AI Face Look

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

  • Microsoft Fresh Paint

    Microsoft Fresh Paint

    Fresh Paint is a painting app developed by Microsoft and released on May 25, 2012. == History == Fresh Paint originated from a Microsoft Research project known as Project Gustav, an endeavor to reproduce the behavior of physical oil paint on a digital medium. To push the boundaries of simulating oil on a digital medium, the research team created a physics model that precisely replicated on a screen what would happen in the real world if you combined oil, a surface and a tool such as a paint brush. Two publications, Detail-Preserving Paint Modeling for 3D Brushes and Simple Data-Driven Modeling of Brushes, were released as a result of the team’s findings. After a variety of internal testing Project, Gustav was codenamed Digital Art. Partnering with The Museum of Modern Art, Digital Art was tested for a year by 60,000 people. With feedback culled from MoMA, developers expanded the existing physics model, experimenting with how real oil paint blended and reacted to the texture of a canvas. After final adjustments were made, Digital Art was rebranded as Fresh Paint. It was released to the public on 25 May 2012.

    Read more →
  • TalkBack

    TalkBack

    TalkBack is an accessibility service for the Android operating system that helps blind and visually impaired users to interact with their devices. It uses spoken words, vibration and other audible feedback to allow the user to know what is happening on the screen allowing the user to better interact with their device. The service is pre-installed on many Android devices, and it became part of the Android Accessibility Suite in 2017. According to the Google Play Store, the Android Accessibility Suite has been downloaded over five billion times, including devices that have the suite preinstalled. == Open-source == Google releases the source code of TalkBack with some releases of the accessibility service to GitHub, with the latest of these changes being from May 6, 2021. The source for these versions of Google TalkBack have been released under the Apache License version 2.0. == Release history ==

    Read more →
  • Zero-knowledge service

    Zero-knowledge service

    In cloud computing, the term zero-knowledge (or occasionally no-knowledge or zero-access) is a commonly used term for online services that store, transfer or manipulate data with a high level of confidentiality, where the data is only accessible to the data's owner (the client), and not to the service provider. However, unlike "end-to-end encryption", the term "zero-knowledge" does not imply any specific threat model or security notion, and its use is commonly frowned-upon by the security community. The term "zero-knowledge" was popularized by backup service SpiderOak, which later switched to using the term "no knowledge", acknowledging that the previous terminology was not technically accurate. == Disadvantages == Most cloud storage services keep a copy of the client's password on their servers, allowing clients who have lost their passwords to retrieve and decrypt their data using alternative means of authentication; but since zero-knowledge services do not store copies of clients' passwords, if a client loses their password then their data cannot be decrypted, making it practically unrecoverable. Most of the most used cloud storage services, such as Google Drive, Dropbox, OneDrive or iCloud, are also able to furnish access requests from law enforcement agencies for similar reasons; zero-knowledge services, however, are unable to do so, since their systems are designed to make clients' data inaccessible without the client's explicit cooperation.

    Read more →
  • IT8

    IT8

    IT8 is a set of American National Standards Institute (ANSI) standards for color communications and control specifications. Formerly governed by the IT8 Committee, IT8 activities were merged with those of the Committee for Graphics Arts Technologies Standards (CGATS Archived November 9, 2018, at the Wayback Machine) in 1994. == Standards list == The following is a list of the IT8 standards, according to the NPES Standards Blue Book Archived July 19, 2011, at the Wayback Machine: === IT8.6 - 2002 - Graphic technology - Prepress digital data exchange - Diecutting data (DDES3) === This standard establishes a data exchange format to enable transfer of numerical control information between diecutting systems and electronic prepress systems. The information will typically consist of numerical control information used in the manufacture of dies. 37 pp. === IT8.7/1 - 1993 (R2003) - Graphic technology - Color transmission target for input scanner calibration === This standard defines an input test target that will allow any color input scanner to be calibrated with any film dye set used to create the target. It is intended to address the color transparency products that are generally used for input to the preparatory process for printing and publishing. This standard defines the layout and colorimetric values of a target that can be manufactured on any positive color transparency film and that is intended for use in the calibration of a photographic film/scanner combination. 32 pp. === IT8.7/2 - 1993 (R2003) Graphic technology - Color reflection target for input scanner calibration === This standard defines an input test target that will allow any color input scanner to be calibrated with any film dye set used to create the target. It is intended to address the color photographic paper products that are generally used for input to the preparatory process for printing and publishing. It defines the layout and colorimetric values of the target that can be manufactured on any color photographic paper and is intended for use in the calibration of a photographic paper/scanner combination. 29 pp. === IT8.7/3 - 1993 (R2003) Graphic technology - Input data for characterization of 4-color process printing === The purpose of this standard is to specify an input data file, a measurement procedure and an output data format to characterize any four-color printing process. The output data (characterization) file should be transferred with any four-color (cyan, magenta, yellow and black) halftone image files to enable a color transformation to be undertaken when required. 29 pp. == Targets == Calibrating all devices involved in the process chain (original, scanner/digital camera, monitor/printer) is required for an authentic color reproduction, because their actual color spaces differ device-specifically from the reference color spaces. An IT8 calibration is done with what are called IT8 targets, which are defined by the IT8 standards. Example Special targets, implementing the IT8.7/1 (transparent target) or IT8.7/2 (reflective target) standards, are needed for calibrating scanners. These targets consists of 24 grey fields and 264 color fields in 22 columns: Column 01 to 12: HCL color model, which differ in Hue, Chroma, and Lightness Column 13 to 16: CMYK-Colors Cyan, Magenta, Yellow, and Key (black) in different steps of brightness Column 17 to 19: RGB-Colors Red, Green, and Blue in different steps of brightness Column 20 to 22: undefined, producers' choice After scanning such a target, an ICC profile gets calculated on the basis of reference values. This profile is used for all subsequent scans and assures color fidelity.

    Read more →
  • Cyclodisparity

    Cyclodisparity

    In vision science, cyclodisparity is the difference in the rotation angle of an object or scene viewed by the left and right eyes. Cyclodisparity can result from the eyes' torsional rotation (cyclorotation) or can be created artificially by presenting to the eyes two images that need to be rotated relative to each other for binocular fusion to take place. == Human and animal vision == The eyes and visual system can compensate for cyclodisparity up to a certain point; if the cyclodisparity is larger than a threshold, the images cannot be fused, resulting stereoblindness, and in double vision in subjects who otherwise have full stereo vision. When a human subject is presented with images that have artificial cyclodisparity, cyclovergence is evoked, that is, a motor response of the eye muscles that rotates the two eyes in opposite directions, thereby reducing cyclodisparity. Visually-induced cyclovergence of up to 8 degrees has been observed in normal subjects. Furthermore, up to about 8 degrees can usually be compensated by purely sensory means, that is, without physical eye rotation. This means that the normal human observer can achieve binocular image fusion in presence of cyclodisparity of up to approximately 16 degrees. Cyclodisparity due to images having been rotated inward can be compensated better when the gaze is directed downwards, and cyclodisparity due to an outward rotation can be compensated better when the gaze is directed upwards. A proposed explanation for this phenomenon is that the motor system is coordinated in such a way that the eyes perform a torsional movement to reduce the size of the search zones and thus the computational load required for solving the correspondence problem. The resulting cyclovergence at near gaze is smaller than the cyclovergence predicted by Listing's law. == Video processing and computer vision == Active camera torsion can be used in machine and computer vision for several purposes. For instance, camera torsion can be used to make improved use of the search range over which matching detectors or stereo matching algorithms operate, or to make a 3D slanted surface appear frontoparallel for further stereo processing. For image compression purposes, images with cyclodisparity are advantageously encoded using global motion compensation using a rotational motion model.

    Read more →
  • Automotive security

    Automotive security

    Automotive security refers to the branch of computer security focused on the cyber risks related to the automotive context. The increasingly high number of ECUs in vehicles and, alongside, the implementation of multiple different means of communication from and towards the vehicle in a remote and wireless manner led to the necessity of a branch of cybersecurity dedicated to the threats associated with vehicles. Not to be confused with automotive safety. == Causes == The implementation of multiple ECUs (Electronic Control Units) inside vehicles began in the early '70s thanks to the development of integrated circuits and microprocessors that made it economically feasible to produce the ECUs on a large scale. Since then the number of ECUs has increased to up to 100 per vehicle. These units nowadays control almost everything in the vehicle, from simple tasks such as activating the wipers to more safety-related ones like brake-by-wire or ABS (Anti-lock Braking System). Autonomous driving is also strongly reliant on the implementation of new, complex ECUs such as the ADAS, alongside sensors (lidars and radars) and their control units. Inside the vehicle, the ECUs are connected with each other through cabled or wireless communication networks, such as CAN bus (controller area network), MOST bus (Media Oriented System Transport), FlexRay (Automotive Network Communications Protocol) or RF (radio frequency) as in many implementations of TPMSs (tire-pressure monitoring systems). Many of these ECUs require data received through these networks that arrive from various sensors to operate and use such data to modify the behavior of the vehicle (e.g., the cruise control modifies the vehicle's speed depending on signals arriving from a button usually located on the steering wheel). Since the development of cheap wireless communication technologies such as Bluetooth, LTE, Wi-Fi, RFID and similar, automotive producers and OEMs have designed ECUs that implement such technologies with the goal of improving the experience of the driver and passengers. Safety-related systems such as the OnStar from General Motors, telematic units, communication between smartphones and the vehicle's speakers through Bluetooth, Android Auto and Apple CarPlay. == Threat model == Threat models of the automotive world are based on both real-world and theoretically possible attacks. Most real-world attacks aim at the safety of the people in and around the car, by modifying the cyber-physical capabilities of the vehicle (e.g., steering, braking, accelerating without requiring actions from the driver), while theoretical attacks have been supposed to focus also on privacy-related goals, such as obtaining GPS data on the vehicle, or capturing microphone signals and similar. Regarding the attack surfaces of the vehicle, they are usually divided in long-range, short-range, and local attack surfaces: LTE and DSRC can be considered long-range ones, while Bluetooth and Wi-Fi are usually considered short-range although still wireless. Finally, USB, OBD-II and all the attack surfaces that require physical access to the car are defined as local. An attacker that is able to implement the attack through a long-range surface is considered stronger and more dangerous than the one that requires physical access to the vehicle. In 2015 the possibility of attacks on vehicles already on the market has been proven possible by Miller and Valasek, that managed to disrupt the driving of a Jeep Cherokee while remotely connecting to it through remote wireless communication. === Controller area network attacks === The most common network used in vehicles and the one that is mainly used for safety-related communication is CAN, due to its real-time properties, simplicity, and cheapness. For this reason the majority of real-world attacks have been implemented against ECUs connected through this type of network. The majority of attacks demonstrated either against actual vehicles or in testbeds fall in one or more of the following categories: ==== Sniffing ==== Sniffing in the computer security field generally refers to the possibility of intercepting and logging packets or more generally data from a network. In the case of CAN, since it is a bus network, every node listens to all communication on the network. It is useful for the attacker to read data to learn the behavior of the other nodes of the network before implementing the actual attack. Usually, the final goal of the attacker is not to simply sniff the data on CAN, since the packets passing on this type of network are not usually valuable just to read. ==== Denial of service ==== Denial of service (DoS) in information security is usually described as an attack that has the objective of making a machine or a network unavailable. DoS attacks against ECUs connected to CAN buses can be done both against the network, by abusing the arbitration protocol used by CAN to always win the arbitration, and targeting the single ECU, by abusing the error handling protocol of CAN. In this second case the attacker flags the messages of the victim as faulty to convince the victim of being broken and therefore shut itself off the network. ==== Spoofing ==== Spoofing attacks comprise all cases in which an attacker, by falsifying data, sends messages pretending to be another node of the network. In automotive security usually spoofing attacks are divided into masquerade and replay attacks. Replay attacks are defined as all those where the attacker pretends to be the victim and sends sniffed data that the victim sent in a previous iteration of authentication. Masquerade attacks are, on the contrary, spoofing attacks where the data payload has been created by the attacker. == Real life automotive threat example == Security researchers Charlie Miller and Chris Valasek have successfully demonstrated remote access to a wide variety of vehicle controls using a Jeep Cherokee as the target. They were able to control the radio, environmental controls, windshield wipers, and certain engine and brake functions. The method used to hack the system was implementation of pre-programmed chip into the controller area network (CAN) bus. By inserting this chip into the CAN bus, he was able to send arbitrary message to CAN bus. One other thing that Miller has pointed out is the danger of the CAN bus, as it broadcasts the signal which the message can be caught by the hackers throughout the network. The control of the vehicle was all done remotely, manipulating the system without any physical interaction. Miller states that he could control any of some 1.4 million vehicles in the United States regardless of the location or distance, the only thing needed is for someone to turn on the vehicle to gain access. The work by Miller and Valasek replicated earlier work completed and published by academics in 2010 and 2011 on a different vehicle. The earlier work demonstrated the ability to compromise a vehicle remotely, over multiple wireless channels (including cellular), and the ability to remotely control critical components on the vehicle post-compromise, including the telematics unit and the car's brakes. While the earlier academic work was publicly visible, both in peer-reviewed scholarly publications and in the press, the Miller and Valesek work received even greater public visibility. == Security measures == The increasing complexity of devices and networks in the automotive context requires the application of security measures to limit the capabilities of a potential attacker. Since the early 2000 many different countermeasures have been proposed and, in some cases, applied. Following, a list of the most common security measures: Sub-networks: to limit the attacker capabilities even if he/she manages to access the vehicle from remote through a remotely connected ECU, the networks of the vehicle are divided in multiple sub-networks, and the most critical ECUs are not placed in the same sub-networks of the ECUs that can be accessed from remote. Gateways: the sub-networks are divided by secure gateways or firewalls that block messages from crossing from a sub-network to the other if they were not intended to. Intrusion Detection Systems (IDS): on each critical sub-network, one of the nodes (ECUs) connected to it has the goal of reading all data passing on the sub-network and detect messages that, given some rules, are considered malicious (made by an attacker). The arbitrary messages can be caught by the passenger by using IDS which will notify the owner regarding with unexpected message. Authentication protocols: in order to implement authentication on networks where it is not already implemented (such as CAN), it is possible to design an authentication protocol that works on the higher layers of the ISO OSI model, by using part of the data payload of a message to authenticate the message itself. Hardware Security Modules: since many ECUs are not powerful enough to keep real-time delays whi

    Read more →
  • View synthesis

    View synthesis

    In computer graphics, view synthesis, or novel view synthesis, is a task which consists of generating images of a specific subject or scene from a specific point of view, when the only available information is pictures taken from different points of view. This task was only recently (late 2010s – early 2020s) tackled with significant success, mostly as a result of advances in machine learning. Notable successful methods are Neural radiance fields and 3D Gaussian Splatting. Applications of view synthesis are numerous, one of them being Free view point television. The technique has also been applied to real-estate marketing, where novel views of a listing's interior are generated from a limited set of photographs for use in virtual home staging.

    Read more →
  • Graphical Kernel System

    Graphical Kernel System

    The Graphical Kernel System (GKS) is a 2D computer graphics system using vector graphics, introduced in 1977. It was suitable for making line and bar charts and similar tasks. A key concept was cross-system portability, based on an underlying coordinate system that could be represented on almost any hardware. GKS is best known as the basis for the graphics in the GEM GUI system used on the Atari ST and as part of Ventura Publisher. A draft international standard was circulated for review in September 1983. Final ratification of the standard was achieved in 1985, making it the first ISO graphics standard. A 3D system modelled on GKS was introduced as PHIGS, which saw some use in the 1980s and early 1990s. == Overview == GKS provides a set of drawing features for two-dimensional vector graphics suitable for charting and similar duties. The calls are designed to be portable across different programming languages, graphics devices and hardware, so that applications written to use GKS will be readily portable to many platforms and devices. GKS was fairly common on computer workstations in the 1980s and early 1990s. GKS formed the basis of Digital Research's GSX which evolved into VDI, one of the core components of GEM. GEM was the native GUI on the Atari ST and was occasionally seen on PCs, particularly in conjunction with Ventura Publisher. GKS was little used commercially outside these markets, but remains in use in some scientific visualization packages. It is also the underlying API defining the Computer Graphics Metafile. One popular application based on an implementation of GKS is the GR Framework, a C library for high-performance scientific visualization that has become a common plotting backend among Julia users. A main developer and promoter of the GKS was José Luis Encarnação, formerly director of the Fraunhofer Institute for Computer Graphics (IGD) in Darmstadt, Germany. GKS has been standardized in the following documents: ANSI standard ANSI X3.124 of 1985. ISO 7942:1985 standard, revised as ISO 7942:1985/Amd 1:1991 and ISO/IEC 7942-1:1994, as well as ISO/IEC 7942-2:1997, ISO/IEC 7942-3:1999 and ISO/IEC 7942-4:1998 The language bindings are ISO standard ISO 8651. GKS-3D (Graphical Kernel System for Three Dimensions) functional definition is ISO standard ISO 8805, and the corresponding C bindings are ISO/IEC 8806. The functionality of GKS is wrapped up as a data model standard in the STEP standard, section ISO 10303-46.

    Read more →
  • Scikit-learn

    Scikit-learn

    scikit-learn (formerly scikits.learn and also known as sklearn) is a free and open-source machine learning library for the Python programming language. It features various classification, regression and clustering algorithms including support-vector machines, random forests, gradient boosting, k-means and DBSCAN, and is designed to interoperate with the Python numerical and scientific libraries NumPy and SciPy. Scikit-learn is a NumFOCUS fiscally sponsored project. == Overview == The scikit-learn project started as scikits.learn, a Google Summer of Code project by French data scientist David Cournapeau. The name of the project derives from its role as a "scientific toolkit for machine learning", originally developed and distributed as a third-party extension to SciPy. The original codebase was later rewritten by other developers. In 2010, contributors Fabian Pedregosa, Gaël Varoquaux, Alexandre Gramfort and Vincent Michel, from the French Institute for Research in Computer Science and Automation in Saclay, France, took leadership of the project and released the first public version of the library on February 1, 2010. In November 2012, scikit-learn as well as scikit-image were described as two of the "well-maintained and popular" scikits libraries. In 2019, it was noted that scikit-learn is one of the most popular machine learning libraries on GitHub. At that time, the project had over 1,400 contributors and the documentation received 42 million visits in 2018. According to a 2022 Kaggle survey of nearly 24,000 respondents from 173 countries, scikit-learn was identified as the most widely used machine learning framework. == Features == Large catalogue of well-established machine learning algorithms and data pre-processing methods (i.e. feature engineering) Utility methods for common data-science tasks, such as splitting data into train and test sets, cross-validation and grid search Consistent way of running machine learning models (estimator.fit() and estimator.predict()), which libraries can implement Declarative way of structuring a data science process (the Pipeline), including data pre-processing and model fitting == Examples == Fitting a random forest classifier: == Implementation == scikit-learn is largely written in Python, and uses NumPy extensively for high-performance linear algebra and array operations. Furthermore, some core algorithms are written in Cython to improve performance. Support vector machines are implemented by a Cython wrapper around LIBSVM; logistic regression and linear support vector machines by a similar wrapper around LIBLINEAR. In such cases, extending these methods with Python may not be possible. scikit-learn integrates well with many other Python libraries, such as Matplotlib and plotly for plotting, NumPy for array vectorization, Pandas dataframes, SciPy, and many more. == History == scikit-learn was initially developed by David Cournapeau as a Google Summer of Code project in 2007. Later that year, Matthieu Brucher joined the project and started to use it as a part of his thesis work. In 2010, INRIA, the French Institute for Research in Computer Science and Automation, got involved and the first public release (v0.1 beta) was published in late January 2010. The project released its first stable version, 1.0.0, on September 24, 2021. The release was the result of over 2,100 merged pull requests, approximately 800 of which were dedicated to improving documentation. Development continues to focus on bug fixes, efficiency and feature expansion. The latest version, 1.8, was released on December 10, 2025. This update introduced native Array API support, enabling the library to perform GPU computations by directly using PyTorch and CuPy arrays. This version also included bug fixes, improvements and new features, such as efficiency improvements to the fit time of linear models. == Applications == Scikit-learn is widely used across industries for a variety of machine learning tasks such as classification, regression, clustering, and model selection. The following are real-world applications of the library: === Finance and Insurance === AXA uses scikit-learn to speed up the compensation process for car accidents and to detect insurance fraud. Zopa, a peer-to-peer lending platform, employs scikit-learn for credit risk modelling, fraud detection, marketing segmentation, and loan pricing. BNP Paribas Cardif uses scikit-learn to improve the dispatching of incoming mail and manage internal model risk governance through pipelines that reduce operational and overfitting risks. J.P. Morgan reports broad usage of scikit-learn across the bank for classification tasks and predictive analytics in financial decision-making. === Retail and E-Commerce === Booking.com uses scikit-learn for hotel and destination recommendation systems, fraudulent reservation detection, and workforce scheduling for customer support agents. HowAboutWe uses it to predict user engagement and preferences on a dating platform. Lovely leverages the library to understand user behaviour and detect fraudulent activity on its platform. Data Publica uses it for customer segmentation based on the success of past partnerships. Otto Group integrates scikit-learn throughout its data science stack, particularly in logistics optimization and product recommendations. === Media, Marketing, and Social Platforms === Spotify applies scikit-learn in its recommendation systems. Betaworks uses the library for both recommendation systems (e.g., for Digg) and dynamic subspace clustering applied to weather forecasting data. PeerIndex used scikit-learn for missing data imputation, tweet classification, and community clustering in social media analytics. Bestofmedia Group employs it for spam detection and ad click prediction. Machinalis utilizes scikit-learn for click-through rate prediction and relational information extraction for content classification and advertising optimization. Change.org applies scikit-learn for targeted email outreach based on user behaviour. === Technology === AWeber uses scikit-learn to extract features from emails and build pipelines for managing large-scale email campaigns. Solido applies it to semiconductor design tasks such as rare-event estimation and worst-case verification using statistical learning. Evernote, Dataiku, and other tech companies employ scikit-learn in prototyping and production workflows due to its consistent API and integration with the Python ecosystem. === Academia === Télécom ParisTech integrates scikit-learn in hands-on coursework and assignments as part of its machine learning curriculum. == Awards == 2019 Inria-French Academy of Sciences-Dassault Systèmes Innovation Prize: Awarded in recognition of scikit-learn's impact as a major free software breakthrough in machine learning and its role in the digital transformation of science and industry. 2022 Open Science Award for Open Source Research Software: Awarded by the French Ministry of Higher Education and Research as part of the second National Plan for Open Science. The project was recognized in the "Community" category for its technical quality, its large international contributor network, and the quality of its documentation.

    Read more →
  • MyRadar

    MyRadar

    MyRadar is a free weather forecasting application developed by Andy Green and his Orlando, Florida-based company ACME AtronOmatic (ACME). The app began operations in 2008 and ran on government-provided weather and radar data for its first decade. In 2019, ACME launched personal satellites to improve predictions of ongoing weather. The app received funding to improve its radar and imaging from the Federal Communications Commission (FCC), National Oceanic and Atmospheric Administration (NOAA), and the Office of Naval Research (ONR). ACME created a weather data satellite constellation named "Hyperspectral Orbital Remote Imaging Spectrometer" (HORIS), which utilizes machine learning and artificial intelligence (AI) to create a current weather map. With the introduction of additional features, including the detection of wildfires and illegal fishing, the app has more broadly become an environmental intelligence app since 2022. In 2024, the app partnered with the Total Traffic and Weather Network (TTWN) to provide traffic flow and incident data for users with paying subscriptions via CarPlay and Android Auto. == History == The app's creator, Andy Green, had created internet tech since the 1980s. His first major project was the development of a public access internet service company based in Rhode Island, which he later sold to finance the creation of ACME AtronOmatic ("ACME" for short), based in Orlando, Florida. The first major app created by ACME was called "Flightwise", which provided users with flight tracking information. In summer 2008, Green had the idea to use the animated location tracker already built-in to Flightwise to make a stand-alone weather forecasting app after wondering if a meal he was eating outdoors would get rained out. MyRadar was launched in 2012 out of an office in Orlando. Despite running solely off of free government-provided weather and radar data for the first decade after launch, Green said the app "took off like wildfire" in downloads. In December 2017, the app partnered with "TripIt" to provide users with information about flight delays and gate changes, eliminating the need for a separate app like Flightwise. In 2019, ACME launched their first personal satellite for the app, a small prototype from New Zealand, as part of an effort to provide detailed imagery and improved predictions of ongoing weather unique to the app. More satellites were eventually launched by ACME to create a weather data satellite constellation named "Hyperspectral Orbital Remote Imaging Spectrometer" (HORIS), monitored by ground stations maintained by Kongsberg Satellite Services. HORIS operates MyRadar by taking the environmental data and imagery it collects and pairing it with machine learning and artificial intelligence (AI) to create a real-time weather map. In 2022, HORIS was expanded upon after ACME won approval from the Federal Communications Commission (FCC) to improve their satellite constellation to include 250 satellites or more. The main batch of satellites were PocketQubes, which entered the atmosphere on May 2, 2022, by Rocket Lab Electron launched from New Zealand, with the additional purpose to test and validate the existing satellites in orbit. In October 2022, ACME received a US$150,000 Small Business Innovation Research (SBIR) grant from the National Oceanic and Atmospheric Administration (NOAA) to improve the app's wildfire detection and air quality measurement technology to better detect smoke, aerosols, fire hotspots using satellites and aerial drones. On August 18, 2023, phase two of the NOAA grant was approved, providing an additional US$650,000 to aid in the app's aforementioned goals by launching a pair of CubeSat satellites to provide high-definition infrared imagery. On September 8, 2023, ACME secured another US$1,200,000 in crowd funding to aid accomplishing the goals of the NOAA grant by expanding the app's workforce from 35 to 100 employees by the end of 2024. In January 2024, MyRadar partnered with Total Traffic and Weather Network (TTWN) to provide traffic data overlaid with its pre-existing weather graphics for users in the United States. The partnership allowed for the app to additionally become a tool for navigation. This officially became a feature days later on January 8, 2024, when the app was made compatible with Apple's CarPlay. On February 7, 2024, the Android equivalent Android Auto also gained the ability to display the app on car interfaces. In March 2024, the app launched a "meteorological wedding planning service" in the United States and Canada for prices between US$1,000 and US$5,000, in which users can request a personal meteorologist to provide an in-person meeting about the best dates for a wedding, and on-call local weather updates the day of. Scheduled for February 2025, four more satellites to help with the NOAA-sponsored wildfire detection are to be launched, and the first by ACME to have AI processing in the satellites themself and not computers on the ground, allowing for quicker transfer of information. == Features and general information == The app's primary function is to provide weather forecasting and prediction to users. The app includes toggleable options to track and send alerts to users for rain, wind patterns, earthquakes, tornadoes, tropical cyclones, wildfires, and more. In early 2020, a feature was added to track orbital objects such as the International Space Station. In May 2022, with the imagery improvement of HORIS, the app gained the secondary abilities to better monitor algae blooms, coral reefs, illegal fishing, and wildfires. In January and February 2024, the ability to display traffic flow and incident data in a feature called "RouteCast" was added, and can be displayed in video and 3D options via CarPlay and Android Auto for users with paying subscriptions. The app also provides annual tropical storm and tornado outlooks for their respective seasons, gathered through satellite and aerial drone data, as well as through on the ground storm chasers.

    Read more →
  • Electronic sell-through

    Electronic sell-through

    Electronic sell-through (EST) is a method of media distribution whereby consumers pay a one-time fee to download a media file for storage on a hard drive. Although EST is often described as a transaction that grants content "ownership" to the consumer, the content may become unusable after a certain period and may not be viewable using competing platforms. EST is used by a wide array of digital media products, including movies, television, music, games, and mobile applications. The term is sometimes used interchangeably with download to own (DTO). == Film and television == The film and television industry's $18.8 billion home entertainment market consists of rental and sell-through segments, the latter of which includes the electronic sell-through of digital content. In 2010, EST generated $683 million of total home entertainment revenues, putting it behind the more lucrative revenue streams of cable video-on-demand (VOD) and internet video-on-demand (iVOD), which brought in a combined $1.8 billion in the same period. In 2010, Apple's iTunes Store accounted for three quarters of the U.S. EST business. The rest of the EST market was captured by Microsoft (via its Zune Video platform), Sony, Amazon VOD (now Amazon Video), and Walmart (via its VUDU service). A number of industry trends indicate the future expansion of EST's share of digital distribution revenues. David Bishop, worldwide president of Sony Pictures Home Entertainment, describes the following outlook: "With the launch of UltraViolet (the cloud-based digital copy locker system) establishing a common digital distribution platform later this year, prices potentially coming down on digital sales, more marketing devoted to digital sellthrough, and studios adding more value to the sellthrough product by making HD available and building in smarter extra features, we see the balance tilting even more toward owning and collecting digital movies."

    Read more →
  • Scrolling

    Scrolling

    In computer displays, filmmaking, television production, video games and other kinetic displays, scrolling is sliding text, images or video across a monitor or display, vertically or horizontally. "Scrolling," as such, does not change the layout of the text or pictures but moves (pans or tilts) the user's view across what is apparently a larger image that is not wholly seen. A common television and movie special effect is to scroll credits, while leaving the background stationary. Scrolling may take place completely without user intervention (as in film credits) or, on an interactive device, be triggered by touchscreen or a keypress and continue without further intervention until a further user action, or be entirely controlled by input devices. Scrolling may take place in discrete increments (perhaps one or a few lines of text at a time), or continuously (smooth scrolling). Frame rate is the speed at which an entire image is redisplayed. It is related to scrolling in that changes to text and image position can only happen as often as the image can be redisplayed. When frame rate is a limiting factor, one smooth scrolling technique is to blur images during movement that would otherwise appear to "jump". == Computing == === Implementation === Scrolling is often carried out on a computer by the CPU (software scrolling) or by a graphics processor. Some systems feature hardware scrolling, where an image may be offset as it is displayed, without any frame buffer manipulation (see also hardware windowing). This was especially common in 8 and 16bit video game consoles. === UI paradigms === In a WIMP-style graphical user interface (GUI), user-controlled scrolling is carried out by manipulating a scrollbar with a mouse, or using keyboard shortcuts, often the arrow keys. Scrolling is often supported by text user interfaces and command line interfaces. Older computer terminals changed the entire contents of the display one screenful ("page") at a time; this paging mode requires fewer resources than scrolling. Scrolling displays often also support page mode. Typically certain keys or key combinations page up or down; on PC-compatible keyboards the page up and page down keys or the space bar are used; earlier computers often used control key combinations. Some computer mice have a scroll wheel, which scrolls the display, often vertically, when rolled; others have scroll balls or tilt wheels which allow both vertical and horizontal scrolling. Some software supports other ways of scrolling. Adobe Reader has a mode identified by a small hand icon ("hand tool") on the document, which can then be dragged by clicking on it and moving the mouse as if sliding a large sheet of paper. When this feature is implemented on a touchscreen it is called kinetic scrolling. Touch-screens often use inertial scrolling, in which the scrolling motion of an object continues in a decaying fashion after release of the touch, simulating the appearance of an object with inertia. An early implementation of such behavior was in the "Star7" PDA of Sun Microsystems ca. 1991–1992. Scrolling can be controlled in other software-dependent ways by a PC mouse. Some scroll wheels can be pressed down, functioning like a button. Depending on the software, this allows both horizontal and vertical scrolling by dragging in the direction desired; when the mouse is moved to the original position, scrolling stops. A few scroll wheels can also be tilted, scrolling horizontally in one direction until released. On touchscreen devices, scrolling is a multi-touch gesture, done by swiping a finger on the screen vertically in the direction opposite to where the user wants to scroll to. If any content is too wide to fit on a display, horizontal scrolling is required to view all of it. In applications such as graphics and spreadsheets there is often more content than can fit either the width or the height of the screen at a comfortable scale, and scrolling in both directions is necessary. === Infinite scrolling === In contrast to material divided into discrete pages, the web design approach of infinite scrolling dynamically adds new material to the user display, leading to a continuous, apparently bottomless or endless scrolling experience. === Text === In languages written horizontally, such as most Western languages, text documents longer than will fit on the screen are often displayed wrapped and sized to fit the screen width, and scrolled vertically to bring desired content into view. It is possible to display lines too long to fit the display without wrapping, scrolling horizontally to view each entire line. However, this requires inconvenient constant line-by-line scrolling, while vertical scrolling is only needed after reading a full screenful. Software such as word processors and web browsers normally uses word-wrapping to display as many words in a single line as will fit the width of the screen or window or, for text organised in columns, each column. === Demos === Scrolling texts, also referred to as scrolltexts or scrollers, played an important part in the birth of the computer demo culture. The software crackers often used their deep knowledge of computer platforms to transform the information that accompanied their releases into crack intros. The sole role of these intros was to scroll the text on the screen in an impressive way. == Film and television == Scrolling is commonly used to display the credits at the end of films and television programs. Scrolling is often used in the form of a news ticker towards the bottom of the picture for content such as television news, scrolling sideways across the screen, delivering short-form content. In the dynamic layout of kinetic typography, scrolling typography can scroll across the flat screen, or can appear to recede or advance. An iconic example is the Star Wars opening crawl inspired by the Flash Gordon serials. == Video games == In computer and video games, scrolling of a playing field allows the player to control an object in a large contiguous area. Early examples of this method include Taito's 1974 vertical-scrolling racing video game Speed Race, Sega's 1976 forward-scrolling racing games Moto-Cross (Fonz) and Road Race, and Super Bug. Previously the flip-screen method was used to indicate moving backgrounds. The Namco Galaxian arcade system board introduced with Galaxian in 1979 pioneered a sprite system that animated pre-loaded sprites over a scrolling background, which became the basis for Nintendo's Radar Scope and Donkey Kong arcade hardware and home consoles such as the Nintendo Entertainment System. Parallax scrolling, which was first featured in Moon Patrol, involves several semi-transparent layers (called playfields), which scroll on top of each other at varying rates in order to give an early pseudo-3D illusion of depth. Belt scrolling is a method used in side-scrolling beat 'em up games with a downward camera angle where players can move up and down in addition to left and right. == Studies == A 1993 article by George Fitzmaurice studied spatially aware palmtop computers. These devices had a 3D sensor, and moving the device caused the contents to move as if the contents were fixed in place. This interaction could be referred to as “moving to scroll.” Also, if the user moved the device away from their body, they would zoom in; conversely, the device would zoom out if the user pulled the device closer to them. Smartphone cameras and “optical flow” image analysis utilize this technique nowadays. A 1996 research paper by Jun Rekimoto analyzed tilting operations as scrolling techniques on small screen interfaces. Users could not only tilt to scroll, but also tilt to select menu items. These techniques proved especially useful for field workers, since they only needed to hold and control the device with one hand. A study from 2013 by Selina Sharmin, Oleg Špakov, and Kari-Jouko Räihä explored the action of reading text on a screen while the text auto-scrolls based on the user's eye tracking patterns. The control group simply read text on a screen and manually scrolled. The study found that participants preferred to read primarily at the top of the screen, so the screen scrolled down whenever participants’ eyes began to look toward the bottom of the screen. This auto-scrolling caused no statistically significant difference in reading speed or performance. An undated study occurring during or after 2010 by Dede Frederick, James Mohler, Mihaela Vorvoreanu, and Ronald Glotzbach noted that parallax scrolling "may cause certain people to experience nausea."

    Read more →
  • Fully probabilistic design

    Fully probabilistic design

    Decision making (DM) can be seen as a purposeful choice of action sequences. It also covers control, a purposeful choice of input sequences. As a rule, it runs under randomness, uncertainty and incomplete knowledge. A range of prescriptive theories have been proposed how to make optimal decisions under these conditions. They optimise sequence of decision rules, mappings of the available knowledge on possible actions. This sequence is called strategy or policy. Among various theories, Bayesian DM is broadly accepted axiomatically based theory that solves the design of optimal decision strategy. It describes random, uncertain or incompletely known quantities as random variables, i.e. by their joint probability expressing belief in their possible values. The strategy that minimises expected loss (or equivalently maximises expected reward) expressing decision-maker's goals is then taken as the optimal strategy. While the probabilistic description of beliefs is uniquely and deductively driven by rules for joint probabilities, the composition and decomposition of the loss function have no such universally applicable formal machinery. Fully probabilistic design (of decision strategies or control, FPD) removes the mentioned drawback and expresses also the DM goals of by the "ideal" probability, which assigns high (small) values to desired (undesired) behaviours of the closed DM loop formed by the influenced world part and by the used strategy. FPD has axiomatic basis and has Bayesian DM as its restricted subpart. FPD has a range of theoretical consequences , and, importantly, has been successfully used to quite diverse application domains.

    Read more →
  • Open-source software security

    Open-source software security

    Open-source software security is the measure of assurance or guarantee in the freedom from danger and risk inherent to an open-source software system. == Implementation debate == === Benefits === Proprietary software forces the user to accept the level of security that the software vendor is willing to deliver and to accept the rate that patches and updates are released. It is assumed that any compiler that is used creates code that can be trusted, but it has been demonstrated by Ken Thompson that a compiler can be subverted using a compiler backdoor to create faulty executables that are unwittingly produced by a well-intentioned developer. With access to the source code for the compiler, the developer has at least the ability to discover if there is any mal-intention. Kerckhoffs' principle is based on the idea that an enemy can steal a secure military system and not be able to compromise the information. His ideas were the basis for many modern security practices, and followed that security through obscurity is a bad practice. === Drawbacks === Simply making source code available does not guarantee review. An example of this occurring is when Marcus Ranum, an expert on security system design and implementation, released his first public firewall toolkit. At one time, there were over 2,000 sites using his toolkit, but only 10 people gave him any feedback or patches. Having a large amount of eyes reviewing code can "lull a user into a false sense of security". Having many users look at source code does not guarantee that security flaws will be found and fixed. == Metrics and models == There are a variety of models and metrics to measure the security of a system. These are a few methods that can be used to measure the security of software systems. === Number of days between vulnerabilities === It is argued that a system is most vulnerable after a potential vulnerability is discovered, but before a patch is created. By measuring the number of days between the vulnerability and when the vulnerability is fixed, a basis can be determined on the security of the system. There are a few caveats to such an approach: not every vulnerability is equally bad, and fixing a lot of bugs quickly might not be better than only finding a few and taking a little bit longer to fix them, taking into account the operating system, or the effectiveness of the fix. === Poisson process === The Poisson process can be used to measure the rates at which different people find security flaws between open and closed source software. The process can be broken down by the number of volunteers Nv and paid reviewers Np. The rates at which volunteers find a flaw is measured by λv and the rate that paid reviewers find a flaw is measured by λp. The expected time that a volunteer group is expected to find a flaw is 1/(Nv λv) and the expected time that a paid group is expected to find a flaw is 1/(Np λp). === Morningstar model === By comparing a large variety of open source and closed source projects a star system could be used to analyze the security of the project similar to how Morningstar, Inc. rates mutual funds. With a large enough data set, statistics could be used to measure the overall effectiveness of one group over the other. An example of such as system is as follows: 1 Star: Many security vulnerabilities. 2 Stars: Reliability issues. 3 Stars: Follows best security practices. 4 Stars: Documented secure development process. 5 Stars: Passed independent security review. === Coverity scan === Coverity in collaboration with Stanford University has established a new baseline for open-source quality and security. The development is being completed through a contract with the Department of Homeland Security. They are utilizing innovations in automated defect detection to identify critical types of bugs found in software. The level of quality and security is measured in rungs. Rungs do not have a definitive meaning, and can change as Coverity releases new tools. Rungs are based on the progress of fixing issues found by the Coverity Analysis results and the degree of collaboration with Coverity. They start with Rung 0 and currently go up to Rung 2. Rung 0 The project has been analyzed by Coverity's Scan infrastructure, but no representatives from the open-source software have come forward for the results. Rung 1 At rung 1, there is collaboration between Coverity and the development team. The software is analyzed with a subset of the scanning features to prevent the development team from being overwhelmed. Rung 2 There are 11 projects that have been analyzed and upgraded to the status of Rung 2 by reaching zero defects in the first year of the scan. These projects include: AMANDA, ntp, OpenPAM, OpenVPN, Overdose, Perl, PHP, Postfix, Python, Samba, and Tcl.

    Read more →
  • Online service provider

    Online service provider

    An online service provider (OSP) can, for example, be an Internet service provider, an email provider, a news provider (press), an entertainment provider (music, movies), a search engine, an e-commerce site, an online banking site, a health site, an official government site, social media, a wiki, or a Usenet newsgroup. In its original more limited definition, it referred only to a commercial computer communication service in which paid members could dial via a computer modem the service's private computer network and access various services and information resources such as bulletin board systems, downloadable files and programs, news articles, chat rooms, and electronic mail services. The term "online service" was also used in references to these dial-up services. The traditional dial-up online service differed from the modern Internet service provider in that they provided a large degree of content that was only accessible by those who subscribed to the online service, while ISP mostly serves to provide access to the Internet and generally provides little if any exclusive content of its own. In the U.S., the Online Copyright Infringement Liability Limitation Act (OCILLA) portion of the U.S. Digital Millennium Copyright Act has expanded the legal definition of online service in two different ways for different portions of the law. It states in section 512(k)(1): (A) As used in subsection (a), the term "service provider" means an entity offering the transmission, routing, or providing of connections for digital online communications, between or among points specified by a user, of material of the user's choosing, without modification to the content of the material as sent or received. (B) As used in this section, other than subsection (a), the term "service provider" means a provider of online services or network access, or the operator of facilities therefore, and includes an entity described in subparagraph (A). These broad definitions make it possible for numerous web businesses to benefit from the OCILLA. == History == The first commercial online services went live in 1969. CompuServe (owned in the 1980s and 1990s by H&R Block) and The Source (for a time owned by The Reader's Digest) are considered the first major online services created to serve the market of personal computer users. Utilizing text-based interfaces and menus, these services allowed anyone with a modem and communications software to use email, chat, news, financial and stock information, bulletin boards, special interest groups (SIGs), forums and general information. Subscribers could exchange email only with other subscribers of the same service. (For a time a service called DASnet carried mail among several online services, and CompuServe, MCI Mail, and other services experimented with X.400 protocols to exchange email until the Internet rendered these outmoded.) Other text-based online services followed such as Delphi, GEnie and MCI Mail. The 1980s also saw the rise of independent Computer Bulletin Boards, or BBSes. (Online services are not BBSes. An online service may contain an electronic bulletin board, but the term "BBS" is reserved for independent dialup, microcomputer-based services that are usually single-user systems.) The commercial services used pre-existing packet-switched (X.25) data communications networks, or the services' own networks (as with CompuServe). In either case, users dialed into local access points and were connected to remote computer centers where information and services were located. As with telephone service, subscribers paid by the minute, with separate day-time and evening/weekend rates. As the use of computers that supported color and graphics, such the Atari 8-bit computers, Commodore 64, TI-99/4A, Apple II, and early IBM PC compatibles, increased, online services gradually developed framed or partially graphical information displays. Early services such as CompuServe added increasingly sophisticated graphics-based front end software to present their information, though they continued to offer text-based access for those who needed or preferred it. In 1985 Viewtron, which began as a Videotex service requiring a dedicated terminal, introduced software allowing home computer owners access. Beginning in the mid-1980s graphics based online services such as PlayNET, Prodigy, and Quantum Link (aka Q-Link) were developed. Quantum Link, which was based on Commodore-only Playnet software, later developed AppleLink Personal Edition, PC-Link (based on Tandy's DeskMate), and Promenade (for IBM), all of which (including Q-Link) were later combined as America Online. These online services presaged the web browser that would change global online life 10 years later. Before Quantum Link, Apple computer had developed its own service, called AppleLink, which was mostly a support network targeted at Apple dealers and developers. Later, Apple offered the short-lived eWorld, targeted at Mac consumers and based on the Mac version of the America Online software. Beginning in 1992, the Internet, which had previously been limited to government, academic, and corporate research settings, was opened to commercial entities. The first online service to offer Internet access was DELPHI, which had developed TCP/IP access much earlier, in connection with an environmental group that rated Internet access. The explosion of popularity of the World Wide Web in 1994 accelerated the development of the Internet as an information and communication resource for consumers and businesses. The sudden availability of low- to no-cost email and appearance of free independent web sites broke the business model that had supported the rise of the early online service industry. CompuServe, BIX, AOL, DELPHI, and Prodigy gradually added access to Internet e-mail, Usenet newsgroups, ftp, and to web sites. At the same time, they moved from usage-based billing to monthly subscriptions. Similarly, companies that paid to have AOL host their information or early online stores began to develop their own web sites, putting further stress on the economics of the online industry. Only the largest services like AOL (which later acquired CompuServe, just as CompuServe acquired The Source) were able to make the transition to the Internet-centric world. A new class of online service provider arose to provide access to the Internet, the internet service provider or ISP. Internet-only service providers like UUNET, The Pipeline, Panix, Netcom, the World, EarthLink, and MindSpring provided no content of their own, concentrating their efforts on making it easy for nontechnical users to install the various software required to "get online" before consumer operating systems came internet-enabled out of the box. In contrast to the online services' multitiered per-minute or per-hour rates, many ISPs offered flat-fee, unlimited access plans. Independent companies sprang up to offer access and packages to compete with the big networks (eg, the-wire.com, 1994 in Toronto and bway.net 1995 in New York). These providers first offered access through telephone and modem, just as did the early online services providers. By the early 2000s, these independent ISPs had largely been supplanted by high speed and broadband access through cable and phone companies, as well as wireless access. The importance of the online services industry was vital in "paving the road" for the information superhighway. When Mosaic and Netscape were released in 1994, they had a ready audience of more than 10 million people who were able to download their first web browser through an online service. Though ISPs quickly began offering software packages with setup to their customers, this brief period gave many users their first online experience. Two online services in particular, Prodigy and AOL, are often confused with the Internet, or the origins of the Internet. Prodigy's Chief Technical Officer said in 1999: "Eleven years ago, the Internet was just an intangible dream that Prodigy brought to life. Now it is a force to be reckoned with." Despite that statement, neither service provided the back bone for the Internet, nor did either start the Internet. == Online service interfaces == The first online service used a simple text-based interface in which content was largely text only and users made choices via a command prompt. This allowed just about any computer with a modem and terminal communications program the ability to access these text-based online services. CompuServe would later offer, with the advent of the Apple Macintosh and Microsoft Windows-based PCs, a GUI interface program for their service. This provided a very rudimentary GUI interface. CompuServe continued to offer text-only access for those needing it. Online services like Prodigy and AOL developed their online service around a GUI and thus unlike CompuServe's early GUI-based software, these online services provided a more robust GUI interface. Early GUI-base

    Read more →