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  • Point-set registration

    Point-set registration

    In computer vision, pattern recognition, and robotics, point-set registration, also known as point-cloud registration or scan matching, is the process of finding a spatial transformation (e.g., scaling, rotation and translation) that aligns two point clouds. The purpose of finding such a transformation includes merging multiple data sets into a globally consistent model (or coordinate frame), and mapping a new measurement to a known data set to identify features or to estimate its pose. Raw 3D point cloud data are typically obtained from Lidars and RGB-D cameras. 3D point clouds can also be generated from computer vision algorithms such as triangulation, bundle adjustment, and more recently, monocular image depth estimation using deep learning. For 2D point set registration used in image processing and feature-based image registration, a point set may be 2D pixel coordinates obtained by feature extraction from an image, for example corner detection. Point cloud registration has extensive applications in autonomous driving, motion estimation and 3D reconstruction, object detection and pose estimation, robotic manipulation, simultaneous localization and mapping (SLAM), panorama stitching, virtual and augmented reality, and medical imaging. As a special case, registration of two point sets that only differ by a 3D rotation (i.e., there is no scaling and translation), is called the Wahba Problem and also related to the orthogonal procrustes problem. == Formulation == The problem may be summarized as follows: Let { M , S } {\displaystyle \lbrace {\mathcal {M}},{\mathcal {S}}\rbrace } be two finite size point sets in a finite-dimensional real vector space R d {\displaystyle \mathbb {R} ^{d}} , which contain M {\displaystyle M} and N {\displaystyle N} points respectively (e.g., d = 3 {\displaystyle d=3} recovers the typical case of when M {\displaystyle {\mathcal {M}}} and S {\displaystyle {\mathcal {S}}} are 3D point sets). The problem is to find a transformation to be applied to the moving "model" point set M {\displaystyle {\mathcal {M}}} such that the difference (typically defined in the sense of point-wise Euclidean distance) between M {\displaystyle {\mathcal {M}}} and the static "scene" set S {\displaystyle {\mathcal {S}}} is minimized. In other words, a mapping from R d {\displaystyle \mathbb {R} ^{d}} to R d {\displaystyle \mathbb {R} ^{d}} is desired which yields the best alignment between the transformed "model" set and the "scene" set. The mapping may consist of a rigid or non-rigid transformation. The transformation model may be written as T {\displaystyle T} , using which the transformed, registered model point set is: The output of a point set registration algorithm is therefore the optimal transformation T ⋆ {\displaystyle T^{\star }} such that M {\displaystyle {\mathcal {M}}} is best aligned to S {\displaystyle {\mathcal {S}}} , according to some defined notion of distance function dist ⁡ ( ⋅ , ⋅ ) {\displaystyle \operatorname {dist} (\cdot ,\cdot )} : where T {\displaystyle {\mathcal {T}}} is used to denote the set of all possible transformations that the optimization tries to search for. The most popular choice of the distance function is to take the square of the Euclidean distance for every pair of points: where ‖ ⋅ ‖ 2 {\displaystyle \|\cdot \|_{2}} denotes the vector 2-norm, s m {\displaystyle s_{m}} is the corresponding point in set S {\displaystyle {\mathcal {S}}} that attains the shortest distance to a given point m {\displaystyle m} in set M {\displaystyle {\mathcal {M}}} after transformation. Minimizing such a function in rigid registration is equivalent to solving a least squares problem. == Types of algorithms == When the correspondences (i.e., s m ↔ m {\displaystyle s_{m}\leftrightarrow m} ) are given before the optimization, for example, using feature matching techniques, then the optimization only needs to estimate the transformation. This type of registration is called correspondence-based registration. On the other hand, if the correspondences are unknown, then the optimization is required to jointly find out the correspondences and transformation together. This type of registration is called simultaneous pose and correspondence registration. === Rigid registration === Given two point sets, rigid registration yields a rigid transformation which maps one point set to the other. A rigid transformation is defined as a transformation that does not change the distance between any two points. Typically such a transformation consists of translation and rotation. In rare cases, the point set may also be mirrored. In robotics and computer vision, rigid registration has the most applications. === Non-rigid registration === Given two point sets, non-rigid registration yields a non-rigid transformation which maps one point set to the other. Non-rigid transformations include affine transformations such as scaling and shear mapping. However, in the context of point set registration, non-rigid registration typically involves nonlinear transformation. If the eigenmodes of variation of the point set are known, the nonlinear transformation may be parametrized by the eigenvalues. A nonlinear transformation may also be parametrized as a thin plate spline. === Other types === Some approaches to point set registration use algorithms that solve the more general graph matching problem. However, the computational complexity of such methods tend to be high and they are limited to rigid registrations. In this article, we will only consider algorithms for rigid registration, where the transformation is assumed to contain 3D rotations and translations (possibly also including a uniform scaling). The PCL (Point Cloud Library) is an open-source framework for n-dimensional point cloud and 3D geometry processing. It includes several point registration algorithms. == Correspondence-based registration == Correspondence-based methods assume the putative correspondences m ↔ s m {\displaystyle m\leftrightarrow s_{m}} are given for every point m ∈ M {\displaystyle m\in {\mathcal {M}}} . Therefore, we arrive at a setting where both point sets M {\displaystyle {\mathcal {M}}} and S {\displaystyle {\mathcal {S}}} have N {\displaystyle N} points and the correspondences m i ↔ s i , i = 1 , … , N {\displaystyle m_{i}\leftrightarrow s_{i},i=1,\dots ,N} are given. === Outlier-free registration === In the simplest case, one can assume that all the correspondences are correct, meaning that the points m i , s i ∈ R 3 {\displaystyle m_{i},s_{i}\in \mathbb {R} ^{3}} are generated as follows:where l > 0 {\displaystyle l>0} is a uniform scaling factor (in many cases l = 1 {\displaystyle l=1} is assumed), R ∈ SO ( 3 ) {\displaystyle R\in {\text{SO}}(3)} is a proper 3D rotation matrix ( SO ( d ) {\displaystyle {\text{SO}}(d)} is the special orthogonal group of degree d {\displaystyle d} ), t ∈ R 3 {\displaystyle t\in \mathbb {R} ^{3}} is a 3D translation vector and ϵ i ∈ R 3 {\displaystyle \epsilon _{i}\in \mathbb {R} ^{3}} models the unknown additive noise (e.g., Gaussian noise). Specifically, if the noise ϵ i {\displaystyle \epsilon _{i}} is assumed to follow a zero-mean isotropic Gaussian distribution with standard deviation σ i {\displaystyle \sigma _{i}} , i.e., ϵ i ∼ N ( 0 , σ i 2 I 3 ) {\displaystyle \epsilon _{i}\sim {\mathcal {N}}(0,\sigma _{i}^{2}I_{3})} , then the following optimization can be shown to yield the maximum likelihood estimate for the unknown scale, rotation and translation:Note that when the scaling factor is 1 and the translation vector is zero, then the optimization recovers the formulation of the Wahba problem. Despite the non-convexity of the optimization (cb.2) due to non-convexity of the set SO ( 3 ) {\displaystyle {\text{SO}}(3)} , seminal work by Berthold K.P. Horn showed that (cb.2) actually admits a closed-form solution, by decoupling the estimation of scale, rotation and translation. Similar results were discovered by Arun et al. In addition, in order to find a unique transformation ( l , R , t ) {\displaystyle (l,R,t)} , at least N = 3 {\displaystyle N=3} non-collinear points in each point set are required. More recently, Briales and Gonzalez-Jimenez have developed a semidefinite relaxation using Lagrangian duality, for the case where the model set M {\displaystyle {\mathcal {M}}} contains different 3D primitives such as points, lines and planes (which is the case when the model M {\displaystyle {\mathcal {M}}} is a 3D mesh). Interestingly, the semidefinite relaxation is empirically tight, i.e., a certifiably globally optimal solution can be extracted from the solution of the semidefinite relaxation. === Robust registration === The least squares formulation (cb.2) is known to perform arbitrarily badly in the presence of outliers. An outlier correspondence is a pair of measurements s i ↔ m i {\displaystyle s_{i}\leftrightarrow m_{i}} that departs from the generative model (cb.1). In this case, one can consider a differen

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  • Economía Feminista

    Economía Feminista

    Economía Feminista, in English: Feminist Economics, is an Argentine digital media, focused on disclosure and creation of economics information about the gender gap. The media is managed by Mercedes D`Alessandro, Magalí Brosio, Violeta Guitart and Agurtzane Urrutia. == Concept == Economía Femini(s)ta, is a portmanteau of feminista and minita. It attempts to end stereotypes about women. It was created in 2015 and its goal is to be a source of economic data to help to display economic differences by gender, especially in Argentina. == Awards == Economía Feminista was awarded the Lola Mora prize in 2016 for the best digital media by Dirección General de la Mujer, promoted by Buenos Aires city's Legislature.

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  • Digital cinema

    Digital cinema

    Digital cinema is the digital technology used within the film industry to distribute or project motion pictures as opposed to the historical use of reels of motion picture film, such as 35 mm film. Whereas film reels have to be shipped to movie theaters, a digital movie can be distributed to cinemas in a number of ways: over the Internet or dedicated satellite links, or by sending hard drives or optical discs such as Blu-ray discs, then projected using a digital video projector instead of a film projector. Typically, digital movies are shot using digital movie cameras or in animation transferred from a file and are edited using a non-linear editing system (NLE). The NLE is often a video editing application installed in one or more computers that may be networked to access the original footage from a remote server, share or gain access to computing resources for rendering the final video, and allow several editors to work on the same timeline or project. Alternatively a digital movie could be a film reel that has been digitized using a motion picture film scanner and then restored, or, a digital movie could be recorded using a film recorder onto film stock for projection using a traditional film projector. Digital cinema is distinct from high-definition television and does not necessarily use traditional television or other traditional high-definition video standards, aspect ratios, or frame rates. In digital cinema, resolutions are represented by the horizontal pixel count, usually 2K (2048×1080 or 2.2 megapixels) or 4K (4096×2160 or 8.8 megapixels). The 2K and 4K resolutions used in digital cinema projection are often referred to as DCI 2K and DCI 4K. DCI stands for Digital Cinema Initiatives. As digital cinema technology improved in the early 2010s, most theaters across the world converted to digital video projection. Digital cinema technology has continued to develop over the years with RealD 3D, IMAX, RPX, 4DX, Dolby Cinema, and ScreenX, allowing moviegoers more immersive experiences. == History == The transition from film to digital video was preceded by cinema's transition from analog to digital audio, with the release of the Dolby Digital (AC-3) audio coding standard in 1991. Its main basis is the modified discrete cosine transform (MDCT), a lossy audio compression algorithm. It is a modification of the discrete cosine transform (DCT) algorithm, which was first proposed by Nasir Ahmed in 1972 and was originally intended for image compression. The DCT was adapted into the MDCT by J.P. Princen, A.W. Johnson and Alan B. Bradley at the University of Surrey in 1987, and then Dolby Laboratories adapted the MDCT algorithm along with perceptual coding principles to develop the AC-3 audio format for cinema needs. Cinema in the 1990s typically combined analog photochemical images with digital audio. Digital media playback of high-resolution 2K files has at least a 20-year history. Early video data storage units (RAIDs) fed custom frame buffer systems with large memories. In early digital video units, the content was usually restricted to several minutes of material. Transfer of content between remote locations was slow and had limited capacity. It was not until the late 1990s that feature-length films could be sent over the "wire" (Internet or dedicated fiber links). On October 23, 1998, Digital light processing (DLP) projector technology was publicly demonstrated with the release of The Last Broadcast, the first feature-length movie, shot, edited and distributed digitally. In conjunction with Texas Instruments, the movie was publicly demonstrated in five theaters across the United States (Philadelphia, Portland (Oregon), Minneapolis, Providence, and Orlando). === Foundations === In the United States, on June 18, 1999, Texas Instruments' DLP Cinema projector technology was publicly demonstrated on two screens in Los Angeles and New York for the release of Lucasfilm's Star Wars Episode I: The Phantom Menace. In Europe, on February 2, 2000, Texas Instruments' DLP Cinema projector technology was publicly demonstrated, by Philippe Binant, on one screen in Paris for the release of Toy Story 2. From 1997 to 2000, the JPEG 2000 image compression standard was developed by a Joint Photographic Experts Group (JPEG) committee chaired by Touradj Ebrahimi (later the JPEG president). In contrast to the original 1992 JPEG standard, which is a DCT-based lossy compression format for static digital images, JPEG 2000 is a discrete wavelet transform (DWT) based compression standard that could be adapted for motion imaging video compression with the Motion JPEG 2000 extension. JPEG 2000 technology was later selected as the video coding standard for digital cinema in 2004. In 1992, Hughes-JVC was founded by JVC and Hughes Electronics to develop ILA (Image Light Amplifer) digital video projectors for commercial movie theaters using liquid crystal on silicon (LCOS) technology. In 1997, JVC introduced D-ILA (Direct-Drive ILA) technology with a 2K resolution digital video projector. In 2000, JVC introduced a 4K resolution video projector using D-ILA technology. === Initiatives === On January 19, 2000, the Society of Motion Picture and Television Engineers, in the United States, initiated the first standards group dedicated to developing digital cinema. By December 2000, there were 15 digital cinema screens in the United States and Canada, 11 in Western Europe, 4 in Asia, and 1 in South America. Digital Cinema Initiatives (DCI) was formed in March 2002 as a joint project of many motion picture studios (Disney, Fox, MGM, Paramount, Sony Pictures, Universal and Warner Bros.) to develop a system specification for digital cinema. The same month it was reported that the number of cinemas equipped with digital projectors had increased to about 50 in the US and 30 more in the rest of the world. In April 2004, in collaboration with the American Society of Cinematographers, DCI created standard evaluation material (the ASC/DCI StEM material) for testing of 2K and 4K playback and compression technologies. DCI selected JPEG 2000 as the basis for the compression in the system the same year. Initial tests with JPEG 2000 produced bit rates of around 75–125 Mbit/s for 2K resolution and 100–200 Mbit/s for 4K resolution. === Worldwide deployment === In China, in June 2005, an e-cinema system called "dMs" was established and was used in over 15,000 screens spread across China's 30 provinces. DMs estimated that the system would expand to 40,000 screens in 2009. In 2005, the UK Film Council Digital Screen Network launched in the UK by Arts Alliance Media creating a chain of 250 2K digital cinema systems. The roll-out was completed in 2006. This was the first mass roll-out in Europe. AccessIT/Christie Digital also started a roll-out in the United States and Canada. By mid-2006, about 400 theaters were equipped with 2K digital projectors with the number increasing every month. In August 2006, the Malayalam digital movie Moonnamathoral, produced by Benzy Martin, was distributed via satellite to cinemas, thus becoming the first Indian digital cinema. This was done by Emil and Eric Digital Films, a company based at Thrissur using the end-to-end digital cinema system developed by Singapore-based DG2L Technologies. In January 2007, Guru became the first Indian film mastered in the DCI-compliant JPEG 2000 Interop format and also the first Indian film to be previewed digitally, internationally, at the Elgin Winter Garden in Toronto. This film was digitally mastered at Real Image Media Technologies in India. In 2007, the UK became home to Europe's first DCI-compliant fully digital multiplex cinemas; Odeon Hatfield and Odeon Surrey Quays (in London), with a total of 18 digital screens, were launched on 9 February 2007. By March 2007, with the release of Disney's Meet the Robinsons, about 600 screens had been equipped with digital projectors. In June 2007, Arts Alliance Media announced the first European commercial digital cinema Virtual Print Fee (VPF) agreements (with 20th Century Fox and Universal Pictures). In March 2009, AMC Theatres announced that it closed a $315 million deal with Sony to replace all of its movie projectors with 4K HDR digital projectors starting in the second quarter of 2009; it was anticipated that this replacement would be finished by 2012. As digital cinema technology improved in the early 2010s, most theaters across the world converted to digital video projection. In January 2011, the total number of digital screens worldwide was 36,242, up from 16,339 at end 2009 or a growth rate of 121.8 percent during the year. There were 10,083 d-screens in Europe as a whole (28.2 percent of global figure), 16,522 in the United States and Canada (46.2 percent of global figure) and 7,703 in Asia (21.6 percent of global figure). Worldwide progress was slower as in some territories, particularly Latin America and Africa. As of 31 March 2015, 38,719 screens (out of a total of 3

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  • Single address space operating system

    Single address space operating system

    In computer science, a single address space operating system (or SASOS) is an operating system that provides only one globally shared address space for all processes. In a single address space operating system, numerically identical (virtual memory) logical addresses in different processes all refer to exactly the same byte of data. In a traditional OS with private per-process address space, memory protection is based on address space boundaries ("address space isolation"). Single address-space operating systems make translation and protection orthogonal, which in no way weakens protection. The core advantage is that pointers (i.e. memory references) have global validity, meaning their meaning is independent of the process using it. This allows sharing pointer-connected data structures across processes, and making them persistent, i.e. storing them on backup store. Some processor architectures have direct support for protection independent of translation. On such architectures, a SASOS may be able to perform context switches faster than a traditional OS. Such architectures include Itanium, and Version 5 of the Arm architecture, as well as capability architectures such as CHERI. A SASOS should not be confused with a flat memory model, which provides no address translation and generally no memory protection. In contrast, a SASOS makes protection orthogonal to translation: it may be possible to name a data item (i.e. know its virtual address) while not being able to access it. SASOS projects using hardware-based protection include the following: Angel IBM i (formerly called OS/400) Iguana at NICTA, Australia Mungi at NICTA, Australia Nemesis Opal Scout Sombrero Related are OSes that provide protection through language-level type safety: Br1X Genera JX a research Java OS Phantom OS Singularity Theseus OS Torsion

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  • Deep tomographic reconstruction

    Deep tomographic reconstruction

    Deep Tomographic Reconstruction is a set of methods for using deep learning methods to perform tomographic reconstruction of medical and industrial images. It uses artificial intelligence and machine learning, especially deep artificial neural networks or deep learning, to overcome challenges such as measurement noise, data sparsity, image artifacts, and computational inefficiency. This approach has been applied across various imaging modalities, including CT, MRI, PET, SPECT, ultrasound, and optical imaging == Historical background == Traditional tomographic reconstruction relies on analytic methods such as filtered back-projection, or iterative methods which incrementally compute inverse transformations from measurement data (e.g., Radon or Fourier transform data). However, these approaches are not sufficient for certain imaging techniques such as low-dose CT and fast MRI, or scenarios involving metal artifacts and patient motion. == Use in imaging modalities == === Computed tomography (CT) === In CT, deep learning models can be particularly effective in reducing radiation exposure while maintaining image quality. Deep neural networks can also be able to reconstruct images of fair quality from sparsely sampled data without sacrificing diagnostic performance. Deep learning-based generative AI models can reduce CT metal artifacts. === Magnetic resonance imaging (MRI) === In magnetic resonance imaging (MRI), deep learning can lead to reduced MRI motion artifacts, and increased acquisition speed, referred to as fast MRI. Despite suffering from disadvantages such as lower signal-to-noise ratio (SNR), deep learning can enhance image quality in low field MRI, making these systems clinically viable. === Positron emission tomography (PET) and single-photon emission CT (SPECT) === For PET imaging, deep learning models can provide substantial improvements in low-dose imaging and motion artifact correction. Also, deep learning can help SPECT for generation of attenuation background. A notable technique for PET denoising involves integrating MR data through multimodal networks, which use anatomical information from MRI to enhance PET image quality. === Ultrasound imaging === Deep learning can enhance ultrasound imaging by reducing speckle noise and motion blur. For ultrasound beamforming, deep neural networks can allow superior image quality with limited data at high speed. === Optical imaging and microscopy === Diffuse optical tomography, optical coherence tomography and microscopy can be improved by deep neural networks beyond traditional methods. Furthermore, deep learning can also enhance Photoacoustic imaging (see Deep learning in photoacoustic imaging), addressing challenges like high noise, low contrast, and limited resolution. Deep learning has also been applied to label-free live-cell imaging, where convolutional neural networks predict fluorescence labels from transmitted light images, a technique known as in silico labeling. This method can enable high-throughput, non-invasive cell analysis and phenotyping without the need for traditional fluorescent dyes.

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  • Link-richness

    Link-richness

    Link-richness is the quality, possessed by some websites, of having many hyperlinks. Classified advertising sites like Craigslist tend to be very link-rich, sometimes with hundreds of links on their main page. They help users find the links they are looking for by grouping links into clusters. Inadequate link richness has been described as frustrating to readers, as it reduces transparency of site content from the main page. Students new to wiki collaboration were found to need guidance in how to take full advantage of the medium's potential for creating link-rich content. Link-richness in some contexts can be distracting, as when an article is surrounded by extraneous links. Indeed, it is becoming accepted as a best practice for universities to have link-rich home pages that do not rely on user categorisation and exploration of long sequences of links and are not constrained by traditional boundaries between departments. Tools are sometimes needed to make the publishing of link-rich web sites tractable, and many people may lack the technical skills, time, or inclination to engage in hand- crafting new digital document forms. A link-rich site that is low on content is sometimes referred to as a "gateway site." Link-rich portals were popular on the Web in 2000. Yahoo! and other sites featuring categories with many links were heavily used and often required fewer than three clicks to reach the content. Web designers were creating flat sites with content positioned close to the top of pages.

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  • Glossary of operating systems terms

    Glossary of operating systems terms

    This page is a glossary of Operating systems terminology. == A == access token: In Microsoft Windows operating systems, an access token contains the security credentials for a login session and identifies the user, the user's groups, the user's privileges, and, in some cases, a particular application. == B == binary semaphore: See semaphore. booting: In computing, booting (also known as booting up) is the initial set of operations that a computer performs after electrical power is switched on or when the computer is reset. This can take tens of seconds and typically involves performing a power-on self-test, locating and initializing peripheral devices, and then finding, loading and starting the operating system. == C == cache: In computer science, a cache is a component that transparently stores data so that future requests for that data can be served faster. The data that is stored within a cache might be values that have been computed earlier or duplicates of original values that are stored elsewhere. cloud: Cloud computing operating systems are recent, and were not mentioned in Gagne's 8th Edition (2009). In contrast, by Gagne's 9th (2012), cloud o/s received 3 pages of coverage (41, 42, 716). Doeppner (2011) mentions them (p. 3), but only to prove that operating systems "are not a solved problem" and that even if the day of the dedicated PC is waning, cloud computing has created an entirely new opportunity for o/s development ala sharing, networks, memory, parallelism, etc. Gagne (2012) adds that in addition to numerous traditional o/s's at cloud warehouses, Virtual machine o/s (VMMs), Eucalyptus, Vware, vCloud Director and others are being developed specifically for cloud management with numerous traditional o/s features (security, threads, file and memory management, guis, etc.) (p. 42). Microsoft's investment in cloud aspects of o/s tend to support that argument. concurrency == D == daemon: Operating systems often start daemons at boot time and serve the function of responding to network requests, hardware activity, or other programs by performing some task. Daemons can also configure hardware (like udevd on some Linux systems), run scheduled tasks (like cron), and perform a variety of other tasks. == E == == F == == G == == H == == I == == J == == K == kernel: In computing, the kernel is a computer program that manages input/output requests from software and translates them into data processing instructions for the central processing unit and other electronic components of a computer. The kernel is a fundamental part of a modern computer's operating system. == L == lock: In computer science, a lock or mutex (from mutual exclusion) is a synchronization mechanism for enforcing limits on access to a resource in an environment where there are many threads of execution. A lock is designed to enforce a mutual exclusion concurrency control policy. == M == mutual exclusion: Mutual exclusion is to allow only one process at a time to access the same critical section (a part of code which accesses the critical resource). This helps prevent race conditions. mutex: See lock. == N == == O == == P == paging daemon: See daemon. process == Q == == R == == S == semaphore: In computer science, particularly in operating systems, a semaphore is a variable or abstract data type that is used for controlling access, by multiple processes, to a common resource in a parallel programming or a multi user environment. == T == thread: In computer science, a thread of execution is the smallest sequence of programmed instructions that can be managed independently by an operating system scheduler. The scheduler itself is a light-weight process. The implementation of threads and processes differs from one operating system to another, but in most cases, a thread is contained inside a process. templating: In an o/s context, templating refers to creating a single virtual machine image as a guest operating system, then saving it as a tool for multiple running virtual machines (Gagne, 2012, p. 716). The technique is used both in virtualization and cloud computing management, and is common in large server warehouses. == U == == V == == W == == Z ==

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  • Nanonetwork

    Nanonetwork

    A nanonetwork or nanoscale network is a set of interconnected nanomachines (devices a few hundred nanometers or a few micrometers at most in size) which are able to perform only very simple tasks such as computing, data storing, sensing and actuation. Nanonetworks are expected to expand the capabilities of single nanomachines both in terms of complexity and range of operation by allowing them to coordinate, share and fuse information. Nanonetworks enable new applications of nanotechnology in the biomedical field, environmental research, military technology and industrial and consumer goods applications. Nanoscale communication is defined in IEEE P1906.1. == Communication approaches == Classical communication paradigms need to be revised for the nanoscale. The two main alternatives for communication in the nanoscale are based either on electromagnetic communication or on molecular communication. === Electromagnetic === This is defined as the transmission and reception of electromagnetic radiation from components based on novel nanomaterials. Recent advancements in carbon and molecular electronics have opened the door to a new generation of electronic nanoscale components such as nanobatteries, nanoscale energy harvesting systems, nano-memories, logical circuitry in the nanoscale and even nano-antennas. From a communication perspective, the unique properties observed in nanomaterials will decide on the specific bandwidths for emission of electromagnetic radiation, the time lag of the emission, or the magnitude of the emitted power for a given input energy, amongst others. For the time being, two main alternatives for electromagnetic communication in the nanoscale have been envisioned. First, it has been experimentally demonstrated that is possible to receive and demodulate an electromagnetic wave by means of a nanoradio, i.e., an electromechanically resonating carbon nanotube which is able to decode an amplitude or frequency modulated wave. Second, graphene-based nano-antennas have been analyzed as potential electromagnetic radiators in the terahertz band. === Molecular === Molecular communication is defined as the transmission and reception of information by means of molecules. The different molecular communication techniques can be classified according to the type of molecule propagation in walkaway-based, flow-based or diffusion-based communication. In walkway-based molecular communication, the molecules propagate through pre-defined pathways by using carrier substances, such as molecular motors. This type of molecular communication can also be achieved by using E. coli bacteria as chemotaxis. In flow-based molecular communication, the molecules propagate through diffusion in a fluidic medium whose flow and turbulence are guided and predictable. The hormonal communication through blood streams inside the human body is an example of this type of propagation. The flow-based propagation can also be realized by using carrier entities whose motion can be constrained on the average along specific paths, despite showing a random component. A good example of this case is given by pheromonal long range molecular communications. In diffusion-based molecular communication, the molecules propagate through spontaneous diffusion in a fluidic medium. In this case, the molecules can be subject solely to the laws of diffusion or can also be affected by non-predictable turbulence present in the fluidic medium. Pheromonal communication, when pheromones are released into a fluidic medium, such as air or water, is an example of diffusion-based architecture. Other examples of this kind of transport include calcium signaling among cells, as well as quorum sensing among bacteria. Based on the macroscopic theory of ideal (free) diffusion the impulse response of a unicast molecular communication channel was reported in a paper that identified that the impulse response of the ideal diffusion based molecular communication channel experiences temporal spreading. Such temporal spreading has a deep impact in the performance of the system, for example in creating the intersymbol interference (ISI) at the receiving nanomachine. In order to detect the concentration-encoded molecular signal two detection methods named sampling-based detection (SD) and energy-based detection (ED) have been proposed. While the SD approach is based on the concentration amplitude of only one sample taken at a suitable time instant during the symbol duration, the ED approach is based on the total accumulated number of molecules received during the entire symbol duration. In order to reduce the impact of ISI a controlled pulse-width based molecular communication scheme has been analysed. The work presented in showed that it is possible to realize multilevel amplitude modulation based on ideal diffusion. A comprehensive study of pulse-based binary and sinus-based, concentration-encoded molecular communication system have also been investigated.

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  • RFinder

    RFinder

    RFinder ("repeater finder") is a subscription-based website and mobile app. RFinder's main service is the World Wide Repeater Directory (WWRD), which is a directory of amateur radio repeaters. RFinder is the official repeater directory of several amateur radio associations. RFinder has listings for several amateur radio modes, including FM, D-STAR, DMR, and ATV. == World Wide Repeater Directory == Repeaters are listed in the directory along with its call sign, Maidenhead Locator System and GPS coordinates, transmit/receive offset ("split"), CTCSS and DCS squelch settings, and VoIP settings (IRLP and Echolink nodes). The directory has over 50,000 repeater listings in over 170 countries. === Website === The RFinder website has several search options including for routes. === Forums === RFinder user forums is for help and support for the app and hardware. === Mobile app === RFinder has mobile apps for Android and iOS. When using the mobile app, RFinder can display the distance to repeaters, based on the mobile device's current location. === ARRL Repeater Directory === The ARRL publishes the ARRL Repeater Directory which contains over 31,000 repeater listings for the US and Canada with listings provided by RFinder. == Subscription == RFinder requires a subscription. A one-year subscription is US$12.99. == Radio programming software == Some radio programming software applications can query RFinder and download repeater listing to program radios. Compatible software includes: CHIRP RT Systems == Radio associations == RFinder is the official repeater directory of the following associations: Amateur Radio Society Italy American Radio Relay League Cayman Amateur Radio Society Deutscher Amateur Radio Club Federacion Mexicana de Radio Experimentadores L’association Réseau des Émetteurs Français Lietuvos Radijo Mėgėjų Draugija Liga de Amadores Brasilieros de Radio Emissão Radio Amateurs of Canada Radio Society of Great Britain Rede dos Emissores Portugueses Unión de Radioaficionados Españoles

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  • Mini-STX

    Mini-STX

    Mini-STX (mSTX, Mini Socket Technology EXtended, originally "Intel 5x5") is a computer motherboard form factor that was released by Intel in 2015 (as "Intel 5x5"). These motherboards measure 147mm by 140mm (5.8" x 5.5"), making them larger than "4x4" NUC (102x102mm / 4.01" x 4.01" inches) and Nano-ITX (120x120mm / 4.7" x 4.7") boards, but notably smaller than the more common Mini-ITX (170x170mm / 6.7" x 6.7") boards. Unlike these standards, which use a square shape, the Mini-STX form factor is 7mm longer from front-to-rear, making it slightly rectangular. == Mini-STX design elements == The Mini-STX design suggests (but does not require) support for: Socketed processors (e.g. LGA or PGA CPUs) Onboard power regulation circuitry, enabling direct DC power input IO ports embedded on the front and rear of the motherboard (akin to NUC, but unlike typical motherboards which often use headers instead to connect built-in ports on enclosures) == Adoption by manufacturers == This motherboard form factor is still not in particularly common use with consumer-PC manufacturers, although there are a few offerings: ASRock offers both DeskMini kits (that use mini-STX boards) and standalone motherboards, Asus offer VivoMini kits (that use mini-STX boards) and standalone motherboards, Gigabyte offers a few motherboards, and industrial PC suppliers (e.g. Kontron, Iesy, ASRock Industrial) also provide some options for mini-STX equipment. == Derivatives == ASRock developed a derivative of mini-STX, dubbed micro-STX, for their 'DeskMini GTX/RX' small form-factor PCs and industrial motherboards. Micro-STX adds an MXM slot which allows the use of special PCI Express expansion cards, including graphics or machine learning accelerators, but increases the width of the board to be extended two inches, resulting in measurements of 147 x 188 mm (5.8" x 7.4")

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  • Optical recording

    Optical recording

    The history of optical recording can be divided into a few number of distinct major contributions. The pioneers of optical recording worked mostly independently, and their solutions to the many technical challenges have very distinctive features, such as reflective disc (Compaan and Kramer) transparent disc (Gregg) floppy disc (Russell) rigid disc (Compaan and Kramer) focused laser beam for read-out through transparent substrate (Compaan and Kramer). == Gregg 1958 == Laserdisc technology, using a transparent disc, was invented by David Paul Gregg in 1958 (and patented in 1970 and 1990). By 1969 Philips had developed a videodisc in reflective mode, which has great advantages over the transparent mode. MCA and Philips decided to join their efforts. They first publicly demonstrated the videodisc in 1972. Laserdisc was first available on the market, in Atlanta, on December 15, 1978, two years after the VHS VCR and four years before the CD, which is based on Laserdisc technology. Philips produced the players and MCA produced the discs. The Philips/MCA cooperation was not successful, and discontinued after a few years. Several of the scientists responsible for the early research (John Winslow, Richard Wilkinson and Ray Dakin) founded Optical Disc Corporation (now ODC Nimbus). == Russell 1965 == While working at Pacific Northwest National Laboratory, James Russell invented an optical storage system for digital audio and video, patenting the concept in 1970. The earliest patents by Russell, US 3,501,586, and 3,795,902 were filed in 1966, and 1969. respectively. He built prototypes, and the first was operating in 1973. Russell had found a way to record digital information onto a photosensitive plate in tiny dark spots, each spot one micrometre from centre to centre, with a laser that wrote the binary patterns. Russell's first optical disc was distinctly different from the eventual compact disc product: the disc in the player was not read by laser light. A key characteristic of Russell's invention is that a laser is not used for the reading the disc, instead the entire disc or oblong sheet to be read is illuminated by a large playback light source at the back of the transparent foil. As a result, the information density is relatively low. By 1985, Russell held over 25 patents to various technologies related to optical recording and playback. Russell's intellectual property was purchased by Optical Recording Corporation (ORC) in Toronto in 1985, and this firm notified a number of CD manufacturers that their CD technology was based on patents held by ORC. In 1987, ORC signed an agreement with Sony whereby Sony paid for licensing of the technology. Further licenses followed from Philips and others. Warner Communications did not sign, and was sued by ORC. In 1992, the large CD manufacturer, now called Time Warner, was ordered to pay ORC US$30 million in patent violations. In the 1970 patent, the spot diameter was around 10 micrometres. Thus, the areal information density was around a factor hundred less than that of the CD as later developed. Russell continued to refine the concept throughout the 1970s. Philips and Sony, however, were able to put far greater resources into the parallel development of the concept, arriving at a smaller and more sophisticated product in just a few years. Russell's various partners and ventures failed to produce a single consumer product. == Korpel 1968 == Adrianus Korpel worked for the Zenith Electronics Corporation, when he developed very early optical videodisc systems, including holographic storage. == Kramer and Compaan 1969 == The Philips development of the videodisc technology began in 1969 with efforts by Dutch physicists Klaas Compaan and Piet Kramer to record video images in holographic form on disc. Their prototype Laserdisc shown in 1972 used a laser beam in reflective mode to read a track of pits using an FM video signal. Together with MCA, Philips brought the optical videodisk to market in 1978. The cooperation between Philips and MCA did not last long, and discontinued after a few years. == Immink and Doi 1979 == The Compact Disc (CD), which is based on MCA/Philips Laserdisc technology, was developed by a taskforce of Sony and Philips in 1979–1980. Toshi Doi and Kees Schouhamer Immink created the digital technologies that turned the analog Laserdisc into a high-density low-cost digital audio disc. The CD, available on the market since October 1982, remains the standard physical medium for sale of commercial audio recordings Standard CDs have a diameter of 120 mm and can hold up to 80 minutes of audio (700 MB of data). The Mini CD has various diameters ranging from 60 to 80 mm; they are sometimes used for CD singles or device drivers, storing up to 24 minutes of audio. The technology was later adapted and expanded to include data storage CD-ROM, write-once audio and data storage CD-R, rewritable media CD-RW, Super Audio CD (SACD), Video Compact Discs (VCD), Super Video Compact Discs (SVCD), PhotoCD, PictureCD, CD-i, and Enhanced CD. CD-ROMs and CD-Rs remain widely used technologies in the computer industry. The CD and its extensions have been extremely successful: in 2004, worldwide sales of CD audio, CD-ROM, and CD-R reached about 30 billion discs. By 2007, 200 billion CDs had been sold worldwide.

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  • Hashtag

    Hashtag

    A hashtag is a metadata tag operator that is prefaced by the hash symbol, #. On social media, hashtags are used on microblogging and photo-sharing services–especially Twitter and Tumblr–as a form of user-generated tagging that enables cross-referencing of content by topic or theme. For example, a search within Instagram for the hashtag #flowers returns all posts that have been tagged with that term. After the initial hash symbol, a hashtag may include letters, numerals or other punctuation. The use of hashtags was first proposed by American blogger and product consultant Chris Messina in a 2007 tweet. Messina made no attempt to patent the use because he felt that "they were born of the internet, and owned by no one". Hashtags became entrenched in the culture of Twitter and soon emerged across Instagram, Facebook, and YouTube. In June 2014, hashtag was added to the Oxford English Dictionary as "a word or phrase with the symbol # in front of it, used on social media websites and apps so that you can search for all messages with the same subject". == Origin and acceptance == The number sign or hash symbol, #, has long been used in information technology to highlight specific pieces of text. In 1970, the number sign was used to denote immediate address mode in the assembly language of the PDP-11 when placed next to a symbol or a number, and around 1973, '#' was introduced in the C programming language to indicate special keywords that the C preprocessor had to process first. The pound sign was adopted for use within IRC (Internet Relay Chat) networks around 1988 to label groups and topics. Channels or topics that are available across an entire IRC network are prefixed with a hash symbol # (as opposed to those local to a server, which uses an ampersand '&'). The use of the pound sign in IRC inspired Chris Messina to propose a similar system on Twitter to tag topics of interest on the microblogging network. He proposed the usage of hashtags on Twitter: How do you feel about using # (pound) for groups. As in #barcamp [msg]? According to Messina, he suggested use of the hashtag to make it easy for lay users without specialized knowledge of search protocols to find specific relevant content. Therefore, the hashtag "was created organically by Twitter users as a way to categorize messages". The first published use of the term "hash tag" was in a blog post "Hash Tags = Twitter Groupings" by Stowe Boyd, on August 26, 2007, according to lexicographer Ben Zimmer, chair of the American Dialect Society's New Words Committee. Messina's suggestion to use the hashtag was not immediately adopted by Twitter, but the convention gained popular acceptance when hashtags were used in tweets relating to the 2007 San Diego forest fires in Southern California. The hashtag gained international acceptance during the 2009–2010 Iranian election protests; Twitter users used both English- and Persian-language hashtags in communications during the events. Hashtags have since played critical roles in recent social movements such as #jesuischarlie, #BLM, and #MeToo. Beginning July 2, 2009, Twitter began to hyperlink all hashtags in tweets to Twitter search results for the hashtagged word (and for the standard spelling of commonly misspelled words). In 2010, Twitter introduced "Trending Topics" on the Twitter front page, displaying hashtags that are rapidly becoming popular, and the significance of trending hashtags has become so great that the company makes significant efforts to foil attempts to spam the trending list. During the 2010 World Cup, Twitter explicitly encouraged the use of hashtags with the temporary deployment of "hashflags", which replaced hashtags of three-letter country codes with their respective national flags. Other platforms such as YouTube and Gawker Media followed in officially supporting hashtags, and real-time search aggregators such as Google Real-Time Search began supporting hashtags. == Format == A hashtag must begin with a hash (#) character followed by other characters, and is terminated by a space or the end of the line. Some platforms may require the # to be preceded with a space. Most or all platforms that support hashtags permit the inclusion of letters (without diacritics), numerals, and underscores. Other characters may be supported on a platform-by-platform basis. Some characters, such as "&", are generally not supported as they may already serve other search functions. Hashtags are not case sensitive (a search for "#hashtag" will match "#HashTag" as well), but the use of embedded capitals (i.e., CamelCase) increases legibility and improves accessibility. Languages that do not use word dividers handle hashtags differently. In China, microblogs Sina Weibo and Tencent Weibo use a double-hashtag-delimited #HashName# format, since the lack of spacing between Chinese characters necessitates a closing tag. Twitter uses a different syntax for Chinese characters and orthographies with similar spacing conventions: the hashtag contains unspaced characters, separated from preceding and following text by spaces (e.g., '我 #爱 你' instead of '我#爱你') or by zero-width non-joiner characters before and after the hashtagged element, to retain a linguistically natural appearance (displaying as unspaced '我‌#爱‌你', but with invisible non-joiners delimiting the hashtag). === Etiquette and regulation === Some communities may limit, officially or unofficially, the number of hashtags permitted on a single post. Misuse of hashtags can lead to account suspensions. Twitter warns that adding hashtags to unrelated tweets, or repeated use of the same hashtag without adding to a conversation can filter an account from search results, or suspend the account. Individual platforms may deactivate certain hashtags either for being too generic to be useful, such as #photography on Instagram, or due to their use to facilitate illegal activities. === Alternate formats === In 2009, StockTwits began using ticker symbols preceded by the dollar sign (e.g., $XRX). In July 2012, Twitter began supporting the tag convention and dubbed it the "cashtag". The convention has extended to national currencies, and Cash App has implemented the cashtag to mark usernames. == Function == Hashtags are particularly useful in unmoderated forums that lack a formal ontological organization. Hashtags help users find content similar interest. Hashtags are neither registered nor controlled by any one user or group of users. They do not contain any set definitions, meaning that a single hashtag can be used for any number of purposes, and that the accepted meaning of a hashtag can change with time. Hashtags intended for discussion of a particular event tend to use an obscure wording to avoid being caught up with generic conversations on similar subjects, such as a cake festival using #cakefestival rather than simply #cake. However, this can also make it difficult for topics to become "trending topics" because people often use different spelling or words to refer to the same topic. For topics to trend, there must be a consensus, whether silent or stated, that the hashtag refers to that specific topic. Hashtags may be used informally to express context around a given message, with no intent to categorize the message for later searching, sharing, or other reasons. Hashtags may thus serve as a reflexive meta-commentary. This can help express contextual cues or offer more depth to the information or message that appears with the hashtag. "My arms are getting darker by the minute. #toomuchfaketan". AnoHashtags can also be used to express personal feelings and emotions. ther function of the hashtag can be used to express personal feelings and emotions. For example, with "It's Monday!! #excited #sarcasm" in which the adjectives are directly indicating the emotions of the speaker. Verbal use of the word hashtag is sometimes used in informal conversations. Use may be humorous, such as "I'm hashtag confused!" By August 2012, use of a hand gesture, sometimes called the "finger hashtag", in which the index and middle finger both hands are extended and arranged perpendicularly to form the hash, was documented. === Co-optation by other industries === Companies, businesses, and advocacy organizations have taken advantage of hashtag-based discussions for promotion of their products, services or campaigns. In the early 2010s, some television broadcasters began to employ hashtags related to programs in digital on-screen graphics, to encourage viewers to participate in a backchannel of discussion via social media prior to, during, or after the program. Television commercials have sometimes contained hashtags for similar purposes. The increased usage of hashtags as brand promotion devices has been compared to the promotion of branded "keywords" by AOL in the late 1990s and early 2000s, as such keywords were also promoted at the end of television commercials and series episodes. Organized real-world events have used hashta

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  • Subpixel rendering

    Subpixel rendering

    Subpixel rendering is a method used to increase the effective resolution of a color display device. It utilizes the composition of each pixel, which consists of three subpixels of which are red, green, and blue that can each be individually addressable on the display matrix. Subpixel rendering is primarily used for text rendering on standard DPI displays. Despite the inherent color anomalies, it can also be used to render general graphics. == History == The origin of subpixel rendering as used today remains controversial. Apple Inc., IBM, and Microsoft patented various implementations that differed in technical details owing to the different purposes for which their technologies were intended. Microsoft held several patents in the United States for subpixel rendering technology used in text rendering on RGB Stripe layouts. The patents 6,219,025; 6,239,783; 6,307,566; 6,225,973; 6,243,070; 6,393,145; 6,421,054; 6,282,327; and 6,624,828 were filed between October 7, 1998, and October 7, 1999, and expired on July 30, 2019. Analysis of the patent by FreeType indicates that the patent does not cover the idea of subpixel rendering, but rather the actual filter used as a last step to balance the color. Microsoft's patent describes the smallest possible filter that distributes each subpixel value equally among the R, G, and B pixels. Any other filter will either be blurrier or will introduce color artifacts. Apple was able to use it in Mac OS X due to a patent cross-licensing agreement. == Characteristics == A single pixel on a color display is made of several subpixels, typically three arranged left-to-right as red, green, and blue (RGB). The components are readily visible with a small magnifying glass, such as a loupe. These pixel components appear as a single color to the human eye because of blurring by optics and spatial integration by nerve cells in the eye. However, the eye is much more sensitive to the location. Therefore, turning on the G and B of one pixel and the R of the next pixel to the right will produce a white dot, but it will appear to be 1/3 of a pixel to the right of the white dot that would be seen from the RGB of only the first pixel. Subpixel rendering leverages this to provide three times the horizontal resolution of the rendered image. However, it has to blur this image to produce the correct color by ensuring the same amount of red, green, and blue are turned on as when no subpixel rendering is being done. Subpixel rendering does not necessitate the use of antialiasing. It gives a smoother result regardless of whether antialiasing is used or not since it artificially increases the resolution. However, it introduces color aliasing since subpixels are colored. Subsequent filtering applied to remove the color artifacts is a form of antialiasing, although its purpose is not smoothing jagged shapes as in conventional antialiasing. Subpixel rendering requires the software to know the layout of the subpixels. The most common reason it is wrong is monitors that can be rotated 90 (or 180) degrees, though monitors are manufactured with other arrangements of the subpixels, such as BGR or in triangles, or with 4 colors like RGBW squares. On any such display the result of incorrect subpixel rendering will be worse than if no subpixel rendering was done at all (it will not produce color artifacts, but it will produce noisy edges). == Implementations == === Apple II === Steve Gibson has claimed that the Apple II, introduced in 1977, supports an early form of subpixel rendering in its high-resolution (280×192) graphics mode. The Wozniak patent only used 2 "sub-pixels". The bytes that comprise the Apple II high-resolution screen buffer contain seven visible bits (each corresponding directly to a pixel) and a flag bit used to select between purple/green or blue/orange color sets. Each pixel, since it is represented by a single bit, is either on or off; there are no bits within the pixel itself for specifying color or brightness. Color is instead created as an artifact of the NTSC color encoding scheme, determined by horizontal position: pixels with even horizontal coordinates are always purple (or blue, if the flag bit is set), and odd pixels are always green (or orange). Two lit pixels next to each other are always white, regardless of whether the pair is even/odd or odd/even, and irrespective of the value of the flag bit. This is an approximation, but it is what most programmers of the time would have in mind while working with the Apple's high-resolution mode. Gibson's example claims that because two adjacent bits form a white block, there are, in fact, two bits per pixel: one that activates the pixel's purple left half and the other that activates its green right half. If the programmer instead activates the green right half of a pixel and the purple left half of the next pixel, the result is a white block 1/2 pixel to the right, which is indeed an instance of subpixel rendering. However, it is not clear whether any programmers of the Apple II have considered the pairs of bits as pixels—instead calling each bit a pixel. The flag bit in each byte affects color by shifting pixels half a pixel-width to the right. This half-pixel shift was exploited by some graphics software, such as HRCG (High-Resolution Character Generator), an Apple utility that displayed text using the high-resolution graphics mode, to smooth diagonals. === ClearType === Microsoft announced its subpixel rendering technology, called ClearType, at COMDEX in 1998. Microsoft published a paper in May 2000, Displaced Filtering for Patterned Displays, describing the filtering behind ClearType. It was then made available in Windows XP. Still, it was not activated by default until Windows Vista, while Windows XP OEMs could and did change the default setting. === FreeType === FreeType, the library used by most current software on the X Window System, contains two open source implementations. The original implementation uses the ClearType antialiasing filters and carries the following notice: "The colour filtering algorithm of Microsoft's ClearType technology for subpixel rendering is covered by patents; for this reason, the corresponding code in FreeType is disabled by default. Note that subpixel rendering per se is prior art; using a different colour filter thus easily circumvents Microsoft's patent claims." FreeType offers a variety of color filters. Since version 2.6.2, the default filter is light, a filter that is both normalized (value sums up to 1) and color-balanced (eliminate color fringes at the cost of resolution). Since version 2.8.1, a second implementation exists, called Harmony, that "offers high quality LCD-optimized output without resorting to ClearType techniques of resolution tripling and filtering". This is the method enabled by default. When using this method, "each color channel is generated separately after shifting the glyph outline, capitalizing on the fact that the color grids on LCD panels are shifted by a third of a pixel. This output is indistinguishable from ClearType with a light 3-tap filter." Since the Harmony method does not require additional filtering, it is not covered by the ClearType patents. === CoolType === Adobe created their own subpixel renderer called CoolType, allowing them to display documents the same way across various operating systems: Windows, MacOS, Linux etc. When it was launched around the year 2001, CoolType supported a wider range of fonts than Microsoft's ClearType, which at the time was limited to TrueType fonts. In contrast, Adobe's CoolType also supported PostScript fonts (and their OpenType equivalents). === macOS === Mac OS X (later OS X, now macOS) also used subpixel rendering, as part of Quartz 2D. However, it was removed after the introduction of Retina displays. Unlike Microsoft's implementation, which favors a tight fit to the grid (font hinting) to maximize legibility, Apple's implementation prioritizes the shape of the glyphs as set out by their designer.

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  • Web engineering

    Web engineering

    The World Wide Web has become a major delivery platform for a variety of complex and sophisticated enterprise applications in several domains. In addition to their inherent multifaceted functionality, these Web applications exhibit complex behaviour and place some unique demands on their usability, performance, security, and ability to grow and evolve. However, a vast majority of these applications continue to be developed in an ad hoc way, contributing to problems of usability, maintainability, quality and reliability. While Web development can benefit from established practices from other related disciplines, it has certain distinguishing characteristics that demand special considerations. In recent years, there have been developments towards addressing these considerations. Web engineering focuses on the methodologies, techniques, and tools that are the foundation of Web application development and which support their design, development, evolution, and evaluation. Web application development has certain characteristics that make it different from traditional software, information systems, or computer application development. Web engineering is multidisciplinary and encompasses contributions from diverse areas: systems analysis and design, software engineering, hypermedia/hypertext engineering, requirements engineering, human-computer interaction, user interface, data engineering, information science, information indexing and retrieval, testing, modelling and simulation, project management, and graphic design and presentation. Web engineering is neither a clone nor a subset of software engineering, although both involve programming and software development. While Web Engineering uses software engineering principles, it encompasses new approaches, methodologies, tools, techniques, and guidelines to meet the unique requirements of Web-based applications. == As a discipline == Proponents of Web engineering supported the establishment of Web engineering as a discipline at an early stage of Web. Major arguments for Web engineering as a new discipline are: Web-based Information Systems (WIS) development process is different and unique. Web engineering is multi-disciplinary; no single discipline (such as software engineering) can provide a complete theory basis, body of knowledge and practices to guide WIS development. Issues of evolution and lifecycle management when compared to more 'traditional' applications. Web-based information systems and applications are pervasive and non-trivial. The prospect of Web as a platform will continue to grow and it is worth being treated specifically. However, it has been controversial, especially for people in other traditional disciplines such as software engineering, to recognize Web engineering as a new field. The issue is how different and independent Web engineering is, compared with other disciplines. Main topics of Web engineering include, but are not limited to, the following areas: === Modeling disciplines === Business Processes for Applications on the Web Process Modelling of Web applications Requirements Engineering for Web applications B2B applications === Design disciplines, tools, and methods === UML and the Web Conceptual Modeling of Web Applications (aka. Web modeling) Prototyping Methods and Tools Web design methods CASE Tools for Web Applications Web Interface Design Data Models for Web Information Systems === Implementation disciplines === Integrated Web Application Development Environments Code Generation for Web Applications Software Factories for/on the Web Web 2.0, AJAX, E4X, ASP.NET, PHP and Other New Developments Web Services Development and Deployment === Testing disciplines === Testing and Evaluation of Web systems and Applications. Testing Automation, Methods, and Tools. === Applications categories disciplines === Semantic Web applications Document centric Web sites Transactional Web applications Interactive Web applications Workflow-based Web applications Collaborative Web applications Portal-oriented Web applications Ubiquitous and Mobile Web Applications Device Independent Web Delivery Localization and Internationalization of Web Applications Personalization of Web Applications == Attributes == === Web quality === Web Metrics, Cost Estimation, and Measurement Personalisation and Adaptation of Web applications Web Quality Usability of Web Applications Web accessibility Performance of Web-based applications === Content-related === Web Content Management Content Management System (CMS) Multimedia Authoring Tools and Software Authoring of adaptive hypermedia == Education == Master of Science: Web Engineering as a branch of study within the MSc program Web Sciences at the Johannes Kepler University Linz, Austria Diploma in Web Engineering: Web Engineering as a study program at the International Webmasters College (iWMC), Germany

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  • Creative work

    Creative work

    A creative work is a manifestation of creative effort in the world through a creative process involving one or more individuals. The term includes fine artwork (sculpture, paintings, drawing, sketching, performance art), dance, writing (literature), filmmaking, and musical composition. The term is frequently used in the context of copyright. It is an important concept in both philosophy and law. Creative works require a creative mindset and are not typically rendered in an arbitrary fashion, although works may demonstrate (i.e., have in common) a degree of arbitrariness, such that it is improbable that two people would independently create the same work. At its base, creative work involves two main steps – having an idea, and then turning that idea into a substantive form or process. Typically, the creative process results in work that has some aesthetic value, identified as a creative expression. Naturally, this expression generally invokes external stimuli (e.g., influences and experiences) which a person draws on because they view the source as creative or inspirational; the degree to which this is reflected may be used in determinations of the derivativeness of the created work. Alternatively, the creator may draw on imagination, and their references may be clouded even to them, for the nature of imagination is as yet not fully understood philosophically, and the level of necessary self-examination of an artist's internal processing is a challenge for even those most self-aware of their minds and mental processes. == Legal definition == === United Kingdom === For the purpose of section 221(2)(c) of the Income Tax (Trading and Other Income) Act 2005, the expression "creative works" means: (a) literary, dramatic, musical or artistic works, or (b) designs,created by the taxpayer personally or, if the qualifying trade, profession or vocation is carried on in partnership, by one or more of the partners personally.

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