with expanded and customizable knowledge tagging fields. == Differences == === Versus social bookmarking === In a social bookmarking system, individuals create personal collections of bookmarks and share their bookmarks with others. These centrally stored collections of Internet resources can be accessed by other users to find useful resources. Often these lists are publicly accessible, so that other people with similar interests can view the links by category or by the tags themselves. Most social bookmarking sites allow users to search for bookmarks which are associated with given "tags", and rank the resources by the number of users which have bookmarked them. Enterprise bookmarking is a method of tagging and linking any information using an expanded set of tags to capture knowledge about data. It collects and indexes these tags in a web-infrastructure knowledge base server residing behind the firewall. Users can share knowledge tags with specified people or groups, shared only inside specific networks, typically within an organization. Enterprise bookmarking is a knowledge management discipline that embraces Enterprise 2.0 methodologies to capture specific knowledge and information that organizations consider proprietary and are not shared on the public Internet. === Tag management === Enterprise bookmarking tools also differ from social bookmarking tools in the way that they often face an existing taxonomy. Some of these tools have evolved to provide Tag management which is the combination of uphill abilities (e.g. faceted classification, predefined tags, etc.) and downhill gardening abilities (e.g. tag renaming, moving, merging) to better manage the bottom-up folksonomy generated from user tagging.

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  • Common-mode signal

    Common-mode signal

    In electrical engineering, a common-mode signal is the identical component of voltage present at both input terminals of an electrical device. In telecommunication, the common-mode signal on a transmission line is also known as longitudinal voltage. Common-mode interference (CMI) is a type of common-mode signal. Common-mode interference is interference that appears on both signal leads, or coherent interference that affects two or more elements of a network. In most electrical circuits, desired signals are transferred by a differential voltage between two conductors. If the voltages on these conductors are U1 and U2, the common-mode signal is the average of the voltages: U cm = U 1 + U 2 2 {\displaystyle U_{\text{cm}}={\frac {U_{1}+U_{2}}{2}}} When referenced to the local common or ground, a common-mode signal appears on both lines of a two-wire cable, in phase and with equal amplitudes. Technically, a common-mode voltage is one-half the vector sum of the voltages from each conductor of a balanced circuit to local ground or common. Such signals can arise from one or more of the following sources: Radiated signals coupled equally to both lines, An offset from signal common created in the driver circuit, or A ground differential between the transmitting and receiving locations. Noise induced into a cable, or transmitted from a cable, usually occurs in the common mode, as the same signal tends to be picked up by both conductors in a two-wire cable. Likewise, RF noise transmitted from a cable tends to emanate from both conductors. Elimination of common-mode signals on cables entering or leaving electronic equipment is important to ensure electromagnetic compatibility. Unless the intention is to transmit or receive radio signals, an electronic designer generally designs electronic circuits to minimise or eliminate common-mode effects. == Methods of eliminating common-mode signals == Differential amplifiers or receivers that respond only to voltage differences, e.g. those between the wires that constitute a pair. This method is particularly suited for instrumentation where signals are transmitted through DC bias. For sensors with very high output impedance that require very high common-mode rejection ratio, a differential amplifier is combined with input buffers to form an instrumentation amplifier. An inductor where a pair of signaling wires follow the same path through the inductor, e.g. in a bifilar winding configuration such as used in Ethernet magnetics. Useful for AC and DC signals, but will filter only higher frequency common-mode signals. A transformer, which is useful for AC signals only, and will filter any form of common-mode noise, but may be used in combination with a bifilar wound coil to eliminate capacitive coupling of higher frequency common-mode signals across the transformer. Used in twisted pair Ethernet. Common-mode filtering may also be used to prevent egress of noise for electromagnetic compatibility purposes: High frequency common-mode signals (e.g., RF noise from a computing circuit) may be blocked using a ferrite bead clamped to the outside of a cable. These are often observable on laptop computer power supplies near the jack socket, and good quality mouse or printer USB cables and HDMI cables. Switch mode power supplies include common and differential mode filtering inductors to block the switching signal noise returning into mains wiring. Common-mode rejection ratio is a measure of how well a circuit eliminates common-mode interference.

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  • Magnetoquasistatic field

    Magnetoquasistatic field

    A magnetoquasistatic field is a class of electromagnetic field in which a slowly oscillating magnetic field is dominant. A magnetoquasistatic field is typically generated by low-frequency induction from a magnetic dipole or a current loop. The magnetic near-field of such an emitter behaves differently from the more commonly used far-field electromagnetic radiation. At low frequencies the rate of change of the instantaneous field strength with each cycle is relatively slow, giving rise to the name "magneto-quasistatic". The near field or quasistatic region typically extends no more than a wavelength from the antenna, and within this region the electric and magnetic fields are approximately decoupled. Weakly conducting non-magnetic bodies, including the human body and many mineral rocks, are effectively transparent to magnetoquasistatic fields, allowing for the transmission and reception of signals through such obstacles. Also, long-wavelength (i.e. low-frequency) signals are better able to propagate round corners than shorter-wave signals. Communication therefore need not be line-of-sight. The communication range of such signals depends on both the wavelength and the electromagnetic properties of the intervening medium at the chosen frequency, and is typically limited to a few tens of meters. == Physical principles == The laws of primary interest are Ampère's circuital law (with the displacement current density neglected) and the magnetic flux continuity law. These laws have associated with them continuity conditions at interfaces. In the absence of magnetizable materials, these laws determine the magnetic field intensity H given its source, the current density J. H is not everywhere irrotational. However, it is solenoidal everywhere. == Equipment design == A typical antenna comprises a 50-turn coil around a polyoxymethylene tube with diameter 16.5 cm, driven by a class E oscillator circuit. Such a device is readily portable when powered by batteries. Similarly, a typical receiver consist of an active receiving loop with diameter of one meter, an ultra-low-noise amplifier, and a band-pass filter. In operation the oscillator drives current through the transmitting loop to create an oscillating magnetic field. This field induces a voltage in the receiving loop, which is then amplified. Because the quasistatic region is defined within one wavelength of the electromagnetic source, emitters are limited to a frequency range between about 1 kHz and 1 MHz. Reducing the oscillating frequency increases the wavelength and hence the range of the quasistatic region, but reduces the induced voltage in the receiving loops which worsens the signal-to-noise ratio. In experiments carried out by the Carnegie Institute of Technology, the maximum range reported by was 50 meters. == Applications == === Resonant inductive coupling === In resonant coupling, the source and receiver are tuned to resonate at the same frequency and are given similar impedances. This allows power as well as information to flow from the source to the receiver. Such coupling via the magnetoquasistatic field is called resonant inductive coupling and can be used for wireless energy transfer. Applications include induction cooking, induction charging of batteries and some kinds of RFID tag. === Communications === Conventional electromagnetic communication signals cannot pass through the ground. Most mineral rock is neither electrically conducting nor magnetic, allowing magnetic fields to penetrate. Magnetoquasistatic systems have been successfully used for underground wireless communication, both surface-to-underground and between underground parties. At extremely low frequencies, below about 1 kHz, the wavelength is long enough for long-distance communication, although at a slow data rate. Such systems have been installed in submarines, with the local antenna comprising a wire up to several kilometers in length and trailed behind the vessel when at or near the surface. === Position and orientation tracking === Wireless position tracking is being increasingly used in applications such as navigation, security, and asset tracking. Conventional position tracking devices use high frequencies or microwaves, including global positioning systems (GPS), ultra-wide band (UWB) systems, and radio frequency identification systems (RFID), but these systems can easily be blocked by obstacles in their path. Magnetoquasistatic positioning takes advantage of the fact that the fields are largely undisturbed when in the presence of human beings and physical structures, and can be used for both position and orientation tracking for ranges up to 50 meters. To accurately determine the orientation and position of a dipole/emitter, allowance must be made not only for the field pattern generated by the emitter, but also for the eddy-currents they induce in the earth, which create secondary fields detectable by the receivers. By using complex image theory to correct this field generation from earth, and by using frequencies on the order of a few hundred kilohertz to obtain the required signal-to-noise ratio (SNR), it is possible to analyze the position of the dipole through azimuthal orientation, θ {\displaystyle \theta } , and inclination orientation, ϕ {\displaystyle \phi } . A Disney research team has used this technology to effectively determine the position and orientation of an American football, something not traceable through conventional wave propagation techniques due to human body obstruction. They inserted an oscillator-driven coil, around the diameter of the center of the ball, to generate the magnetoquasistatic field. The signal was able to pass undisturbed through multiple players.

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  • Pandemonium architecture

    Pandemonium architecture

    Pandemonium architecture is a theory in cognitive science that describes how visual images are processed by the brain. It has applications in artificial intelligence and pattern recognition. The theory was introduced by the artificial intelligence pioneer Oliver Selfridge in his 1959 paper "Pandemonium - A Paradigm for Learning". It describes the process of object recognition as the exchange of signals within a hierarchical system of detection and association, the elements of which Selfridge metaphorically termed "demons". This model is now recognized as the basis of visual perception in cognitive science. Pandemonium architecture arose in response to the inability of template matching theories to offer a biologically plausible explanation of the image constancy phenomenon. Contemporary researchers praise this architecture for its elegancy and creativity; that the idea of having multiple independent systems (e.g., feature detectors) working in parallel to address the image constancy phenomena of pattern recognition is powerful yet simple. The basic idea of the pandemonium architecture is that a pattern is first perceived in its parts before the "whole". Pandemonium architecture was one of the first computational models in pattern recognition. Although not perfect, the pandemonium architecture influenced the development of modern connectionist, artificial intelligence, and word recognition models. == History == Most research in perception has been focused on the visual system, investigating the mechanisms of how we see and understand objects. A critical function of our visual system is its ability to recognize patterns, but the mechanism by which this is achieved is unclear. The earliest theory that attempted to explain how we recognize patterns is the template matching model. According to this model, we compare all external stimuli against an internal mental representation. If there is "sufficient" overlap between the perceived stimulus and the internal representation, we will "recognize" the stimulus. Although some machines follow a template matching model (e.g., bank machines verifying signatures and accounting numbers), the theory is critically flawed in explaining the phenomena of image constancy: we can easily recognize a stimulus regardless of the changes in its form of presentation (e.g., T and T are both easily recognized as the letter T). It is highly unlikely that we have a stored template for all of the variations of every single pattern. As a result of the biological plausibility criticism of the template matching model, feature detection models began to rise. In a feature detection model, the image is first perceived in its basic individual elements before it is recognized as a whole object. For example, when we are presented with the letter A, we would first see a short horizontal line and two slanted long diagonal lines. Then we would combine the features to complete the perception of A. Each unique pattern consists of different combination of features, which means those that are formed with the same features will generate the same recognition. That is, regardless of how we rotate the letter A, is still perceived as the letter A. It is easy for this sort of architecture to account for the image constancy phenomena because you only need to "match" at the basic featural level, which is presumed to be limited and finite, thus biologically plausible. The best known feature detection model is called the pandemonium architecture. == Pandemonium architecture == The pandemonium architecture was originally developed by Oliver Selfridge in the late 1950s. The architecture is composed of different groups of "demons" working independently to process the visual stimulus. Each group of demons is assigned to a specific stage in recognition, and within each group, the demons work in parallel. There are four major groups of demons in the original architecture. The concept of feature demons, that there are specific neurons dedicated to perform specialized processing is supported by research in neuroscience. Hubel and Wiesel found there were specific cells in a cat's brain that responded to specific lengths and orientations of a line. Similar findings were discovered in frogs, octopuses and a variety of other animals. Octopuses were discovered to be only sensitive to verticality of lines, whereas frogs demonstrated a wider range of sensitivity. These animal experiments demonstrate that feature detectors seem to be a very primitive development. That is, it did not result from the higher cognitive development of humans. Not surprisingly, there is also evidence that the human brain possesses these elementary feature detectors as well. Moreover, this architecture is capable of learning, similar to a back-propagation styled neural network. The weight between the cognitive and feature demons can be adjusted in proportion to the difference between the correct pattern and the activation from the cognitive demons. To continue with our previous example, when we first learned the letter R, we know is composed of a curved, long straight, and a short angled line. Thus when we perceive those features, we perceive R. However, the letter P consists of very similar features, so during the beginning stages of learning, it is likely for this architecture to mistakenly identify R as P. But through constant exposure of confirming R's features to be identified as R, the weights of R's features to P are adjusted so the P response becomes inhibited (e.g., learning to inhibit the P response when a short angled line is detected). In principle, a pandemonium architecture can recognize any pattern. As mentioned earlier, this architecture makes error predictions based on the amount of overlapping features. Such as, the most likely error for R should be P. Thus, in order to show this architecture represents the human pattern recognition system we must put these predictions into test. Researchers have constructed scenarios where various letters are presented in situations that make them difficult to identify; then types of errors were observed, which was used to generate confusion matrices: where all of the errors for each letter are recorded. Generally, the results from these experiments matched the error predictions from the pandemonium architecture. Also as a result of these experiments, some researchers have proposed models that attempted to list all of the basic features in the Roman alphabet. == Criticism == A major criticism of the pandemonium architecture is that it adopts a completely bottom-up processing: recognition is entirely driven by the physical characteristics of the targeted stimulus. This means that it is unable to account for any top-down processing effects, such as context effects (e.g., pareidolia), where contextual cues can facilitate (e.g., word superiority effect: it is relatively easier to identify a letter when it is part of a word than in isolation) processing. However, this is not a fatal criticism to the overall architecture, because is relatively easy to add a group of contextual demons to work along with the cognitive demons to account for these context effects. Although the pandemonium architecture is built on the fact that it can account for the image constancy phenomena, some researchers have argued otherwise; and pointed out that the pandemonium architecture might share the same flaws from the template matching models. For example, the letter H is composed of 2 long vertical lines and a short horizontal line; but if we rotate the H 90 degrees in either direction, it is now composed of 2 long horizontal lines and a short vertical line. In order to recognize the rotated H as H, we would need a rotated H cognitive demon. Thus we might end up with a system that requires a large number of cognitive demons in order to produce accurate recognition, which would lead to the same biological plausibility criticism of the template matching models. However, it is rather difficult to judge the validity of this criticism because the pandemonium architecture does not specify how and what features are extracted from incoming sensory information, it simply outlines the possible stages of pattern recognition. But of course that raises its own questions, to which it is almost impossible to criticize such a model if it does not include specific parameters. Also, the theory appears to be rather incomplete without defining how and what features are extracted, which proves to be especially problematic with complex patterns (e.g., extracting the weight and features of a dog). Some researchers have also pointed out that the evidence supporting the pandemonium architecture has been very narrow in its methodology. Majority of the research that supports this architecture has often referred to its ability to recognize simple schematic drawings that are selected from a small finite set (e.g., letters in the Roman alphabet). Evidence from these types of exper

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  • WebGL

    WebGL

    WebGL (short for Web Graphics Library) is a JavaScript API for rendering interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins. WebGL is fully integrated with other web standards, allowing GPU-accelerated usage of physics, image processing, and effects in the HTML canvas. WebGL elements can be mixed with other HTML elements and composited with other parts of the page or page background. WebGL programs consist of control code written in JavaScript, and shader code written in OpenGL ES Shading Language (GLSL ES, sometimes referred to as ESSL), a language similar to C or C++. WebGL code is executed on a computer's GPU. WebGL is designed and maintained by the non-profit Khronos Group. On February 9, 2022, Khronos Group announced WebGL 2.0 support from all major browsers. From 2024, a new graphics API, WebGPU, is being developed to supersede WebGL. WebGPU provides extended capabilities, a more modern interface, and direct GPU access, which is useful for demanding graphics as well as AI applications. == Design == WebGL 1.0 is based on OpenGL ES 2.0 and provides an API for 3D graphics. It uses the HTML5 canvas element and is accessed using Document Object Model (DOM) interfaces. WebGL 2.0 is based on OpenGL ES 3.0. It guarantees the availability of many optional extensions of WebGL 1.0, and exposes new APIs. Automatic memory management is provided implicitly by JavaScript. Like OpenGL ES 2.0, WebGL lacks the fixed-function APIs introduced in OpenGL 1.0 and deprecated in OpenGL 3.0. This functionality, if required, has to be implemented by the developer using shader code and JavaScript. Shaders in WebGL are written in GLSL and passed to the WebGL API as text strings. The WebGL implementation compiles these strings to GPU code. This code is executed for each vertex sent through the API and for each pixel rasterized to the screen. == History == WebGL evolved out of the Canvas 3D experiments started by Vladimir Vukićević at Mozilla. Vukićević first demonstrated a Canvas 3D prototype in 2006. By the end of 2007, both Mozilla and Opera had made their own separate implementations. In early 2009, the non-profit technology consortium Khronos Group started the WebGL Working Group, with initial participation from Apple, Google, Mozilla, Opera, and others. Version 1.0 of the WebGL specification was released March 2011. An early application of WebGL was Zygote Body. In November 2012 Autodesk announced that they ported most of their applications to the cloud running on local WebGL clients. These applications included Autodesk Fusion and AutoCAD. Development of the WebGL 2 specification started in 2013 and finished in January 2017. The specification is based on OpenGL ES 3.0. First implementations are in Firefox 51, Chrome 56 and Opera 43. == Implementations == === Almost Native Graphics Layer Engine === Almost Native Graphics Layer Engine (ANGLE) is an open source graphic engine which implements WebGL 1.0 (2.0 which closely conforms to ES 3.0) and OpenGL ES 2.0 and 3.0 standards. It is a default backend for both Google Chrome and Mozilla Firefox on Windows platforms and works by translating WebGL and OpenGL calls to available platform-specific APIs. ANGLE currently provides access to OpenGL ES 2.0 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11 APIs. ″[Google] Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.″ == Software == WebGL is widely supported by modern browsers. However, its availability depends on other factors, too, like whether the GPU supports it. The official WebGL website offers a simple test page. More detailed information (like what renderer the browser uses, and what extensions are available) can be found at third-party websites. === Desktop browsers === Source: Google Chrome – WebGL 1.0 has been enabled on all platforms that have a capable graphics card with updated drivers since version 9, released in February 2011. By default on Windows, Chrome uses the ANGLE (Almost Native Graphics Layer Engine) renderer to translate OpenGL ES to Direct X 9.0c or 11.0, which have better driver support. However, on Linux and Mac OS X, the default renderer is OpenGL. It is also possible to force OpenGL as the renderer on Windows. Since September 2013, Chrome also has a newer Direct3D 11 renderer, which requires a newer graphics card. Chrome 56+ supports WebGL 2.0. Firefox – WebGL 1.0 has been enabled on all platforms that have a capable graphics card with updated drivers since version 4.0. Since 2013 Firefox also uses DirectX on the Windows platform via ANGLE. Firefox 51+ supports WebGL 2.0. Safari – Safari 6.0 and newer versions installed on OS X Mountain Lion, Mac OS X Lion and Safari 5.1 on Mac OS X Snow Leopard implemented support for WebGL 1.0, which was disabled by default before Safari 8.0. Safari version 12 (available in MacOS Mojave) has available support for WebGL 2.0 as an "Experimental" feature. Safari 15 enables WebGL 2.0 for all users. Opera – WebGL 1.0 has been implemented in Opera 11 and 12, but was disabled by default in 2014. Opera 43+ supports WebGL 2.0. Internet Explorer – WebGL 1.0 is partially supported in Internet Explorer 11. Internet Explorer initially failed most of the official WebGL conformance tests, but Microsoft later released several updates. The latest 0.94 WebGL engine currently passes ≈97% of Khronos tests. WebGL support can also be manually added to earlier versions of Internet Explorer using third-party plugins such as IEWebGL. Microsoft Edge – For Microsoft Edge Legacy, the initial stable release supports WebGL version 0.95 (context name: "experimental-webgl") with an open source GLSL to HLSL transpiler. Version 10240+ supports WebGL 1.0 as prefixed. Latest Chromium-based Edge supports WebGL 2.0. === Mobile browsers === Google Chrome – WebGL 1.0 is supported on Android as of Chrome 25. WebGL 2.0 is supported on Android as of Chrome 58. Chrome is used for the Android system webview as of Android 5. Firefox for mobile – WebGL 1.0 is available for Android devices since Firefox 4. Safari on iOS – WebGL 1.0 is available for mobile Safari in iOS 8. WebGL 2.0 is available for mobile Safari in iOS 15. Microsoft Edge – Prefixed WebGL 1.0 was available on Windows 10 Mobile.. Latest Chromium-based Edge supports WebGL 2.0. Opera Mobile – Opera Mobile 12 supports WebGL 1.0 (on Android only). Sailfish OS – WebGL 1.0 is supported in the default Sailfish browser. Tizen – WebGL 1.0 is supported == Tools and ecosystem == === Utilities === The low-level nature of the WebGL API, which provides little on its own to quickly create desirable 3D graphics, motivated the creation of higher-level libraries that abstract common operations (e.g. loading scene graphs and 3D objects in certain formats; applying linear transformations to shaders or view frustums). Some such libraries were ported to JavaScript from other languages. Examples of libraries that provide high-level features include A-Frame (VR), BabylonJS, PlayCanvas, three.js, OSG.JS, Google’s model-viewer and CopperLicht. Web3D also made a project called X3DOM to make X3D and VRML content run on WebGL. === Games === There has been an emergence of 2D and 3D game engines for WebGL, such as Unreal Engine 4 and Unity. The Stage3D/Flash-based Away3D high-level library also has a port to WebGL via TypeScript. A more light-weight utility library that provides just the vector and matrix math utilities for shaders is sylvester.js. It is sometimes used in conjunction with a WebGL specific extension called glUtils.js. There are also some 2D libraries built atop WebGL, like Cocos2d-x or Pixi.js, which were implemented this way for performance reasons in a move that parallels what happened with the Starling Framework over Stage3D in the Flash world. The WebGL-based 2D libraries fall back to HTML5 canvas when WebGL is not available. Removing the rendering bottleneck by giving almost direct access to the GPU has exposed performance limitations in the JavaScript implementations. Some were addressed by asm.js and WebAssembly (similarly, the introduction of Stage3D exposed performance problems within ActionScript, which were addressed by projects like CrossBridge). === Content creation === As with any other graphics API, creating content for WebGL scenes requires using a 3D content creation tool and exporting the scene to a format that is readable by the viewer or helper library. Desktop 3D authoring software such as Blender, Autodesk Maya or SimLab Composer can be used for this purpose. In particular, Blend4Web allows a WebGL scene to be authored entirely in Blender and exported to a browser with a single click, even as a standalone web page. There are also some WebGL-specific software such as CopperCube and the online WebGL-based editor Clara.io. Online platforms such as Sketchfab and Clara.io allow users to directly upload their 3D models

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  • Variable-message sign

    Variable-message sign

    A variable- (also changeable-, electronic-, or dynamic-) message sign or message board, often abbreviated VMS, VMB, CMS, or DMS, and in the UK known as a matrix sign, is an electronic traffic sign often used on roadways to give travelers information about special events. Such signs warn of traffic congestion, accidents, incidents such as terrorist attacks, Amber/Silver/Blue Alerts, roadwork zones, or speed limits on a specific highway segment. In urban areas, VMS are used within parking guidance and information systems to guide drivers to available car parking spaces. They may also ask vehicles to take alternative routes, limit travel speed, warn of duration and location of the incidents, inform of the traffic conditions, or display general public safety messages. == History == VMS systems were deployed at least as early as the 1950s on the New Jersey Turnpike. The road's signs of that period, and up to around 2012, were capable of displaying a few messages in neon, all oriented around warning drivers to slow down: "REDUCE SPEED", followed by a warning of either construction, accident, congestion, ice, snow, or fog at a certain distance ahead. The New Jersey Turnpike Authority replaced those signs (along with 1990s-vintage dot-matrix VMS systems along the Garden State Parkway) with more flexible electronic signs between 2010 and 2016. The current VMS systems are largely deployed on freeways, trunk highways, or in work zones. On the interchange of I-5 and SR 120 in San Joaquin County, California, an automated visibility and speed warning system was installed in 1996 to warn traffic of reduced visibility due to fog (where tule fog is a common problem in the winter), and of slow or stopped traffic. Message Signs were deployed in Ontario during the 1990s and are now being upgraded on 400-series highways as well as two pilot secondary highways in northeastern Ontario. == Technologies and types == Early variable message signs included static signs with words that would illuminate (often using neon tubing) indicating the type of incident that occurred, or signs that used rotating prisms (trilons) to change the message being displayed. These were later replaced by dot matrix displays typically using eggcrate, fiber optic, or flip-disc technology, which were capable of displaying a much wider range of messages than earlier static variable message signs. Since the late 1990s, the most common technology used in new installations for variable message signs are LED displays. In recent years, some newer LED variable message signs have the ability to display colored text and graphics. Dot-matrix variable message signs are divided into three subgroups: character matrix, row matrix, and full matrix. In a character matrix VMS, each character is given its own matrix with equal horizontal spacing between them, typically with two or three rows of characters. In a full matrix VMS, the entire sign is a single large dot matrix display, allowing the display of different fonts and graphics. A row matrix VMS is a hybrid of the two types, divided into two or three rows like a character matrix display, except each row is a single long dot matrix display instead of being split per character horizontally. Overhead variable message signs are today available in three form factors: front access, rear access, and walk-in. In a front access variable message sign, maintenance is performed by lifting the sign open from the front. Most smaller VMS are of the front access form factor, and are typically installed today on major arterials. The rear access form factor is similar to the front access form factor, except that maintenance is performed from the rear of the sign, and are commonly used for medium-sized dynamic message signs installed along the roadside of freeways (instead of overhead). The walk-in form factor is a more recent introduction, where maintenance on the sign is performed from the inside of the sign. A key advantage of the walk-in form factor is that lane closures are generally not required to perform maintenance on the sign. Most of the largest VMS units installed today are walk-in units, and are typically installed overhead on freeways. The NJ Turnpike Authority counts five unique types of variable message signs under its jurisdiction, at least one of which has been replaced by newer signs. They are: "REDUCE SPEED" neon signs (1950s-2010, obsolete, have now been replaced). "Changeable message signs" (trilon/ rotating-drum signs that can be used for closing roads or moving traffic to other roadways). Electronic VMS: signs with remotely controlled messages displayed on them; the messages are sent from the State Traffic Management Center, updating the signs automatically. Variable speed limit signs - used for varying the posted speed limits within work zones and in emergencies. Portable VMS: movable "electronic VMS". A portable VMS has much the same characteristics as a fixed electronic VMS, but can be moved from location to location as the need dictates. == Usage == Early models required an operator to be physically present when programming a message, whereas newer models may be reprogrammed remotely via a wired or wireless network or cellphone connection. A complete message on a panel generally includes a problem statement indicating incident, roadwork, stalled vehicle etc.; a location statement indicating where the incident is located; an effect statement indicating lane closure, delay, etc. and an action statement giving suggestion what to do traffic conditions ahead. These signs are also used for Amber alert messages, and in some states, Silver and Blue Alert messages. In some places, VMSes are set up with permanent, semi-static displays indicating predicted travel times to important traffic destinations such as major cities or interchanges along the route of a highway. Typical messages provide the following information: Promotional messages about services provided by a road authority during non-critical hours, such as carpooling efforts, travelers' information stations and 5-1-1 lines Crashes, including vehicle spin-out or rollover Road Works Incidents affecting normal traffic flow in a lane or on shoulders Non-recurring congestion, often a residual effect of cleared crash Closures of an entire road, e.g. over a mountain pass in winter. Exit ramp closures Debris on roadway Vehicle fires Wildfires Short-term maintenance or construction lasting less than three days Pavement failure alerts AMBER, Silver, and Blue Alerts, as well as weather warnings via the warning infrastructure of NOAA Weather Radio's SAME system Travel times Variable speed limits Car park occupancy levels speed sign, for recommending a speed to approach the next traffic light in its green phase. The information comes from a variety of traffic monitoring and surveillance systems. It is expected that by providing real-time information on special events on the oncoming road, VMS can improve motorists' route selection, reduce travel time, mitigate the severity and duration of incidents and improve the performance of the transportation network. === United Kingdom === Do not enter the motorway when the red lamps are flashing in pairs from side to side. On 27 March 1972, the first motorway computer-controlled warning lights in the UK, with 59 miles on the M6 from Broughton, Lancashire to Barthomley, on the Cheshire boundary, and 26 miles on the M62 east of Whitefield, was switched on by Michael Heseltine and Charles Legh Shuldham Cornwall-Legh, 5th Baron Grey of Codnor at the headquarters of Cheshire Constabulary on Nuns Road. It was centred at a police computer centre at Westhoughton, that connected to police stations in Preston and Chester. The Chester site was soon be connected to the M53 and M57. Four other regional computer centres would be opened at Perry Barr near the M6, Scratchwood near the M1, at Hook near the M3, and at Almondsbury near the M4. Most British motorways would be covered by 1975. The system was designed by GEC and had taken five years to design. == Safety messages for drivers == Increasingly, signs have been used to remind drivers to buckle seat belts ("Click It or Ticket"), obey the speed limit, and stay off the road if impaired ("Drive sober or get pulled over"). In a federal study, a slight majority of drivers reported that public safety messages on dynamic message signs impacted their driving behaviors. The Ohio Department of Transportation began using humorous dynamic message signs in 2015, perplexing some drivers. Examples of humorous signs seen in New Jersey, Arizona, Texas, Pennsylvania, Delaware, Iowa, New York, Minnesota and Ohio include: "Hold on to your butts. Help prevent forest fires." "We'll be blunt. Don't drive high." "Visiting in-laws? Slow down, get there late." "Only sparklers should be lit." and “Don’t drive Star Spangled hammered." (for Fourth of July) "Hocus pocus – drive with focus." and "Slow down in work zones - my mummy works here." (f

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