AI For Business Guide

AI For Business Guide — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Organoid intelligence

    Organoid intelligence

    Organoid intelligence (OI) is an emerging field of study in computer science and biology that develops and studies biological wetware computing using 3D cultures of human brain cells (or brain organoids) and brain-machine interface technologies. Such technologies may be referred to as OIs or the nervous filesystem. Organoid intelligent computer systems can be an example of biohybrid systems. == Differences with non-organic computing == As opposed to traditional non-organic silicon-based approaches, OI seeks to use lab-grown cerebral organoids to serve as "biological hardware". While these structures are still far from being able to think like a regular human brain and do not yet possess strong computing capabilities, OI research currently offers the potential to improve the understanding of brain development, learning and memory, potentially finding treatments for neurological disorders such as dementia. Thomas Hartung, a professor from Johns Hopkins University, argued in 2023 that "while silicon-based computers are certainly better with numbers, brains are better at learning." He noted that transistor density in computer chip may be approaching its limits, whereas brains, being wired differently, are more energy-efficient and can store large amounts of information. Some researchers claim that even though human brains are slower than machines at processing simple information, they are far better at processing complex information as brains can deal with fewer and more uncertain data, perform both sequential and parallel processing, being highly heterogenous, use incomplete datasets, and is said to outperform non-organic machines in decision-making. Training OIs involve the process of biological learning (BL) as opposed to machine learning (ML) for AIs. == Bioinformatics in OI == OI generates complex biological data, necessitating sophisticated methods for processing and analysis. Bioinformatics provides the tools and techniques to decipher raw data, uncovering the patterns and insights. Researchers have developed a platform named Neuroplatform for experimenting remotely with brain organoids via an API. == Intended functions == Brain-inspired computing hardware aims to emulate the structure and working principles of the brain and could be used to address current limitations in AI technologies. However, brain-inspired silicon chips are still limited in their ability to fully mimic brain function, as most examples are built on digital electronic principles. One study performed OI computation (which they termed Brainoware) by sending and receiving information from the brain organoid using a high-density multielectrode array. By applying spatiotemporal electrical stimulation, nonlinear dynamics, and fading memory properties, as well as unsupervised learning from training data by reshaping the organoid functional connectivity, the study showed the potential of this technology by using it for speech recognition and nonlinear equation prediction in a reservoir computing framework. == Ethical concerns == While researchers are hoping to use OI and biological computing to complement traditional silicon-based computing, there are also questions about the ethics of such an approach. Concerns include the possibility that an organoid could develop sentience or consciousness, and the question of the relationship between a stem cell donor (for growing the organoid) and the respective OI system.

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  • Tabletopia

    Tabletopia

    Tabletopia is an online portal for users to play and create virtual tabletop games. The platform is developed by Tabletopia Inc and initially was released as a web browser based service after a successful crowdfunding campaign in August 2015. In December 2016 Tabletopia was released on Steam, and later in 2018 became available in AppStore and Google Play. == Gameplay == Tabletopia is a sandbox system for running any game. That means no AI or rules enforcement. Participating players will have to know how to play the game. Nevertheless, the platform has some automated actions available, like card-shuffling and dealing, dice-rolling, magnetic placement of components in special zones, hand management, and some others. Tabletopia also features ready game setups for various player numbers to facilitate gameplay. It also has customisable camera controls which let players save camera positions and switch between them using hot keys. People can use the Game Designer mode to design and create their own board games using the component library. They can then monetise the games with a 70/30 split to the game designer. == Development == Tabletopia was created in early 2014, by Tim Bokarev and his partners Artem Zinoviev and Dmitry Sergeev. These co-founders already had experience in the video and board games industry. Their other projects include Promo Interactive, an internet advertising agency, Playtox, a mobile MMORPG, Igrology, a game studio, and Tesera.ru, the main Russian-speaking board gaming portal. By Spring 2014, Artem, Dmitry and Tim created Tabletopia Inc. USA and started development. Tabletopia is a multinational crew that includes professionals from USA, Ukraine, Australia, Ireland, and Germany. The Kickstarter campaign in August 2015 earned $133,721 by 2,545 backers. Tabletopia received Green Light on Steam in September 2015 and was released on Steam in March 2016. The platform remained in Early Access until December 2016, when it was officially released on Steam and on the web. In February 2018 it was released as a stand-alone app for iOS tablets, and in September 2018 for Android tablets.

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  • Monitoring as a service

    Monitoring as a service

    Monitoring as a service (MaaS) is a cloud-based framework for the deployment of monitoring functionalities for various other services and applications within the cloud. The most common application for MaaS is online state monitoring, which continuously tracks certain states of applications, networks, systems, instances or any element that may be deployable within the cloud.

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  • Distributed Common Ground System

    Distributed Common Ground System

    The Distributed Common Ground System (DCGS) is a system which produces military intelligence for multiple branches of the American military. == DCGS Programs == DCGS-N - DCGS for the United States Navy DCGS-A - DCGS for the United States Army AF DCGS - DCGS for the United States Air Force DCGS-MC - DCGS for the United States Marine Corps DCGS-SOF - DCGS for the United States Special Operations Forces IS&A Support Center - DCGS-A Help Desk for the United States Army - https://dcgsahelp.max.gov/ - Max.gov sunset 15 December 2023 == Description == While in U.S. Air Force use, the system produces intelligence collected by the U-2 Dragonlady, RQ-4 Global Hawk, MQ-9 Reaper and MQ-1 Predator. The previous system of similar use was the Deployable Ground Station (DGS), which was first deployed in July 1994. Subsequent version of DGS were developed from 1995 through 2009. Although officially designated a "weapons system", it consists of computer hardware and software connected together in a computer network, devoted to processing and dissemination of information such as images. The 480th Intelligence, Surveillance and Reconnaissance Wing of the Air Combat Command operates and maintains the USAF system. A plan envisioned in 1998 was to develop interoperable systems for the Army and Navy, in addition to the Air Force. By 2006, version 10.6 was deployed by the Air Force, and a version known as DCGS-A was developed for the Army. After a 2010 report by General Michael T. Flynn, the program was intended to use cloud computing and be as easy to use as an iPad, which soldiers over a few years were commonly using. By April 2011, project manager Colonel Charles Wells announced version 3 of the Army system (code named "Griffin") was being deployed in the US war in Afghanistan. In January 2012, the United States Army Communications-Electronics Research, Development and Engineering Center hosted a meeting based on the DCGS-A early experience. It brought together technology providers in the hope of developing more integrated systems using cloud computing with open architectures, compared to previously specialized custom-built systems. A major contractor was Lockheed Martin, with computers supplied by Silicon Graphics International out of its Chippewa Falls, Wisconsin office. Software known as the Analyst's Notebook, originally developed by i2 Limited, was included in DCGS-A. IBM acquired i2 in 2011. Some US Army personnel reported using a Palantir Technologies product to improve their ability to predict locations of improvised explosive devices. An April 2012 report recommending further study after initial success. Palantir software was rated easy to use, but did not have the flexibility and wide number of data sources of DCGS-A. In July 2012, Congressman Duncan D. Hunter (from California, the state where Palantir is based) complained of US DoD obstacles to its wider use. Although a limited test in August 2011 by the Test and Evaluation Command had recommended deployment, operation problems of DCGS-A included the baseline system was "not operationally effective" with reboots on average about every 8 hours. A set of improvements was identified in November 2012. The press reported some of the shortcomings uncovered by General Genaro Dellarocco in the tests. The ambitious goal of integrating 473 data sources for 75 million reports proved to be challenging, after spending an estimated $2.3 billion on the Army system alone. In May 2013 Politico reported that Palantir lobbyists and some anonymous returning veterans continued to advocate the use of its software, despite its interoperability limits. In particular, members of special forces and US Marines were not required to use the official Army system. Similar stories appeared in other publications, with Army representatives (such as Major General Mary A. Legere) citing the limitations of various systems. Congressman Hunter was a member of the House Armed Services Committee which required a review of the program, after two other members of congress sent an open letter to Secretary of Defense Leon Panetta. The Senate Defense Appropriations Subcommittee included testimony from Army Chief of Staff General Ray Odierno. The 130th Engineer Brigade (United States) has found the system to be "unstable, slow, not friendly and a major hindrance to operations". The equivalent system for the United States Navy was planned for initial deployment by 2015, and within a shipboard network called Consolidated Afloat Networks and Enterprise Services (CANES) by 2016. Some early testing was announced in 2009 aboard the aircraft carrier USS Harry Truman. A portion of the software, a distributed data framework for the DCGS integration backbone (DIB) version 4, was submitted to an open-source software repository of the Codice Foundation on GitHub. The framework was new for DIB version 4, replacing the legacy DIB portal with an Ozone Widget Framework interface. It was written in the Java programming language. == DCGS-A == Distributed Common Ground System-Army (DCGS-A) is the United States Army's primary system to post data, process information, and disseminate Intelligence, Surveillance and Reconnaissance (ISR) information about the threat, weather, and terrain to echelons. DCGS-A provides commanders the ability to task battle-space sensors and receive intelligence information from multiple sources. === Promotion === An August 17, 2011, UPI article quoted i2 Chief Executive Officer Robert Griffin who commented on DCGS-A's best-of-breed approach to development. The article detailed the Army contracting with i2 for Analyst's Notebook software. "With its open architecture, Analyst's Notebook supports the Army's strategy to employ and integrate best-of-breed solutions from across the industry to meet the dynamic needs users face in the field on a daily basis." A February 1, 2012, article in the Army web page quoted Mark Kitz, DCGS-A technical director. DCGS-A "uses the latest in cloud technology to rapidly gather, collaborate and share intelligence data from multiple sources to deliver a common operating picture. DCGS-A is able to rapidly adapt to changing operational environments by leveraging an iterative development model and open architecture allowing for collaboration with multiple government, industry and academic partners." A July 2012 article in SIGNAL Magazine, monthly publication of the Armed Forces Communications and Electronics Association, promoted DCGS-A as taking advantage of technological environments with which young soldiers are familiar. The article quoted the DCGS-A program manager, Col. Charles Wells on the systems benefits. The article also included Lockheed Martin's DCGS-A program manager. The Milwaukee Journal Sentinel published an article May 4, 2012, about Wisconsin-located companies helping DCGS-A with cloud computing technology. The article promoted the speed when cloud computing processes intelligence and cost savings by analyzing data in the field. === The U.S. Army's 2011 Posture Statement === The U.S. Army released its 2011 Army Posture Statement March 2. It included a statement on DCGS-A: “The Distributed Common Ground System-Army (DCGS-A) is the Army's premier intelligence, surveillance, and reconnaissance (ISR) enterprise for the tasking of sensors, analysis and processing of data, exploitation of data, and dissemination of intelligence (TPED) across all echelons. It is the Army component of the larger Defense Intelligence Information Enterprise (DI2E) and interoperable with other Service DCGS programs. Under the DI2E framework, USD (I) hopes to provide COCOM Joint Intelligence Operations Centers (JIOCs) capabilities interoperable with DCGS-A through a Cloud/widget approach. DCGS-A connects tactical, operational, and theater-level commanders to hundreds of intelligence and intelligence-related data sources at all classification levels and allows them to focus efforts of the entire ISR community on their information requirements. === Comparisons === Some Ground Commanders who describe DCGS-A as "unwieldy and unreliable, hard to learn and difficult to use," supporting alternative software from Palantir Technologies. Palantir software supports small unit situational awareness, but is not sufficiently funded to support the broader role that DCGS-A fulfills. == Operators == 480th Intelligence, Surveillance and Reconnaissance Wing 9th Intelligence Squadron 13th Intelligence Squadron 548th Intelligence, Surveillance and Reconnaissance Group 548 Operational Support Squadron 48th Intelligence Squadron 101st Intelligence Squadron 113th Air Support Operations Squadron 127th Command and Control Squadron 161st Intelligence Squadron

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  • Human-in-the-loop

    Human-in-the-loop

    Human-in-the-loop (HITL) is used in multiple contexts. It can be defined as a model requiring human interaction. HITL is associated with modeling and simulation (M&S) in the live, virtual, and constructive taxonomy. HITL, along with the related human-on-the-loop, are also used in relation to lethal autonomous weapons. Further, HITL is used in the context of machine learning.It is also used in conversational AI to manage complex interactions that require human empathy. == Machine learning == In machine learning, HITL is used in the sense of humans aiding the computer in making the correct decisions in building a model. HITL improves machine learning over random sampling by selecting the most critical data needed to refine the model. == Simulation == In simulation, HITL models may conform to human factors requirements as in the case of a mockup. In this type of simulation, a human is always part of the simulation and consequently influences the outcome in such a way that is difficult if not impossible to reproduce exactly. HITL also readily allows for the identification of problems and requirements that may not be easily identified by other means of simulation. HITL is often referred to as an interactive simulation, which is a special kind of physical simulation in which physical simulations include human operators, such as in a flight or a driving simulator. === Benefits === Human-in-the-loop allows the user to change the outcome of an event or process. The immersion effectively contributes to a positive transfer of acquired skills into the real world. This can be demonstrated by trainees utilizing flight simulators in preparation to become pilots. HITL also allows for the acquisition of knowledge regarding how a new process may affect a particular event. Utilizing HITL allows participants to interact with realistic models and attempt to perform as they would in an actual scenario. HITL simulations bring to the surface issues that would not otherwise be apparent until after a new process has been deployed. A real-world example of HITL simulation as an evaluation tool is its usage by the Federal Aviation Administration (FAA) to allow air traffic controllers to test new automation procedures by directing the activities of simulated air traffic while monitoring the effect of the newly implemented procedures. As with most processes, there is always the possibility of human error, which can only be reproduced using HITL simulation. Although much can be done to automate systems, humans typically still need to take the information provided by a system to determine the next course of action based on their judgment and experience. Intelligent systems can only go so far in certain circumstances to automate a process; only humans in the simulation can accurately judge the final design. Tabletop simulation may be useful in the very early stages of project development for the purpose of collecting data to set broad parameters, but the important decisions require human-in-the-loop simulation. HITL reflects scenarios where human input remains essential despite advances in automation. === Within the virtual simulation taxonomy === Virtual simulations inject HITL in a central role by exercising motor control skills (e.g. flying an airplane), decision making skills (e.g. committing fire control resources to action), or communication skills (e.g. as members of a C4I team). === Examples === Flight simulators Driving simulators Marine simulators Video games Supply chain management simulators Digital puppetry === Misconceptions === Although human-in-the-loop simulation can include a computer simulation in the form of a synthetic environment, computer simulation is not necessarily a form of human-in-the-loop simulation, and is often considered as human-out-of-the loop simulation. In this particular case, a computer model’s behavior is modified according to a set of initial parameters. The results of the model differ from the results stemming from a true human-in-the-loop simulation because the results can easily be replicated time and time again, by simply providing identical parameters. == Weapons == === Taxonomy === Three classifications of the degree of human control of autonomous weapon systems were laid out by Bonnie Docherty in a 2012 Human Rights Watch report. human-in-the-loop: a human must instigate the action of the weapon (in other words not fully autonomous) human-on-the-loop: a human may abort an action human-out-of-the-loop: no human action is involved === Positive human action === In discussions of autonomous weapons and nuclear command and control, the phrase positive human action has been used alongside "human-in-the-loop" to emphasize that a human operator must affirmatively authorize the use of force. Descriptions of the United States Navy's Aegis Combat System have used the phrase in characterizing a requirement for affirmative human action to initiate live firing. A survey of autonomous weapons systems described the Aegis "Auto SM" mode as one in which "the system fully develops the engagement process however engagement requires positive human action". The phrase entered United States federal law in the National Defense Authorization Act for Fiscal Year 2025, which stipulates that artificial intelligence systems not compromise "the principle of requiring positive human actions in execution of decisions by the President with respect to the employment of nuclear weapons".

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  • Fuse Mediation Router

    Fuse Mediation Router

    Fuse Mediation Router is an open source tool for integrating services using Enterprise Integration Patterns based on Apache Camel for use in enterprise IT organizations. It is certified, productized and fully supported by the people who wrote the code. Fuse Mediation Router uses a standard method of notation to go from diagram to implementation without coding. Fuse Mediation Router is a rule-based routing and process mediation engine that combines the ease of basic POJO development with the clarity of the standard Enterprise Integration Patterns. It can be deployed inside any container or be used stand-alone, and works directly with any kind of transport or messaging model to rapidly integrate existing services and applications. Fuse Mediation Router is now a part of Red Hat JBoss Fuse. == Tooling == FuseSource offers graphical, Eclipse-based tooling for Apache Camel for download.

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  • Site reliability engineering

    Site reliability engineering

    Site reliability engineering (SRE) is a discipline in the field of software engineering and IT infrastructure support that monitors and improves the availability and performance of deployed software systems and large software services (which are expected to deliver reliable response times across events such as new software deployments, hardware failures, and cybersecurity attacks). There is typically a focus on automation and an infrastructure as code methodology. SRE uses elements of software engineering, IT infrastructure, web development, and operations to assist with reliability. It is similar to DevOps as they both aim to improve the reliability and availability of deployed software systems. == History == Site Reliability Engineering originated at Google with Benjamin Treynor Sloss, who founded SRE team in 2003. The concept expanded within the software development industry, leading various companies to employ site reliability engineers. By March 2016, Google had more than 1,000 site reliability engineers on staff. Dedicated SRE teams are common at larger web development companies. In middle-sized and smaller companies, DevOps teams sometimes perform SRE, as well. Organizations that have adopted the concept include Airbnb, Dropbox, IBM, LinkedIn, Netflix, and Wikimedia. == Definition == Site reliability engineers (SREs) are responsible for a combination of system availability, latency, performance, efficiency, change management, monitoring, emergency response, and capacity planning. SREs often have backgrounds in software engineering, systems engineering, and/or system administration. The focuses of SRE include automation, system design, and improvements to system resilience. SRE is considered a specific implementation of DevOps; focusing specifically on building reliable systems, whereas DevOps covers a broader scope of operations. Despite having different focuses, some companies have rebranded their operations teams to SRE teams. == Principles and practices == Common definitions of the practices include (but are not limited to): Automation of repetitive tasks for cost-effectiveness. Defining reliability goals to prevent endless effort. Design of systems with a goal to reduce risks to availability, latency, and efficiency. Observability, the ability to ask arbitrary questions about a system without having to know ahead of time what to ask. Common definitions of the principles include (but are not limited to): Toil management, the implementation of the first principle outlined above. Defining and measuring reliability goals—SLIs, SLOs, and error budgets. Non-Abstract Large Scale Systems Design (NALSD) with a focus on reliability. Designing for and implementing observability. Defining, testing, and running an incident management process. Capacity planning. Change and release management, including CI/CD. Chaos engineering. == Deployment == SRE teams collaborate with other departments within organizations to guide the implementation of the mentioned principles. Below is an overview of common practices: === Kitchen Sink === Kitchen Sink refers to the expansive and often unbounded scope of services and workflows that SRE teams oversee. Unlike traditional roles with clearly defined boundaries, SREs are tasked with various responsibilities, including system performance optimization, incident management, and automation. This approach allows SREs to address multiple challenges, ensuring that systems run efficiently and evolve in response to changing demands and complexities. === Infrastructure === Infrastructure SRE teams focus on maintaining and improving the reliability of systems that support other teams' workflows. While they sometimes collaborate with platform engineering teams, their primary responsibility is ensuring up-time, performance, and efficiency. Platform teams, on the other hand, primarily develop the software and systems used across the organization. While reliability is a goal for both, platform teams prioritize creating and maintaining the tools and services used by internal stakeholders, whereas Infrastructure SRE teams are tasked with ensuring those systems run smoothly and meet reliability standards. === Tools === SRE teams utilize a variety of tools with the aim of measuring, maintaining, and enhancing system reliability. These tools play a role in monitoring performance, identifying issues, and facilitating proactive maintenance. For instance, Nagios Core is commonly employed for system monitoring and alerting, while Prometheus (software) is frequently used for collecting and querying metrics in cloud-native environments. === Product or Application === SRE teams dedicated to specific products or applications are common in large organizations. These teams are responsible for ensuring the reliability, scalability, and performance of key services. In larger companies, it's typical to have multiple SRE teams, each focusing on different products or applications, ensuring that each area receives specialized attention to meet performance and availability targets. === Embedded === In an embedded model, individual SREs or small SRE pairs are integrated within software engineering teams. These SREs collaborate with developers, applying core SRE principles—such as automation, monitoring, and incident response—directly to the software development lifecycle. This approach aims to enhance reliability, performance, and collaboration between SREs and developers. === Consulting === Consulting SRE teams specialize in advising organizations on the implementation of SRE principles and practices. Typically composed of seasoned SREs with a history across various implementations, these teams provide insights and guidance for specific organizational needs. When working directly with clients, these SREs are often referred to as 'Customer Reliability Engineers.' In large organizations that have adopted SRE, a hybrid model is common. This model includes various implementations, such as multiple Product/Application SRE teams dedicated to addressing the specific reliability needs of different products. An Infrastructure SRE team may collaborate with a Platform engineering group to achieve shared reliability goals for a unified platform that supports all products and applications. == Industry == Since 2014, the USENIX organization has hosted the annual SREcon conference, bringing together site reliability engineers from various industries. This conference is a platform for professionals to share knowledge, explore effective practices, and discuss trends in site reliability engineering.

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  • Cloud-to-cloud integration

    Cloud-to-cloud integration

    Cloud-to-Cloud Integration ( C2I ) allows users to connect disparate cloud computing platforms. While Paas (Platform as a service) and Saas (Software as a service) continue to gain momentum, different vendors have different implementations for cloud computing, e.g. Database, REST, SOAP API. Another name for Cloud-to-Cloud Integration is Cloud-Surfing. See also Cloud-based integration

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  • Log shipping

    Log shipping

    Log shipping is the process of automating the backup of transaction log files on a primary (production) database server, and then restoring them onto a standby server. This technique is supported by Microsoft SQL Server, 4D Server, MySQL, and PostgreSQL. Similar to replication, the primary purpose of log shipping is to increase database availability by maintaining a backup server that can replace a production server quickly. Other databases such as Adaptive Server Enterprise and Oracle Database support the technique but require the Database Administrator to write code or scripts to perform the work. Although the actual failover mechanism in log shipping is manual, this implementation is often chosen due to its low cost in human and server resources, and ease of implementation. In comparison, SQL server clusters enable automatic failover, but at the expense of much higher storage costs. Compared to database replication, log shipping does not provide as much in terms of reporting capabilities, but backs up system tables along with data tables, and locks the standby server from users' modifications. A replicated server can be modified (e.g. views) and is therefore unsuitable for failover purposes.

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  • Trello

    Trello

    Trello is a web-based, kanban-style list-making application developed by Atlassian. Created in 2011 by Fog Creek Software, it was spun out to form the basis of a separate company in New York City in 2014 and sold to Atlassian in January 2017. == History == The name Trello is derived from the word trellis, which had been a code name for the project at its early stages. Trello was released at a TechCrunch event by Fog Creek founder Joel Spolsky. In September 2011 Wired magazine named the application one of "The 7 Coolest Startups You Haven't Heard of Yet". Lifehacker said "it makes project collaboration simple and kind of enjoyable". In 2014, it raised US$10.3 million in funding from Index Ventures and Spark Capital. Prior to its acquisition, Trello had sold 22% of its shares to investors, with the remaining shares held by founders Michael Pryor and Joel Spolsky. In May 2016, Trello claimed it had more than 1.1 million daily active users and 14 million total signups. In May 2015, Trello expanded internationally with localized interfaces for Brazil, Germany, and Spain. In 2016 Trello launched the Power-Up platform, allowing 3rd party developers to build and distribute extensions known as Power-Ups to Trello. Initial integrations included Zendesk, SurveyMonkey and Giphy. By January 2022 there were a total of 247 power-ups listed in the Power-Up directory. On 9 January 2017, Atlassian announced its intent to acquire Trello for $425 million. The transaction was made with $360 million in cash and $65 million in shares and options. In December 2018, Trello announced its acquisition of Butler, a company that developed a leading power-up for automating tasks within a Trello board. Trello announced 35 million users in March 2019 and 50 million users in October 2019. In 2020 Craig Jones, then cybersecurity operations director at Sophos, found that the company exposed the personally identifiable information (PII) data of its users, exposed through public Trello boards; the researcher first tweeted about this issue in the year 2018. On 16 January 2024 Trello suffered a data breach containing over 15 million unique email addresses, names and usernames, when the data was posted on a popular hacking forum. The data was obtained by enumerating a publicly accessible resource using email addresses from previous breach corpuses; it was then added on 22 January 2024 to the famous website collecting data breaches "Have I Been Pwned?". == Uses == Users can create task boards with different columns and move the tasks between them. Typically columns include task statuses such as To Do, In Progress, Done. The tool can be used for personal and business purposes including real estate management, software project management, school bulletin boards, lesson planning, accounting, web design, gaming, and law office case management. == Architecture == According to a Fog Creek blog post in January 2012, the client was a thin web layer which downloads the main app, written in CoffeeScript and compiled to minified JavaScript, using Backbone.js, HTML5 .pushState(), and the Mustache templating language. The server was built on top of MongoDB, Node.js and a modified version of Socket.io. == Reception == On 26 January 2017, PC Magazine gave Trello a 3.5 / 5 rating, calling it "flexible" and saying that "you can get rather creative", while noting that "it may require some experimentation to figure out how to best use it for your team and the workload you manage."

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  • ActivityPub

    ActivityPub

    ActivityPub is a protocol and open standard for decentralized social networking. It provides a client-to-server (C2S) API for creating and modifying content, as well as a federated server-to-server (S2S) protocol for delivering notifications and content to other servers. ActivityPub is the defining standard of the Fediverse, a decentralised social network of various social interaction models, and content types, which consists of independently managed instances of software such as Mastodon, Pixelfed and PeerTube, among others. ActivityPub is considered to be an update to the ActivityPump protocol used in pump.io, and the official W3C repository for ActivityPub is identified as a fork of ActivityPump. The creation of a new standard for decentralized social networking was prompted by the complexity of OStatus, the most commonly used protocol at the time. OStatus was built using a multitude of technologies (such as Atom, Salmon, WebSub and WebFinger), a product of the infrastructure used in GNU social (the originator and largest user of the OStatus protocol), which made it difficult to implement the protocol into new software. OStatus was also only designed to work with microblogging services, with little flexibility to the types of data that it could hold. The standard was first published by the World Wide Web Consortium (W3C) as a W3C Recommendation in January 2018 by the Social Web Working Group (SocialWG), a working group chartered to build the protocols and vocabularies needed to create a standard for social functionality. Shortly after, further development was moved to the Social Web Community Group (SocialCG), the successor to the SocialWG. == Design == ActivityPub uses the ActivityStreams 2.0 format for building its content, which itself uses JSON-LD. The three main data types used in ActivityPub are Objects, Activities and Actors. Objects are the most common data type, and can be images, videos, or more abstract items such as locations or events. Activities are actions that create and modify objects, for example a Create activity creates an object. Actors are representative of an individual, a group, an application or a service, and are the owners of objects. Every actor type contains an inbox and outbox stream, which sends and receives activities for a user. In order to publish data (for example liking an article), a user creates an activity that declares that they liked an Article object and publishes it to their outbox, where it is then delivered by the ActivityPub server via a POST request to the inboxes listed in the activity's to, bto, cc and bcc fields. The receiving servers then account for the newly received activity and update the article by adding the like action to it. === Example data === An example actor object that represents a user account: An example activity that likes an article object: An example article object: == Project status == The SocialCG previously organized a yearly free conference called ActivityPub Conf about the future of ActivityPub. Triages are held regularly to review issues pertaining to the ActivityPub and ActivityStreams 2.0 specifications as part of the SocialCG. In 2023, Germany's Sovereign Tech Fund donated €152,000 to socialweb.coop with the goal of building a new suite for testing various ActivityPub implementations and their compliance with the specification. === Adoption === The initial wave of adoption for ActivityPub (circa 2016–2018) came from software that was already using OStatus as their federation protocol, such as Mastodon, GNU social and Pleroma. Following the acquisition of Twitter by Elon Musk in 2022, many groups of users that were critical of the acquisition migrated to Mastodon, bringing new attention to the ActivityPub protocol with it. Various major social media platforms and corporations have since pledged to implement ActivityPub support, including Tumblr, Flipboard and Meta Platforms' Threads. Threads introduced crossposting to ActivityPub in 2024 for users outside of the European Economic Area, however full 2-way compatibility remains incomplete as of 2025. == Criticism == === Accidental denial-of-service attacks === Poorly optimized ActivityPub implementations can cause unintentional distributed denial-of-service (DDOS) attacks on other websites and servers, due to the decentralized nature of the network. An example would be Mastodon's implementation of OpenGraph link previews, wherein every instance that receives a post that contains a link with OpenGraph metadata will download the associated data, such as a thumbnail, in a very short timeframe, which can slow down or crash servers as a result of the sudden burst of requests. === Account migration === ActivityPub has been criticized for not natively supporting moving accounts from one server to another, forcing implementations to build their own solutions. While there has been work on building a standardized system for migrating accounts using the Move activity via the Fediverse Enhancement Proposal organization, the current proposal only allows for basic follower migration, with all other data remaining linked to the original account. === Missing content and data === ActivityPub implementations have been criticized for missing replies and parts of reply threads from remote posts, and presenting outdated statistics (e.g. likes and reposts) about remote posts. However, this isn't a problem with the ActivityPub protocol itself, but with implementations not refreshing their content for updated data when needed. == Software using ActivityPub == === Future implementations === Flarum, an internet forum software Forgejo, a Git forge and development platform === Uncertain future implementations === GitLab, a Git forge and development platform which had previously had an open issue discussing the topic, but was later closed due to the development team moving focus to other areas. Tumblr, a microblogging platform. Despite previous statements from Automattic CEO Matt Mullenweg, ActivityPub integration has been delayed indefinitely. The integration would have been implemented with its WordPress migration, as the first-party plugin for interoperability would have been used for federation. Flickr, an image and video hosting site.

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  • Tweak programming environment

    Tweak programming environment

    Tweak is a graphical user interface (GUI) layer written by Andreas Raab for the Squeak development environment, which in turn is an integrated development environment based on the Smalltalk-80 computer programming language. Tweak is an alternative to an earlier graphic user interface layer called Morphic. Development began in 2001. Applications that use the Tweak software include Sophie (version 1), a multimedia and e-book authoring system, and a family of virtual world systems: Open Cobalt, Teleplace, OpenQwaq, 3d ICC's Immersive Terf and the Croquet Project. == Influences == An experimental version of Etoys, a programming environment for children, used Tweak instead of Morphic. Etoys was a major influence on a similar Squeak-based programming environment known as Scratch.

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  • Moving object detection

    Moving object detection

    Moving object detection is a technique used in computer vision and image processing. Multiple consecutive frames from a video are compared by various methods to determine if any moving object is detected. Moving objects detection has been used for wide range of applications like video surveillance, activity recognition, road condition monitoring, airport safety, monitoring of protection along marine border, etc. == Definition == Moving object detection is to recognize the physical movement of an object in a given place or region. By acting segmentation among moving objects and stationary area or region, the moving objects' motion can be tracked and thus analyzed later. To achieve this, consider a video is a structure built upon single frames, moving object detection is to find the foreground moving target(s), either in each video frame or only when the moving target shows the first appearance in the video. == Traditional methods == Among all the traditional moving object detection methods, we could categorize them into four major approaches: Background subtraction, Frame differencing, Temporal Differencing, and Optical Flow. === Frame differencing === Instead of using traditional approach, to use image subtraction operator by subtracting second and images afterwards, the frame differencing method makes comparisons between two successive frames to detect moving targets. === Temporal differencing === The temporal differencing method identifies the moving object by applying pixel-wise difference method with two or three consecutive frames.

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  • AirPair

    AirPair

    AirPair is a service and eponymous company that connects people who need help with programming issues (usually, programmers at small technology companies or at finance companies that use technology products) and people who can help them. Unlike services such as oDesk and Elance, AirPair is not a service for outsourcing programming tasks, but rather a service that facilitates one-off knowledge transfers from people with highly specialized knowledge of particular technology stacks or programming issues to people who are in need of specialized help. == History == AirPair launched in March 2013, with founder Jonathon Kresner, who hails from Australia, working full-time, and it soon hired three other part-time developers to work alongside him. Kresner had previously founded two other startups: Preparty, a social invitation and event-booking service based in Australia, and ClimbFind, an online rock-climbing community that reached a million users. Kresner was inspired to work on AirPair because he saw the need for outside expert assistance with programming issues arise regularly at these startups. In November 2013, founder Kresner describes the company's initial success at bootstrapping itself to "Ramen profitability" in a blog post. In December 2013, AirPair was accepted into the Winter 2014 Y Combinator batch. In March 2014, AirPair announced it would launch partnerships with Stripe, Twilio, and other companies that had their own application programming interfaces, allowing developers having trouble with the APIs to seek help over AirPair from experts on the APIs. AirPair presented at the Y Combinator Winter 2014 Demo Day on March 25, 2014, and successfully raised over $1 million within the next 48 hours. == Reception == A review of AirPair by Will Lam stressed that because payment was based on time rather than results, it was important to use it for clearly thought-out questions where one had high confidence that the session would help. Dennis Beatty, who met AirPair founder Jonathon Kresner in March 2014, wrote in April 2014 a glowing review of AirPair's vision of connecting people and its business success. AirPair has been compared with other peer-to-peer coding help sites such as Codementor and HackHands.

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  • AirPair

    AirPair

    AirPair is a service and eponymous company that connects people who need help with programming issues (usually, programmers at small technology companies or at finance companies that use technology products) and people who can help them. Unlike services such as oDesk and Elance, AirPair is not a service for outsourcing programming tasks, but rather a service that facilitates one-off knowledge transfers from people with highly specialized knowledge of particular technology stacks or programming issues to people who are in need of specialized help. == History == AirPair launched in March 2013, with founder Jonathon Kresner, who hails from Australia, working full-time, and it soon hired three other part-time developers to work alongside him. Kresner had previously founded two other startups: Preparty, a social invitation and event-booking service based in Australia, and ClimbFind, an online rock-climbing community that reached a million users. Kresner was inspired to work on AirPair because he saw the need for outside expert assistance with programming issues arise regularly at these startups. In November 2013, founder Kresner describes the company's initial success at bootstrapping itself to "Ramen profitability" in a blog post. In December 2013, AirPair was accepted into the Winter 2014 Y Combinator batch. In March 2014, AirPair announced it would launch partnerships with Stripe, Twilio, and other companies that had their own application programming interfaces, allowing developers having trouble with the APIs to seek help over AirPair from experts on the APIs. AirPair presented at the Y Combinator Winter 2014 Demo Day on March 25, 2014, and successfully raised over $1 million within the next 48 hours. == Reception == A review of AirPair by Will Lam stressed that because payment was based on time rather than results, it was important to use it for clearly thought-out questions where one had high confidence that the session would help. Dennis Beatty, who met AirPair founder Jonathon Kresner in March 2014, wrote in April 2014 a glowing review of AirPair's vision of connecting people and its business success. AirPair has been compared with other peer-to-peer coding help sites such as Codementor and HackHands.

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