AI For Business Specialization

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

  • Scanimate

    Scanimate

    Scanimate is an analog computer animation (video synthesizer) system created by Lee Harrison III of Denver, Colorado. Harrison had developed its predecessor, ANIMAC, which generated used a motion capture system, based on a body suit with potentiometers. In contrast, Scanimate included TV technology. Scanimate's successor was called Caesar, and used a digital computer to control the analog system. The eight Scanimate systems were used to produce much of the video-based animation seen on television between most of the 1970s and early 1980s in commercials, promotions, and show openings. One of the major advantages the Scanimate system had over film-based animation and computer animation was the ability to create animations in real time. The speed with which animation could be produced on the system because of this, as well as its range of possible effects, helped it to supersede film-based animation techniques for television graphics. By the mid-1980s, it was superseded by digital computer animation, which produced sharper images and more sophisticated 3D imagery. Animations created on Scanimate and similar analog computer animation systems have a number of characteristic features that distinguish them from film-based animation: the motion is extremely fluid, using all 60 fields per second (in NTSC format video) or 50 fields (in PAL format video) rather than the 24 frames per second that film uses; the colors are much brighter and more saturated; and the images have a very "electronic" look that results from the direct manipulation of video signals through which the Scanimate produces the images. == How it works == A special high-resolution (around 945 lines) monochrome camera records high-contrast artwork. The image is then displayed on a high-resolution screen. Unlike a normal monitor, its deflection signals are passed through a special analog computer that enables the operator to bend the image in a variety of ways. The image is then shot from the screen by either a film camera or a video camera. In the case of a video camera, this signal is then fed into a colorizer, a device that takes certain shades of grey and turns it into color as well as transparency. The idea behind this is that the output of the Scanimate itself is always monochrome. Another advantage of the colorizer is that it gives the operator the ability to continuously add layers of graphics. This makes possible the creation of very complex graphics. This is done by using two video recorders. The background is played by one recorder and then recorded by another one. This process is repeated for every layer. This requires very high-quality video recorders (such as both the Ampex VR-2000 or IVC's IVC-9000 of Scanimate's era, the IVC-9000 being used quite frequently for Scanimate composition due to its very high generational quality between re-recordings). == Current usage == Two of the Scanimates are still in use at ZFx studios in Asheville, North Carolina. The original "Black Swan" R&D machine has been updated with more modern power supplies and can produce material in standard or 1080P high definition video. The "white Pearl" machine is the last one produced and is being kept in its original configuration for historical purposes by David Sieg at ZFx inc. The machines are installed in a working production environment with Grass Valley switchers, Kaleidoscope digital video effects systems, and Accom digital disk recorders for layering. == Use in television, music and films == === Music videos === Let's Groove by Earth, Wind & Fire Get Down on It by Kool & the Gang Blame It on the Boogie by The Jacksons Knock on Wood by Amii Stewart Popcorn Love by New Edition === TV programs/movies === === TV channels/home video/TV productions ===

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  • GeForce RTX 50 series

    GeForce RTX 50 series

    The GeForce RTX 50 series of consumer graphics cards is the successor of Nvidia's GeForce 40 series. Announced at CES 2025, it debuted with the release of the RTX 5070, RTX 5080 and RTX 5090 in January 2025. It is based on Nvidia's Blackwell architecture featuring Nvidia RTX's fourth-generation RT cores for hardware-accelerated real-time ray tracing, and fifth-generation deep learning–focused Tensor Cores. The GPUs are manufactured by TSMC on a custom 4N process node. == Background == In March 2024, Nvidia announced the Blackwell architecture for its datacenter products. Like Ampere, the architecture is shared by consumer and datacenter products rather than having distinct architectures released simultaneously like Ada Lovelace for consumers and Hopper for datacenter. At the Game Awards in December 2024, a cinematic trailer for The Witcher IV was shown that had been pre-rendered on an "unannounced Nvidia GeForce RTX GPU". This was assumed to be an upcoming GeForce RTX 50 series GPU. Following the RTX 50 series announcement, Nvidia confirmed that the trailer was "pre-rendered in Unreal Engine 5 on a GeForce RTX 5090". Later in the same month, it was reported that Nvidia had begun stockpiling GeForce RTX 50 series units in U.S. warehouses due to a threatened 10% import tariff and 60% tariff on Chinese imports that Donald Trump promised in his re-election campaign. === Announcement === On January 6, 2025, the GeForce RTX 50 series was officially announced for desktop and mobile devices during Nvidia's CES keynote in Las Vegas. The pricing announcement was met with surprise as the RTX 5080 at $999 was the same price that the RTX 4080 Super released at a year earlier despite the anticipated price increases. Nvidia CEO Jensen Huang falsely claimed that the RTX 5070 could reach "RTX 4090 performance at $549", a figure that relies on the use of DLSS 4 upscaling and Multi Frame generation, and is not an indication of raw performance. == Features == === Blackwell architecture === The GeForce RTX 50 series is powered by the Blackwell microarchitecture, which continues Ada Lovelace's emphasis on high graphics frequencies and large L2 caches. The Blackwell architecture introduces Nvidia RTX's fourth-generation RT cores for hardware-accelerated real-time ray tracing and fifth-generation Tensor Cores for AI compute and performing floating-point calculations. === GDDR7 === RTX 50 series GPUs are the first consumer GPUs to feature GDDR7 video memory for greater memory bandwidth over the same bus width compared to the GDDR6 and GDDR6X memory used in the GeForce 40 series. RTX 50 series desktop GPUs use GDDR7 modules from Samsung due to them being available for validation earlier than modules from SK Hynix and Micron. === 12V-2×6 connector === The GeForce RTX 50 series uses the 16-pin 12V-2×6 connector, which is a revision of the 12VHPWR connector featured on the GeForce 40 series. There were problems with the 12VHPWR connector melting on some RTX 4090 GPUs due to the connector not being fully seated and connector design flaws that did not implement a high enough safety and error tolerance. The 12V-2×6 connector revision, published by PCI-SIG in July 2023, addressed this by shortening the four sense pins so the connector will not push any power if it has not been fully seated. The 12VHPWR design would still draw up to 150W of power even if the sense pins were not making full contact. 12V-2×6 is backwards compatible with existing 12VHPWR cables and adapters. Nvidia has mandated to its AIB partners that the 16-pin 12V-2×6 connector be used on all RTX 50 series designs. With the GeForce 40 series, the 12VHPWR connector was only mandated on higher power cards such as the RTX 4070 Super, RTX 4070 Ti, RTX 4070 Ti Super, RTX 4080, RTX 4080 Super and RTX 4090 while RTX 4060, RTX 4060 Ti and RTX 4070 AIB designs had the option of using 8-pin PCIe connectors. The 600W-capable 12VHPWR connector would not have been necessary on sub-200W cards. === DLSS 4 === The fourth generation of Deep Learning Super Sampling (DLSS) was unveiled alongside the RTX 50 series. DLSS 4 upscaling uses a new vision transformer-based model for enhanced image quality with reduced ghosting and greater image stability in motion compared to the previous convolutional neural network (CNN) model. DLSS 4 also allows a greater number of frames to be generated and interpolated based on a single traditionally rendered frame. This form of frame generation called Multi Frame Generation is exclusive to the RTX 50 series while the GeForce 40 series is limited to one interpolated frame per traditionally rendered frame. Nvidia claims that DLSS 4's frame generation model uses 30% less video memory with the example of Warhammer 40,000: Darktide using 400 MB less memory at 4K resolution with frame generation enabled. Nvidia claims that 75 titles will integrate DLSS 4 Multi Frame Generation at launch, including Alan Wake 2, Cyberpunk 2077, Indiana Jones and the Great Circle, and Star Wars Outlaws. === Media Engine and I/O === The RTX 50 series includes DisplayPort 2.1b UHBR20 (80Gbps) with higher display output data rates to support high resolution and high refresh rate displays. The GeForce 40 series received criticism for only including DisplayPort 1.4a (32Gbps) while the competing Radeon RX 7000 series included DisplayPort 2.1 UHBR13.5 (54Gbps). At CES 2025, VESA announced a collaboration with Nvidia on the new DP80LL ("low loss") UHBR20 active cable standard. DP80LL allows for 80Gbps DisplayPort 2.1 cables up to 3 meters long as passive DP80 cables are limited in length due to signal integrity concerns. The RTX 50 series introduces the ninth-generation NVENC encoder and sixth-generation NVDEC video decoder. For the first time in a consumer GeForce GPU, encoding and decoding video in the 4:2:2 color format for professional-grade higher color depth is supported. == List of GPUs == === Desktop === GeForce RTX 50 series desktop GPUs are the second consumer GPUs to utilize a PCIe 5.0 interface and the first to feature GDDR7 video memory (except for the entry level RTX 5050 that still uses GDDR6). They are fabricated by TSMC using a custom 5 nm process dubbed 4N. === Mobile === Laptops featuring GeForce RTX 50 series laptop GPUs were shown at CES 2025. Laptops with RTX 50 series GPUs were paired with Intel's Arrow Lake-HX and AMD's Strix Point and Fire Range CPUs. Nvidia claims that Blackwell architecture's new Max-Q features can increase battery life by up to 40% over GeForce 40 series laptops. For example, Advanced Power Gating saves power by turning off areas of the GPU that are unused and the paired GDDR7 memory can run in an "ultra" low-voltage state. Initial RTX 50 series laptops will become available in March 2025 starting at $1,299. == Controversies == === 12V-2x6 power connector issue === The 12V-2x6 connector used by multiple 5090 cards faces criticism due to a design flaw that can potentially cause the connector to melt. The flaw primarily affect Nvidia's own RTX 5090 FE and RTX 5080 FE cards and are similar to the failures seen on the RTX 40 series but models by third party OEMs have been affected as well. === Availability and pricing === The releases of the RTX 5090, 5080 and 5070 Ti were marked by severe availability issues and pricing well above MSRP. Pricing became an issue again at the end of 2025 due to an ongoing memory supply shortage. Nvidia has been rumored to cut production of 16GB VRAM cards, affecting the availability of the RTX 5060 Ti 16GB and RTX 5070 Ti SKUs. === 32-bit support removal for CUDA, OpenCL, and GPU PhysX === Support for 32-bit OpenCL, and CUDA applications (and as a result 32-bit GPU-accelerated PhysX), was dropped for the GeForce RTX 50 series, which resulted in several applications encountering performance issues with GPU PhysX options or not being able to run at all, causing negative reactions from numerous gaming communities. On December 4, 2025, with the release of driver version 591.44, 32-bit GPU-accelerated PhysX support was restored for certain games. Support for more games was promised in the future. === Incomplete dies and missing ROPs === The dies of certain RTX 5090/5090D, 5080, and 5070 Ti cards were missing eight render output units (ROPs), resulting in slower graphics while pure compute and AI workloads are unaffected. Nvidia claimed that less than 0.5% of cards are affected and that the "production anomaly" has been rectified. === Black screen issues === Some RTX 5080 and 5090 users reported an issue where the system would boot into a black screen after installing Nvidia drivers. Nvidia confirmed the issue and said that a new driver update would fix it for people who hadn't received a VBIOS update yet. Released on February 27, 2025 Nvidia drivers version 572.60 claim to have fixed the issue. Nvidia has since released multiple hotfix and Game Ready drivers that contain additional fixes for the issue. === Windows driver branch quality and stabilit

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  • Greedy embedding

    Greedy embedding

    In distributed computing and geometric graph theory, greedy embedding is a process of assigning coordinates to the nodes of a telecommunications network in order to allow greedy geographic routing to be used to route messages within the network. Although greedy embedding has been proposed for use in wireless sensor networks, in which the nodes already have positions in physical space, these existing positions may differ from the positions given to them by greedy embedding, which may in some cases be points in a virtual space of a higher dimension, or in a non-Euclidean geometry. In this sense, greedy embedding may be viewed as a form of graph drawing, in which an abstract graph (the communications network) is embedded into a geometric space. The idea of performing geographic routing using coordinates in a virtual space, instead of using physical coordinates, is due to Rao et al. Subsequent developments have shown that every network has a greedy embedding with succinct vertex coordinates in the hyperbolic plane, that certain graphs including the polyhedral graphs have greedy embeddings in the Euclidean plane, and that unit disk graphs have greedy embeddings in Euclidean spaces of moderate dimensions with low stretch factors. == Definitions == In greedy routing, a message from a source node s to a destination node t travels to its destination by a sequence of steps through intermediate nodes, each of which passes the message on to a neighboring node that is closer to t. If the message reaches an intermediate node x that does not have a neighbor closer to t, then it cannot make progress and the greedy routing process fails. A greedy embedding is an embedding of the given graph with the property that a failure of this type is impossible. Thus, it can be characterized as an embedding of the graph with the property that for every two nodes x and t, there exists a neighbor y of x such that d(x,t) > d(y,t), where d denotes the distance in the embedded space. == Graphs with no greedy embedding == Not every graph has a greedy embedding into the Euclidean plane; a simple counterexample is given by the star K1,6, a tree with one internal node and six leaves. Whenever this graph is embedded into the plane, some two of its leaves must form an angle of 60 degrees or less, from which it follows that at least one of these two leaves does not have a neighbor that is closer to the other leaf. In Euclidean spaces of higher dimensions, more graphs may have greedy embeddings; for instance, K1,6 has a greedy embedding into three-dimensional Euclidean space, in which the internal node of the star is at the origin and the leaves are a unit distance away along each coordinate axis. However, for every Euclidean space of fixed dimension, there are graphs that cannot be embedded greedily: whenever the number n is greater than the kissing number of the space, the graph K1,n has no greedy embedding. == Hyperbolic and succinct embeddings == Unlike the case for the Euclidean plane, every network has a greedy embedding into the hyperbolic plane. The original proof of this result, by Robert Kleinberg, required the node positions to be specified with high precision, but subsequently it was shown that, by using a heavy path decomposition of a spanning tree of the network, it is possible to represent each node succinctly, using only a logarithmic number of bits per point. In contrast, there exist graphs that have greedy embeddings in the Euclidean plane, but for which any such embedding requires a polynomial number of bits for the Cartesian coordinates of each point. == Special classes of graphs == === Trees === The class of trees that admit greedy embeddings into the Euclidean plane has been completely characterized, and a greedy embedding of a tree can be found in linear time when it exists. For more general graphs, some greedy embedding algorithms such as the one by Kleinberg start by finding a spanning tree of the given graph, and then construct a greedy embedding of the spanning tree. The result is necessarily also a greedy embedding of the whole graph. However, there exist graphs that have a greedy embedding in the Euclidean plane but for which no spanning tree has a greedy embedding. === Planar graphs === Papadimitriou & Ratajczak (2005) conjectured that every polyhedral graph (a 3-vertex-connected planar graph, or equivalently by Steinitz's theorem the graph of a convex polyhedron) has a greedy embedding into the Euclidean plane. By exploiting the properties of cactus graphs, Leighton & Moitra (2010) proved the conjecture; the greedy embeddings of these graphs can be defined succinctly, with logarithmically many bits per coordinate. However, the greedy embeddings constructed according to this proof are not necessarily planar embeddings, as they may include crossings between pairs of edges. For maximal planar graphs, in which every face is a triangle, a greedy planar embedding can be found by applying the Knaster–Kuratowski–Mazurkiewicz lemma to a weighted version of a straight-line embedding algorithm of Schnyder. The strong Papadimitriou–Ratajczak conjecture, that every polyhedral graph has a planar greedy embedding in which all faces are convex, remains unproven. === Unit disk graphs === The wireless sensor networks that are the target of greedy embedding algorithms are frequently modeled as unit disk graphs, graphs in which each node is represented as a unit disk and each edge corresponds to a pair of disks with nonempty intersection. For this special class of graphs, it is possible to find succinct greedy embeddings into a Euclidean space of polylogarithmic dimension, with the additional property that distances in the graph are accurately approximated by distances in the embedding, so that the paths followed by greedy routing are short.

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  • Acousto-electronics

    Acousto-electronics

    Acousto-electronics (also spelled 'Acoustoelectronics') is a branch of physics, acoustics and electronics that studies interactions of ultrasonic and hypersonic waves in solids with electrons and with electro-magnetic fields. Typical phenomena studied in acousto-electronics are acousto-electric effect and also amplification of acoustic waves by flows of electrons in piezoelectric semiconductors, when the drift velocity of the electrons exceeds the velocity of sound. The term 'acousto-electronics' is often understood in a wider sense to include numerous practical applications of the interactions of electro-magnetic fields with acoustic waves in solids. In particular, these are signal processing devices using surface acoustic waves (SAW), different sensors of temperature, pressure, humidity, acceleration, etc.

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  • The Triple Revolution

    The Triple Revolution

    "The Triple Revolution" was an open memorandum sent to U.S. President Lyndon B. Johnson and other government figures on March 22, 1964. It concerned three megatrends of the time: increasing use of automation, the nuclear arms race, and advancements in human rights. Drafted under the auspices of the Center for the Study of Democratic Institutions, it was signed by an array of noted social activists, professors, and technologists who identified themselves as the Ad Hoc Committee on the Triple Revolution. The chief initiator of the proposal was W. H. "Ping" Ferry, at that time a vice-president of CSDI, basing it in large part on the ideas of the futurist Robert Theobald. == Overview == The statement identified three revolutions underway in the world: the cybernation revolution of increasing automation; the weaponry revolution of mutually assured destruction; and the human rights revolution. It discussed primarily the cybernation revolution. The committee claimed that machines would usher in "a system of almost unlimited productive capacity" while continually reducing the number of manual laborers needed, and increasing the skill needed to work, thereby producing increasing levels of unemployment. It proposed that the government should ease this transformation through large-scale public works, low-cost housing, public transit, electrical power development, income redistribution, union representation for the unemployed, and government restraint on technology deployment. == Legacy == Martin Luther King Jr.'s final Sunday sermon, delivered six days before his April 1968 assassination, explicitly references the thesis of "The Triple Revolution": There can be no gainsaying of the fact that a great revolution is taking place in the world today. In a sense it is a triple revolution: that is, a technological revolution, with the impact of automation and cybernation; then there is a revolution in weaponry, with the emergence of atomic and nuclear weapons of warfare; then there is a human rights revolution, with the freedom explosion that is taking place all over the world. Yes, we do live in a period where changes are taking place. And there is still the voice crying through the vista of time saying, "Behold, I make all things new; former things are passed away." In Harlan Ellison's 1967 anthology Dangerous Visions, Philip José Farmer's story "Riders of the Purple Wage" uses the Triple Revolution document as the premise of a future society, in which the "purple wage" of the title is a guaranteed income dole on which most of the population lives. At the 1968 World Science Fiction Convention in San Francisco, Farmer delivered a lengthy Guest of Honor speech in which he called for the founding of a grassroots activist organization called REAP which would work for implementation of the Ad Hoc Committee's recommendations. Looking back on the proposal in his 2008 book, Daniel Bell wrote: "the cybernetic revolution quickly proved to be illusory. There were no spectacular jumps in productivity. ... Cybernation had proved to be one more instance of the penchant for overdramatizing a momentary innovation and blowing it up far out of proportion to its actuality. ... The image of a completely automated production economy—with an endless capacity to turn out goods—was simply a social-science fiction of the early 1960s. Paradoxically, the vision of Utopia was suddenly replaced by the spectre of Doomsday. In place of the early-sixties theme of endless plenty, the picture by the end of the decade was one of a fragile planet of limited resources whose finite stocks were being rapidly depleted, and whose wastes from soaring industrial production were polluting the air and waters." In his 2015 book Rise of the Robots, Martin Ford claims The Triple Revolution's predictions of steady decline in future employment were not wrong, but rather premature. He cites "Seven Deadly Trends" that began in the 1970s-1980s and by the mid-2010s appeared set to continue: Stagnation in real wages Decline in labor's share of national income in many countries (breakdown of Bowley's law), while corporate profits increased Declining labor force participation Diminishing job creation, lengthening jobless recoveries, and soaring long-term unemployment Rising inequality Declining incomes, and underemployment for recent college graduates Polarization and part-time jobs (middle-class jobs are disappearing, to be replaced by a small number of high-paying jobs and large number of low-paying jobs) According to Ford, the 1960s were part of what in retrospect seems like a golden age for labor in the United States, when productivity and wages rose together in near lockstep, and unemployment was low. But after about 1980, wages began stagnating while productivity continued to rise. Labor's share of the economic output began to decline. Ford describes the role that automation and information technology play in these trends, and how new technologies including narrow AI threaten to destroy jobs faster than displaced workers can be retrained for new jobs, before automation takes the new jobs as well. This includes many job categories, such as in transportation, that were never threatened by automation before. According to a 2013 study, about 47% of US jobs are susceptible to automation. == Signatories ==

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  • Digital cassettes

    Digital cassettes

    Digital audio cassette formats introduced to the professional audio and consumer markets: Digital Audio Tape (or DAT) is the most well-known, and had some success as an audio storage format among professionals and "prosumers" before the prices of hard drive and solid-state flash memory-based digital recording devices dropped in the late 1990s. Hard-drive recording has mostly made DAT obsolete, as hard disk recorders offer more editing versatility than tape, and easier importation into digital audio workstations (DAWs) and non-linear video editing (NLE) systems. Digital Compact Cassette was intended as a digital replacement for the mass-market analog cassette tape, but received very little attention or adaptation. Its failure is generally attributed to higher production costs than audio CDs, durability and indifferent reception by consumers. Digital video cassettes include: Betacam IMX (Sony) D-VHS (JVC) D1 (Sony) D2 (Sony) D3 D5 HD Digital-S D9 (JVC) Digital Betacam (Sony) Digital8 (Sony) DV HDV ProHD (JVC) MiniDV MicroMV == Analog cassettes used as digital data storage == Historically, the compact audio cassette which was originally designed for analog storage of music was used as an alternative to disk drives in the late 1970s and early 1980s to provide data storage for home computers. There is a number of unique and incompatible cassette tape data storage formats that all use the same analog compact audio cassette tape media. The ADAT system uses Super VHS tapes to record 8 synchronized digital audiotracks at once. There have also been several audio recording systems that used VHS video recorders as storage devices and video tape transports, generally by encoding the digital data to be recorded into an analog composite video signal (which resembles static) and then recording this to magnetic tape. These systems were often used as "mixdown" recorders, to record the finished mix from a multi-track recorder in preparation for the manufacture of a vinyl record, cassette tape, or CD. An example was the Dbx Model 700. Another example is the Sony PCM adaptor series. Several companies sold VHS backup solutions in the 1980s and 1990s where data was converted to a video image which was then saved onto a VHS tape. the Corvus "Mirror" ( U.S. patent 4380047A ) the Metrum Model 64 on S-VHS tape, the Danmere Backer tape backup system, the Alpha Microsystems Videotrax the Legacy Storage Systems International VAST (Variable Array Storage) the ArVid the Video Backup System Amiga, The S2 VLBI system at three NASA Deep Space Network complexes and over 20 other radio telescopes stores digital data on SVHS tapes.

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  • Verge3D

    Verge3D

    Verge3D is a real-time renderer and a toolkit used for creating interactive 3D experiences running on websites. == Overview == Verge3D enables users to convert content from 3D modelling tools (Blender, 3ds Max, and Maya are currently supported) to view in a web browser. Verge3D was created by the same core group of software engineers that previously created the Blend4Web framework. == Features == Verge3D uses WebGL for rendering. It incorporates components of the Three.js library and exposes its API to application developers. Puzzles Application functionality can be added via JavaScript, either by writing code directly or by using Puzzles, Verge3D’s visual programming environment based on Google Blockly. Puzzles is aimed primarily at non-programmers allowing quick creation of interactive scenarios in a drag-and-drop fashion. App Manager and web publishing App Manager is a lightweight web-based tool for creating, managing and publishing Verge3D projects, running on top of the local development server. Verge3D Network service integrated in the App Manager allows for publishing Verge3D applications via Amazon S3 and EC2 cloud services. PBR For purposes of authoring materials, a glTF 2.0-compliant physically based rendering pipeline is offered alongside the standard shader-based approach. PBR textures can be authored using external texturing software such as Substance Painter for which Verge3D offers the corresponding export preset. Besides the glTF 2.0 model, Verge3D supports physical materials of 3ds Max and Maya (with Autodesk Arnold as reference), and Blender's real-time Eevee materials. glTF and DCC software integration Verge3D integrates directly with Blender, 3ds Max, and Maya, enabling users to create 3D geometry, materials, and animations inside the software, then export them in the JSON-based glTF format. The Sneak Peek feature allows for exporting and viewing scenes from the DCC tool environment. Facebook 3D posts For Facebook publishing, Verge3D offers a specific GLB export option. The exported GLB files are displayed and can be opened in the App Manager. Asset compression Exported files can optionally use LZMA compression, resulting in a reduction in file size of up to 6x. UI and website layouts Interface layouts, created using external WYSIWYG editors, can be linked with Puzzles to trigger changes to a 3D scene being rendered in the browser and vice versa. Animation Verge3D supports skeletal animation, including animation of bipeds and character rigs, and allows for animation of material parameters. Model parts can also be set up to be dragged by the user. Physics The physics module can be linked separately to enable collision detection, dynamically moving objects, support for characters and vehicles, springs, ropes and cloth simulation. As of version 2.11, simple physics simulations can be created and controlled without coding via Puzzles, the visual programming system used by Verge3D. AR/VR The 2.10 update added support for WebXR, an in-development open technology designed to enable virtual reality and augmented reality experiences to be displayed in web browsers. It works with both headsets with controllers, like the HTC Vive and Oculus Rift, and those without, like Google Cardboard. AR/VR experiences can enabled via Puzzles or JavaScript. == Workflow == Verge3D's workflow differs substantially from other mainstream WebGL frameworks. Development of a new Verge3D application is usually started from modeling, texturing and animating 3D objects. The models are assembled in the 3D authoring tool. The scene file is then used as a basis for a Verge3D project initialized from the App Manager. An interactive scenario is optionally added using the Puzzles editor. A Verge3D application can be previewed in the web browser at any development stage using the App Manager. The finished web application can be deployed on the Verge3D Network, on Facebook or on the user's website. == Notable uses == NASA's Jet Propulsion Laboratory used Verge3D to create an interactive 3D visualization of the Mars InSight lander. The web application allows for exploring and interacting with the real-time model of the spacecraft, with the possibility to move different parts and unfurl the solar panels. NASA's older interactive web application Experience Curiosity was ported to Verge3D from Blend4Web. The application makes it possible to operate the rover, control its cameras and the robotic arm and reproduces some of the prominent events of the Mars Science Laboratory mission. Route 66 Digital's Escape Room used Verge3D and Blender. This interactive short explores how users can navigate 3D spaces and interact with objects without the need for instruction.

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  • Fifth Estate

    Fifth Estate

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

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  • KoalaPad

    KoalaPad

    The KoalaPad is a graphics tablet, released in 1983 by US company Koala Technologies Corporation, for the Apple II, TRS-80 Color Computer (as the TRS-80 Touch Pad), Atari 8-bit computers, Commodore 64, and IBM PC compatibles. Originally designed by Dr. David Thornburg as a low-cost computer drawing tool for schools, the Koala Pad and the bundled drawing program, KoalaPainter, was popular with home users as well. KoalaPainter was called KoalaPaint in some versions for the Apple II, and PC Design for the IBM PC. A program called Graphics Exhibitor was included for creating slideshow presentations from KoalaPainter drawings. == Description == The pad was four inches square (i.e. roughly 10×10 cm) and mounted on a slightly inclined base with the back of the pad higher than the front. At the top, "behind" the pad, were two buttons. The pad hooked into the computer using the analog signals of the joystick ports (the so-called paddle inputs), which meant that it had a low resolution and tended to jostle the cursor if moved during use. As an alternative to the drawing stylus, the pad could as easily be operated by the user's fingers for tasks that demanded less precision, such as selecting between menu items (thus using the pad as a kind of "indirect touch screen"). The top-mounted buttons tended to be somewhat frustrating to use, as the user had to "reach around" the stylus to push the buttons in order to start or stop drawing. A similar tablet from Atari, the Atari CX77 Touch Tablet, addressed this with a built-in button on the stylus, which some enterprising users adapted for use with their KoalaPad. == KoalaPainter == The pad shipped with a simple bitmap graphics editor developed by Audio Light called KoalaPainter, PC Design or Micro Illustrator depending on the target machine (see release history). Although bundled with the pad, KoalaPainter could also be operated using an ordinary digital joystick. One unique feature of the program, for its time, was that it held two pictures in the computer's memory, allowing the user to flip from one to the other—a function commonly used in order to study the differences between an original and a modified picture, and to copy and paste between two different pictures. Some third-party bitmap editors could also be used with the KoalaPad, such as Broderbund's Dazzle Draw for the Apple II. === Release history === KoalaPainter for Commodore 64 (1983) and Atari 8-bit computers (1983) PC Design for the IBM PC (1983) Micro Illustrator for the Apple II (1983), Atari 8-bit computers (1983) and Commodore Plus/4 (1984) KoalaPainter II for Commodore 64 (1984) === Reception === Ahoy! called KoalaPainter "a very powerful and effective color drawing package", and concluded that it and the KoalaPad were "excellent in ease of use, a fine choice for a beginner as well as young children". BYTE's reviewer stated in December 1984 that he made far fewer errors when using an Apple Mouse with MousePaint than with a KoalaPad and its software. He found that MousePaint was easier to use and more efficient, predicting that the mouse would receive more software support than the pad. Cassie Stahl in InfoWorld's Essential Guide to Atari Computers praised the tablet and its documentation, rating it "Excellent" among all categories and stating that "Playing with the KoalaPad becomes addictive. It does everything it claims to, and it does it well". She also liked Micro Illustrator, rating it "Excellent" except for "Good" for Performance. While criticizing the limited erase function, Stahl reported an undocumented feature enabling exporting pictures to other software. === File format === The Commodore 64 version of KoalaPainter used a fairly simple file format corresponding directly to the way bitmapped graphics are handled on the computer: A two-byte load address, followed immediately by 8,000 bytes of raw bitmap data, 1,000 bytes of raw "Video Matrix" data, 1,000 bytes of raw "Color RAM" data, and a one-byte Background Color field. == KoalaWare == Koala Technologies offered more software beyond the bundled KoalaPainter and Graphics Exhibitor for use with the pad. Among these applications, marketed under the moniker KoalaWare (like KoalaPainter itself), was educational software for use with customized keypads and overlays, such as spelling tools, music programs, and mathematics instruction software, as well as software for "translating" graphical designs into Logo programs.

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  • VibeOS

    VibeOS

    VibeOS is an operating system built from scratch entirely by generative artificial intelligence, using code produced through prompts to Claude (vibe coding). It is capable of running on QEMU and was successfully tested on a Raspberry Pi Zero. It has been released under the MIT license. == Features == === Core === Custom kernel with cooperative multitasking (preemptive backup) FAT32 filesystem with long filename support Memory allocator, process scheduler, interrupt handling GIC-400 (QEMU) and BCM2836/BCM2835 (Pi) interrupt controllers Configurable boot (splash screen, boot target) === GUI === Desktop environment with draggable windows Menu bar, dock, window minimize/maximize/close Mouse and keyboard input Modern macOS-inspired aesthetic === Networking === Full TCP/IP stack (Ethernet, ARP, IP, ICMP, UDP, TCP) DNS resolver HTTP client TLS 1.2 with HTTPS support === Apps === Web browser with HTML/CSS rendering Terminal emulator with readline-style shell Text editor (vim clone) with syntax highlighting File manager with drag-and-drop Music player (MP3/WAV) Calculator, system monitor VibeCode IDE Doom port === Development === TCC (Tiny C Compiler) - compile C programs directly on VibeOS MicroPython interpreter with full kernel API bindings 60+ userspace programs (coreutils, games, GUI apps) === Hardware === Runs on Raspberry Pi Zero 2W USB keyboard and mouse via DWC2 driver SD card via EMMC driver 1920×1080 framebuffer == Further projects == There are other independent projects under the VibeOS name, including an independent development by Ben, also developed using vibe coding, aimed at creating a Unix-like operating system for educational purposes. Another project is Vib-OS, an operating system also built using vibe coding, capable of booting on a Raspberry Pi. It offers a desktop environment with a customizable wallpaper, a file manager, and a web browser currently in an early stage of development, a functional Doom port, among other features that are not very polished given the state of development.

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  • Rider Spoke

    Rider Spoke

    Rider Spoke developed by Blast Theory in collaboration with the Mixed Reality Lab was first staged at the Barbican, London in October 2007. Created for cyclists, it combines elements of theatre, performance, game play and state of the art technology. Rider Spoke was built in the IPerG project on the EQUIP architecture. Rider Spoke has since been presented in Athens (2008), Brighton (2008), Budapest (2008), Sydney (2009, Adelaide (2009) and Liverpool (2010).

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  • Robert Abel and Associates

    Robert Abel and Associates

    Robert Abel and Associates (RA&A) was an American pioneering animation production company specializing in television commercials made with computer graphics. Founded by Robert Abel and Con Pederson in 1971, RA&A was especially known for their art direction and won many Clio Awards. Abel and his team created some of the most advanced and impressive computer-animated works of their time, including full ray-traced renders and fluid character animation at a time when such things were largely unknown. A variety of high-profile television advertisements, graphics sequences for motion pictures (including The Andromeda Strain and Tron), and work on laserdisc video games such as Cube Quest, put Abel and his team on the map in the early 1980s. The company was also originally commissioned to create the visual effects for Star Trek: The Motion Picture, but were subsequently taken off the project for mishandling funds. The company was also notable on its work for The Jacksons' 1981 music video "Can You Feel It." RA&A was on the southwest corner of Highland Avenue and Romaine in the heart of Hollywood, California. RA&A closed in 1987 following an ill-fated merger with now-defunct Omnibus Computer Graphics, Inc., a company which had been based in Toronto. Many people who worked at RA&A went on to other ground-breaking projects, including the founding of Wavefront Technologies, Rhythm & Hues and other studios. Many RA&A people went on to win Academy Awards.

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  • Outline of databases

    Outline of databases

    The following is provided as an overview of and topical guide to databases: Database – organized collection of data, today typically in digital form. The data are typically organized to model relevant aspects of reality (for example, the availability of rooms in hotels), in a way that supports processes requiring this information (for example, finding a hotel with vacancies). == What type of things are databases? == Databases can be described as all of the following: Information – sequence of symbols that can be interpreted as a message. Information can be recorded as signs, or transmitted as signals. Data – values of qualitative or quantitative variables, belonging to a set of items. Data in computing (or data processing) are often represented by a combination of items organized in rows and multiple variables organized in columns. Data are typically the results of measurements and can be visualised using graphs or images. Computer data – information in a form suitable for use with a computer. Data is often distinguished from programs. A program is a sequence of instructions that detail a task for the computer to perform. In this sense, data is everything in software that is not program code. == Types of databases == Active database – Database with event driven features Animation database – Database for storing and reusing animation fragments or motion capture data Back-end database – Organized collection of data in computingPages displaying short descriptions of redirect targets Bibliographic database – database of bibliographic records, an organized digital collection of references to published literature, including journal and newspaper articles, conference proceedings, reports, government and legal publications, patents, books, etc. Centralized database – database located and maintained in one location, unlike a distributed database. Cloud database – Database running on a cloud computing platform Collection database – collection catalog of a museum or archive implemented using a computerized database, in which the institution's objects or material are catalogued. Collective Optimization Database – open repository to enable sharing of benchmarks, data sets and optimization cases from the community, provide web services and Plug-in (computing)|plugins to analyze optimization data and predict program transformations or better hardware designs for multi-objective optimizations based on statistical and machine learning techniques provided there is enough information collected in the repository from multiple users. Configuration management database – Database used to store info on hardware and software assets Cooperative database – holds information on customers and their transactions. Current database – conventional database that stores data that is valid now. Directory – repository or database of information which is optimized for reading, under the assumption that data updates are very rare compared to data reads. Commonly, a directory supports search and browsing in addition to simple lookups. Distributed database – database in which storage devices are not all attached to a common CPU. Document-oriented database – computer program designed for storing, retrieving, and managing document-oriented, or Semi-structured model|semi structured data, information. EDA database – database specialized for the purpose of electronic design automation. Endgame tablebase – computerized database that contains precalculated exhaustive analysis of a chess endgame position. Food composition database (FCDB) – provides detailed information on the nutritional composition of foods. Full-text database – database that contains the complete text of books, dissertations, journals, magazines, newspapers or other kinds of textual documents. Also called a "complete-text database". Government database – collects personal information for various reasons (mass surveillance, Schengen Information System in the European Union, social security, statistics, etc.). Graph database – uses graph structures with nodes, edges, and properties to represent and store data. Knowledge base – special kind of database for knowledge management. A knowledge base provides a means for information to be collected, organised, shared, searched and utilised. Mobile database – can be connected to by a mobile computing device over a mobile network. Navigational database – database in which objects (or records) in it are found primarily by following references from other objects. Non-native speech database – speech database of non-native pronunciations of English. Online database – database accessible from a network, including from the Internet. Operational database – accessed by an Operational System to carry out regular operations of an organization. Parallel database – improves performance through parallelization of various operations, such as loading data, building indexes and evaluating queries. Probabilistic database – uncertain database in which the possible worlds have associated probabilities. Real-time database – processing system designed to handle workloads whose state is constantly changing (Buchmann). Relational database – collection of data items organized as a set of formally described tables from which data can be accessed easily. Spatial database – database that is optimized to store and query data that is related to objects in space, including points, lines and polygons. Temporal database – database with built-in time aspects, for example a temporal data model and a temporal version of Structured Query Language (SQL). Time series database – a time series is an associative array of numbers indexed by a datetime or a datetime range. These time series are often called profiles or curves, depending upon the market. A time series of stock prices might be called a price curve, or a time series of energy consumption might be called a load profile. Despite the disparate naming, the operations performed on them are sufficiently common as to demand special database treatment. Triplestore – purpose-built database for the storage and retrieval of triples, a triple being a data entity composed of subject-predicate-object, like "Bob is 35" or "Bob knows Fred". Very large database (VLDB) – contains an extremely high number of tuples (database rows), or occupies an extremely large physical filesystem storage space. Vulnerability database – platform aimed at collecting, maintaining, and disseminating information about discovered vulnerabilities targeting real computer systems. XLDB – Stands for "eXtremely Large Data Base". XML database – data stored in XML format, where it can be queried, exported and serialized into the desired format. == History of databases == History of databases – History of database management systems –: == Database use == Database usage requirements – Database theory – encapsulates a broad range of topics related to the study and research of the theoretical realm of databases and database management systems. Database machine – or is a computer or special hardware that stores and retrieves data from a database. Also called a "back end processor" Database server – computer program that provides database services to other computer programs or computers, as defined by the client-server model. Database application – computer program whose primary purpose is entering and retrieving information from a computer-managed database. Database management system (DBMS) – software package with computer programs that control the creation, maintenance, and use of a database. Database connection – facility in computer science that allows client software to communicate with database server software, whether on the same machine or not. Datasource – name given to the connection set up to a database from a server. The name is commonly used when creating a query to the database. The Database Source Name (DSN) does not have to be the same as the filename for the database. For example, a database file named "friends.mdb" could be set up with a DSN of "school". Then DSN "school" would then be used to refer to the database when performing a query. Data Source Name (DSN) – are data structures used to describe a connection to a data source. Sometimes known as a database source name though data sources are not limited to databases. Database administrator (DBA) – is a person responsible for the installation, configuration, upgrade, administration, monitoring and maintenance of physical databases. Lock – Comparison of database tools – (provides tables for comparing general and technical information for a number of available database administrator tools.) Database-centric architecture – software architectures in which databases play a crucial role. Also called "data-centric architecture". Intelligent database – was put forward as a system that manages information (rather than data) in a way that appears natural to users and which goes beyond simple record keeping. Two-phase locking (2PL) – is a

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  • Timeline of operating systems

    Timeline of operating systems

    This article presents a timeline of events in the history of computer operating systems from 1951 to the current day. For a narrative explaining the overall developments, see the History of operating systems. == 20th Century == == 1940s == 1949 EDSAC was considered the first operating system developed by Maurice Wilkes and manufactured by the University of Cambridge == 1950s == 1951 LEO I 'Lyons Electronic Office' was the commercial development of EDSAC computing platform, supported by British firm J. Lyons and Co. 1953 DYSEAC - an early machine capable of distributing computing 1955 General Motors Operating System made for IBM 701 MIT's Tape Director operating system made for UNIVAC 1103 1956 GM-NAA I/O for IBM 704, based on General Motors Operating System 1957 Atlas Supervisor (Manchester University) (Atlas computer project start) BESYS (Bell Labs), for IBM 704, later IBM 7090 and IBM 7094 1958 University of Michigan Executive System (UMES), for IBM 704, 709, and 7090 1959 SHARE Operating System (SOS), based on GM-NAA I/O == 1960s == 1960 IBSYS (IBM for its 7090 and 7094) 1961 CTSS demonstration (MIT's Compatible Time-Sharing System for the IBM 7094) MCP (Burroughs Master Control Program) for B5000 1962 Atlas Supervisor (Manchester University) (Atlas computer commissioned) BBN Time-Sharing System GCOS (GE's General Comprehensive Operating System, originally GECOS, General Electric Comprehensive Operating Supervisor) 1963 ADMIRAL AN/FSQ-32, another early time-sharing system begun CTSS becomes operational (MIT's Compatible Time-Sharing System for the IBM 7094) JOSS, an interactive time-shared system that did not distinguish between operating system and language Titan Supervisor, early time-sharing system begun 1964 Berkeley Timesharing System (for Scientific Data Systems' SDS 940) Chippewa Operating System (for CDC 6600 supercomputer) Dartmouth Time-Sharing System (Dartmouth College's DTSS for GE computers) EXEC 8 (UNIVAC) KDF9 Timesharing Director (English Electric) – an early, fully hardware secured, fully pre-emptive process switching, multi-programming operating system for KDF9 (originally announced in 1960) OS/360 (IBM's primary OS for its S/360 series) (announced) PDP-6 Monitor (DEC) descendant renamed TOPS-10 in 1970 SCOPE (CDC 3000 series) 1965 BOS/360 (IBM's Basic Operating System) DECsys TOS/360 (IBM's Tape Operating System) Livermore Time Sharing System (LTSS) Multics (MIT, GE, Bell Labs for the GE-645) (announced) Pick operating system SIPROS 66 (Simultaneous Processing Operating System) THE multiprogramming system (Technische Hogeschool Eindhoven) development TSOS (later VMOS) (RCA) 1966 DOS/360 (IBM's Disk Operating System) GEORGE 1 & 2 for ICT 1900 series Mod 1 Mod 2 Mod 8 MS/8 (Richard F. Lary's DEC PDP-8 system) MSOS (Mass Storage Operating System) OS/360 (IBM's primary OS for its S/360 series) PCP and MFT (shipped) RAX Remote Users of Shared Hardware (RUSH), a time-sharing system developed by Allen-Babcock for the IBM 360/50 SODA for Elwro's Odra 1204 Universal Time-Sharing System (XDS Sigma series) 1967 CP-40, predecessor to CP-67 on modified IBM System/360 Model 40 CP-67 (IBM, also known as CP/CMS) Conversational Programming System (CPS), an IBM time-sharing system under OS/360 Michigan Terminal System (MTS) (time-sharing system for the IBM S/360-67 and successors) ITS (MIT's Incompatible Timesharing System for the DEC PDP-6 and PDP-10) OS/360 MVT ORVYL (Stanford University's time-sharing system for the IBM S/360-67) TSS/360 (IBM's Time-sharing System for the S/360-67, never officially released, canceled in 1969 and again in 1971) WAITS (SAIL, Stanford Artificial Intelligence Laboratory, time-sharing system for DEC PDP-6 and PDP-10, later TOPS-10) 1968 Airline Control Program (ACP) (IBM) B1 (NCR Century series) CALL/360, an IBM time-sharing system for System/360 HP Real-Time Executive (HP RTE) – Hewlett-Packard HP Time-Shared BASIC (HP TSB) – Hewlett-Packard (time-sharing system for the HP 2000) THE multiprogramming system (Eindhoven University of Technology) publication TSS/8 (DEC for the PDP-8) VP/CSS 1969 B2 (NCR Century series) B3 (NCR Century series) GEORGE 3 For ICL 1900 series MINIMOP Multics (MIT, GE, Bell Labs for the GE-645 and later the Honeywell 6180) (opened for paying customers in October) RC 4000 Multiprogramming System (RC) TENEX (Bolt, Beranek and Newman for DEC systems, later TOPS-20) Unics (later Unix) (AT&T, initially on DEC computers) Xerox Operating System == 1970s == 1970 DOS-11 (PDP-11) 1971 EMAS Kronos RSTS-11 2A-19 (First released version; PDP-11) RSX-15 OS/8 1972 B4 (NCR Century series) COS-300 Data General RDOS Edos MUSIC/SP OS/4 OS 1100 OS/2000 (Honeywell 2000-series) Operating System/Virtual Storage 1 (OS/VS1) Operating System/Virtual Storage 2 R1 (OS/VS2 SVS) PRIMOS (written in FORTRAN IV, that didn't have pointers, while later versions, around version 18, written in a version of PL/I, called PL/P) Virtual Machine/Basic System Extensions Program Product (BSEPP or VM/SE) Virtual Machine/System Extensions Program Product (SEPP or VM/BSE) Virtual Machine Facility/370 (VM/370), sometimes known as VM/CMS 1973 Эльбрус-1 (Elbrus-1) – Soviet computer – created using high-level language uЭль-76 (AL-76/ALGOL 68) Alto OS CP-V (Control Program V) RSX-11D RT-11 VME – implementation language S3 (ALGOL 68) 1974 ACOS-2 (NEC) ACOS-4 ACOS-6 CP/M DOS-11 V09-20C (Last stable release, June 1974) Hydra – capability-based, multiprocessing OS kernel MONECS Multi-Programming Executive (MPE) – Hewlett-Packard Operating System/Virtual Storage 2 R2 (MVS) OS/7 OS/16 OS/32 Sintran III 1975 BS2000 V2.0 (First released version) COS-350 ISIS NOS (Control Data Corporation) OS/3 (Univac) VS/9 (formerly RCA's TSOS, later named VMOS) Version 6 Unix XVM/DOS XVM/RSX 1976 Cambridge CAP computer – all operating system procedures written in ALGOL 68C, with some closely associated protected procedures in BCPL Cray Operating System DX10 FLEX TOPS-20 TX990/TXDS Tandem Nonstop OS v1 Thoth 1977 1BSD AMOS KERNAL OASIS operating system OS68 OS4000 RMX-80 System 88 (Exec) System Support Program (IBM System/34 and System/36) TRSDOS Virtual Memory System (VMS) V1.0 (Initial commercial release, October 25) VRX (Virtual Resource eXecutive) VS Virtual Memory Operating System 1978 2BSD Apple DOS Control Program Facility (IBM System/38) Cray Time Sharing System (CTSS) DPCX (IBM) DPPX (IBM) HDOS KSOS – secure OS design from Ford Aerospace KVM/370 – security retro-fit of IBM VM/370 Lisp machine (CADR) MVS/System Extensions (MVS/SE) OS4 (Naked Mini 4) PTDOS TRIPOS UCSD p-System (First released version) Z80-RIO 1979 Atari DOS 3BSD CP-6 Idris MP/M MVS/System Extensions R2 (MVS/SE2) NLTSS POS Sinclair BASIC Transaction Processing Facility (TPF) (IBM) UCLA Secure UNIX – an early secure UNIX OS based on security kernel UNIX/32V DOS/VSE Version 7 Unix == 1980s == 1980 86-DOS AOS/VS (Data General) Business Operating System CTOS DOSPLUS (TRS-80) MVS/System Product (MVS/SP) V1 NewDos/80 OS-9 RMX-86 RS-DOS SOS Virtual Machine/System Product (VM/SP) Xenix 1981 Acorn MOS Aegis SR1 (First Apollo/DOMAIN systems shipped on March 27) CP/M-86 DRX (Distributed Resource Executive) iMAX – OS for Intel's iAPX 432 capability machine MCS (Multi-user Control System) MS-DOS PC DOS Pilot (Xerox Star operating system) UNOS UTS V VERSAdos VRTX VSOS (Virtual Storage Operating System) Xinu first release 1982 Commodore DOS LDOS (By Logical Systems, Inc. – for the Radio Shack TRS-80 Models I, II & III) PCOS (Olivetti M20) pSOS QNX Stratus VOS Sun UNIX (later SunOS) 0.7 Ultrix Unix System III VAXELN 1983 Coherent DNIX EOS GNU (project start) Lisa Office System 7/7 LOCUS – UNIX compatible, high reliability, distributed OS MVS/System Product V2 (MVS/Extended Architecture, MVS/XA) Novell NetWare (S-Net) PERPOS ProDOS RTU (Real-Time Unix) STOP – TCSEC A1-class, secure OS for SCOMP hardware SunOS 1.0 VSE/System Package (VSE/SP) Version 1 1984 AMSDOS CTIX (Unix variant) DYNIX Mac OS (System 1.0) MSX-DOS NOS/VE PANOS PC/IX ROS Sinclair QDOS SINIX UNICOS Venix 2.0 Virtual Machine/Extended Architecture Migration Assistance (VM/XA MA) 1985 AmigaOS Atari TOS DG/UX DOS Plus Graphics Environment Manager Harmony MacOS 2 MIPS RISC/os Oberon – written in Oberon SunOS 2.0 Version 8 Unix Virtual Machine/Extended Architecture System Facility (VM/XA SF) Windows 1.0 Windows 1.01 Xenix 2.0 1986 AIX 1.0 Cronus distributed OS FlexOS GEMSOS – TCSEC A1-class, secure kernel for BLACKER VPN & GTNP GEOS Genera 7.0 HP-UX MacOS 3 SunOS 3.0 TR-DOS TRIX Version 9 Unix 1987 Arthur (much improved version came in 1989 under the name RISC OS) BS2000 V9.0 IRIX (3.0 is first SGI version) MacOS 4 MacOS 5 MDOS MINIX 1.0 OS/2 (1.0) PC-MOS/386 Topaz – semi-distributed OS for DEC Firefly workstation written in Modula-2+ and garbage collected VxWorks Windows 2.0 1988 A/UX (Apple Computer) AOS/VS II (Data General) CP/M rebranded as DR-DOS Flex machine – tagged, capability machine with OS and other software written

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  • Texas House Bill 20

    Texas House Bill 20

    An Act Relating to censorship of or certain other interference with digital expression, including expression on social media platforms or through electronic mail messages, also known as Texas House Bill 20 (HB20), is a Texas anti-deplatforming law enacted on September 9, 2021. It prohibits large social media platforms from removing, moderating, or labeling posts made by users in the state of Texas based on their "viewpoints", unless considered illegal under federal law or otherwise falling into exempted categories. It also requires them to make various public disclosures relating to their business practices (including the impact of algorithmic and moderation decisions on the content that is delivered to users). The bill is part of a wider array of Republican-backed legislation seeking to prohibit the censorship of political speech, based on allegations that the moderation policies of large social media platforms are not politically neutral. It has been challenged in NetChoice, LLC v. Paxton, and is currently the subject of a circuit split between the Fifth Circuit, and a decision by the Eleventh Circuit that struck down a similar bill in the state of Florida. In September 2023, the U.S. Supreme Court agreed to hear NetChoice v. Paxton jointly with NetChoice v. Moody on questions of whether the Florida and Texas state laws are in compliance with the 1st Amendment. == Content == The law applies to "social media platforms" that serve users in the state of Texas, and have more than 50 million monthly active users in the United States. They are defined as any public internet website or application that allows users to "communicate with other users for the primary purpose of posting information, comments, messages, or images", excluding internet service providers, electronic mail, and services where communication features are "incidental to, directly related to, or dependent on" content that is pre-selected by the operator. In the bill, to "censor" is defined as to "block, ban, remove, deplatform, demonetize, de-boost, restrict, deny equal access or visibility to, or otherwise discriminate against" expression. The law prohibits social media platforms from "censoring on the basis of user viewpoint, user expression, or the ability of a user to receive the expression of others", or on the basis of a user's geographic location in Texas. This includes removal or labeling posts with warnings and disclaimers. Social media platforms may only censor content if it is unlawful, they are "specifically authorized" to do so by federal law, based on requests from "an organization with the purpose of preventing the sexual exploitation of children or protecting survivors of sexual abuse from ongoing harassment", or "directly incites" criminal activity or contains threats of violence against persons based on protected categories. It is disputed over whether this provision is actually enforceable, as it may be preempted by Section 230 of the Communications Decency Act (which states that the operators of interactive computer services are not responsible for the actions of their users). Social media platforms must make public disclosures regarding the algorithmic techniques and moderation polices that are used to determine the content provided to users, must publish a compliant acceptable use policy (AUP), and must publish a biannual transparency report containing specific details on all actions made by the service regarding the moderation of users and content. The law also prohibits email providers from "intentionally imped[ing] the transmission of another person's electronic mail message based on the content." == Legislative history == Texas Governor Greg Abbott signed the bill into law on September 9, 2021. Democrat-proposed amendments excluding Holocaust denial, terrorism content, and vaccine misinformation from the bill were rejected. Following a suit by the industry groups Computer & Communications Industry Association (CCIA) and NetChoice, NetChoice, LLC v. Paxton, the bill was blocked by U.S. District Judge Robert Pitman in December 2021, on First Amendment grounds. Texas appealed to the United States Court of Appeals for the Fifth Circuit. Judges Edith Jones, Andrew Oldham, and Leslie H. Southwick, lifted the injunction on May 11, 2022, but the decision was appealed to the Supreme Court which suspended the bill pending a full review in the Fifth Circuit. On September 16, 2022, the Fifth Circuit reversed the injunction, allowing the bill to take effect; Judge Oldham stated that the bill "chills censorship" and "does not chill speech", and accused the plaintiffs of "attempt[ing] to extract a freewheeling censorship right from the Constitution's free speech guarantee. The Platforms are not newspapers. Their censorship is not speech." Southwick dissented, stating that "we are in a new arena, a very extensive one, for speakers and for those who would moderate their speech. None of the precedents fit seamlessly." The CCIA and NetChoice requested a stay on the ruling and that the case be taken to the Supreme Court, arguing that the reversal conflicts with an Eleventh Circuit decision in NetChoice v. Moody which struck down a similar anti-moderation bill imposed by the state of Florida. On October 12, 2022, the Fifth Circuit granted the stay.

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