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  • Digital image processing

    Digital image processing

    Digital image processing is the use of a digital computer to process digital images through an algorithm. As a subcategory or field of digital signal processing, digital image processing has many advantages over analog image processing. It allows a much wider range of algorithms to be applied to the input data and can avoid problems such as the build-up of noise and distortion during processing. Since images are defined over two dimensions (perhaps more), digital image processing may be modeled in the form of multidimensional systems. The generation and development of digital image processing are mainly affected by three factors: first, the development of computers; second, the development of mathematics (especially the creation and improvement of discrete mathematics theory); and third, the demand for a wide range of applications in environment, agriculture, military, industry and medical science has increased. == History == Many of the techniques of digital image processing, or digital picture processing as it often was called, were developed in the 1960s, at Bell Laboratories, the Jet Propulsion Laboratory, Massachusetts Institute of Technology, University of Maryland, and a few other research facilities, with application to satellite imagery, wire-photo standards conversion, medical imaging, videophone, character recognition, and photograph enhancement. The purpose of early image processing was to improve the quality of the image. In image processing, the input is a low-quality image, and the output is an image with improved quality. Common image processing includes image enhancement, restoration, encoding, and compression. The first successful application was the American Jet Propulsion Laboratory (JPL). They used image processing techniques such as geometric correction, gradation transformation, noise removal, etc. on the thousands of lunar photos sent back by the Space Detector Ranger 7 in 1964, taking into account the position of the Sun and the environment of the Moon. The impact of the successful mapping of the Moon's surface map by the computer has been a success. Later, more complex image processing was performed on the nearly 100,000 photos sent back by the spacecraft, so that the topographic map, color map and panoramic mosaic of the Moon were obtained, which achieved extraordinary results and laid a solid foundation for human landing on the Moon. The cost of processing was fairly high, however, with the computing equipment of that era. That changed in the 1970s, when digital image processing proliferated as cheaper computers and dedicated hardware became available. This led to images being processed in real-time, for some dedicated problems such as television standards conversion. As general-purpose computers became faster, they started to take over the role of dedicated hardware for all but the most specialized and computer-intensive operations. With the fast computers and signal processors available in the 2000s, digital image processing has become the most common form of image processing, and is generally used because it is not only the most versatile method, but also the cheapest. === Image sensors === The basis for modern image sensors is metal–oxide–semiconductor (MOS) technology, invented at Bell Labs between 1955 and 1960, This led to the development of digital semiconductor image sensors, including the charge-coupled device (CCD) and later the CMOS sensor. The charge-coupled device was invented by Willard S. Boyle and George E. Smith at Bell Labs in 1969. While researching MOS technology, they realized that an electric charge was the analogy of the magnetic bubble and that it could be stored on a tiny MOS capacitor. As it was fairly straightforward to fabricate a series of MOS capacitors in a row, they connected a suitable voltage to them so that the charge could be stepped along from one to the next. The CCD is a semiconductor circuit that was later used in the first digital video cameras for television broadcasting. The NMOS active-pixel sensor (APS) was invented by Olympus in Japan during the mid-1980s. This was enabled by advances in MOS semiconductor device fabrication, with MOSFET scaling reaching smaller micron and then sub-micron levels. The NMOS APS was fabricated by Tsutomu Nakamura's team at Olympus in 1985. The CMOS active-pixel sensor (CMOS sensor) was later developed by Eric Fossum's team at the NASA Jet Propulsion Laboratory in 1993. By 2007, sales of CMOS sensors had surpassed CCD sensors. MOS image sensors are widely used in optical mouse technology. The first optical mouse, invented by Richard F. Lyon at Xerox in 1980, used a 5 μm NMOS integrated circuit sensor chip. Since the first commercial optical mouse, the IntelliMouse introduced in 1999, most optical mouse devices use CMOS sensors. === Image compression === An important development in digital image compression technology was the discrete cosine transform (DCT), a lossy compression technique first proposed by Nasir Ahmed in 1972. DCT compression became the basis for JPEG, which was introduced by the Joint Photographic Experts Group in 1992. JPEG compresses images down to much smaller file sizes, and has become the most widely used image file format on the Internet. Its highly efficient DCT compression algorithm was largely responsible for the wide proliferation of digital images and digital photos, with several billion JPEG images produced every day as of 2015. Medical imaging techniques produce very large amounts of data, especially from CT, MRI and PET modalities. As a result, storage and communications of electronic image data are prohibitive without the use of compression. JPEG 2000 image compression is used by the DICOM standard for storage and transmission of medical images. The cost and feasibility of accessing large image data sets over low or various bandwidths are further addressed by use of another DICOM standard, called JPIP, to enable efficient streaming of the JPEG 2000 compressed image data. === Digital signal processor (DSP) === Electronic signal processing was revolutionized by the wide adoption of MOS technology in the 1970s. MOS integrated circuit technology was the basis for the first single-chip microprocessors and microcontrollers in the early 1970s, and then the first single-chip digital signal processor (DSP) chips in the late 1970s. DSP chips have since been widely used in digital image processing. The discrete cosine transform (DCT) image compression algorithm has been widely implemented in DSP chips, with many companies developing DSP chips based on DCT technology. DCTs are widely used for encoding, decoding, video coding, audio coding, multiplexing, control signals, signaling, analog-to-digital conversion, formatting luminance and color differences, and color formats such as YUV444 and YUV411. DCTs are also used for encoding operations such as motion estimation, motion compensation, inter-frame prediction, quantization, perceptual weighting, entropy encoding, variable encoding, and motion vectors, and decoding operations such as the inverse operation between different color formats (YIQ, YUV and RGB) for display purposes. DCTs are also commonly used for high-definition television (HDTV) encoder/decoder chips. == Tasks == Digital image processing allows the use of much more complex algorithms, and hence, can offer both more sophisticated performance at simple tasks, and the implementation of methods which would be impossible by analogue means. In particular, digital image processing is a concrete application of, and a practical technology based on: Classification Feature extraction Multi-scale signal analysis Pattern recognition Projection Some techniques that are used in digital image processing include: Anisotropic diffusion Hidden Markov models Image editing Image restoration Independent component analysis Linear filtering Neural networks Partial differential equations Pixelation Point feature matching Principal components analysis Self-organizing maps Wavelets == Digital image transformations == === Filtering === Digital filters are used to blur and sharpen digital images. Filtering can be performed by: convolution with specifically designed kernels (filter array) in the spatial domain masking specific frequency regions in the frequency (Fourier) domain The following examples show both methods: ==== Image padding in Fourier domain filtering ==== Images are typically padded before being transformed to the Fourier space, the highpass filtered images below illustrate the consequences of different padding techniques: Notice that the highpass filter shows extra edges when zero padded compared to the repeated edge padding. ==== Filtering code examples ==== MATLAB example for spatial domain highpass filtering. === Affine transformations === Affine transformations enable basic image transformations including scale, rotate, translate, mirror and shear as is shown in the following examples: To apply the affine

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  • Open Mashup Alliance

    Open Mashup Alliance

    The Open Mashup Alliance (OMA) is a non-profit consortium that promotes the adoption of mashup solutions in the enterprise through the evolution of enterprise mashup standards like EMML. The initial members of the OMA include some large technology companies such as Adobe Systems, Hewlett-Packard, and Intel and some major technology users such as Bank of America and Capgemini. According to Dion Hinchcliffe, "Ultimately, the OMA creates a standardized approach to enterprise mashups that creates an open and vibrant market for competing runtimes, mashups, and an array of important aftermarket services such as development/testing tools, management and administration appliances, governance frameworks, education, professional services, and so on." == Specification development == The initial focus of the OMA is developing EMML, which is a declarative mashup domain-specific language (DSL) aimed at creating enterprise mashups. The EMML language provides a comprehensive set of high-level mashup-domain vocabulary to consume and mash a variety of web data sources. EMML provides a uniform syntax to invoke heterogeneous service styles: REST, WSDL, RSS/ATOM, RDBMS, and POJO. EMML also provides the ability to mix and match diverse data formats: XML, JSON, JDBC, JavaObjects, and primitive types. The OMA website provides the EMML specification, the EMML schema, a reference runtime implementation capable of running EMML scripts, sample EMML mashup scripts, and technical documentation. The OMA is developing EMML under a Creative Commons Attribution No Derivatives license. The eventual objective of the OMA is to submit the EMML specification and any other OMA specifications to a recognized industry standards body.

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  • Awwwards

    Awwwards

    Awwwards (Awwwards Online SL) is an organization that hosts web design competitions and conferences across Europe and the United States. Website owners and developers can participate by submitting their websites for review. Submissions are assessed by a jury, and top entries are presented and awarded prizes on a rotational basis. == Nomination process == Web designers submit their websites through Awwwards' platform for consideration for the Site of the Day. A jury, composed of industry professionals, and the Awwwards community evaluate the entries. The best daily sites are published annually in "The 365 Best Websites Around the World" book. == Jury == The jury consists of international designers, developers, and agencies who assess the creativity, technical skills, and insight of the submitted web projects. The panel's expertise ensures a comprehensive review process. === Developer Award === Awwwards, in partnership with Microsoft, created the Developer Award to recognize web developers who demonstrate excellence in creating websites that meet modern standards. The award highlights websites that work seamlessly across various platforms and devices, using best practices in HTML5, JavaScript, and CSS. == Annual winners == Some prominent Site of the Year winners include Mercedes-Benz, Bloomberg L.P., Bose Corporation, Warner Brothers, Volkswagen, Uber, and Google. == Awwwards conference == Awwwards also organizes two-day conferences featuring speakers from major tech companies and industry leaders such as Microsoft, Google, Spotify, Adobe, Opera, and Smashing Magazine. These events focus on the latest trends in web design and development. Speakers at Awwwards conferences have included notable figures in the design and technology industry such as Stefan Sagmeister, Paula Scher, and design leaders from companies including Wix. == Corporate affairs == === Platform === Awwwards operates an online platform where web designers and developers submit websites for evaluation and awards. Submitted projects are reviewed by a jury based on design, usability, creativity, and content. The platform also serves as a community hub for discovering digital trends, showcasing work, and accessing educational resources including talks and interviews. Design professionals from international companies have participated in Awwwards events and platform content. For example, Wix, a cloud-based web development company known for its website builder tools, has featured prominently in Awwwards conferences, with its design leadership contributing to discussions on design trends and creative thinking.

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  • Digital classics

    Digital classics

    Digital classics is the application of the tools of digital humanities to the field of classics, or more broadly to the study of the ancient world. == History == Classics was one of the first of the humanities disciplines to adopt computing approaches; the first references to the use of computing in the classical humanities date to the early 1960s, which might be surprising considering the reputation of the discipline as old-fashioned and stuffily traditionalist. Major projects such as the Thesaurus Linguae Graecae, founded in 1972, and the text collections of the Packard Humanities Institute set the trend, and there are still a significantly large number of ancient world projects among Humanities Computing projects today. Also, the success of traditional scholarly publications in digital guises, such as seen in the Bryn Mawr Classical Review, and the early adoption of hypertext in high profile projects like the Perseus Digital Library helped to legitimize computing in the study of classics in ways that has not always been the case in other areas of the humanities. This apparent paradox may be as a result of the many methodologies and different sources of evidence that classicists have always had to embrace, from literary sources and linguistics, to art history and archaeology, history, philosophy, religious theory, ancient documents such as inscriptions and papyri, and so forth. The fragmentary nature of many of the texts and languages of the ancient world, the scattered evidence from the material culture of ancient Greece and Rome, and the necessity to evaluate all these varieties of evidence in context are particularly likely to benefit from digital approaches such as databases, text markup, image manipulation and machine learning. == Digital classics projects == There are currently several major projects that aim to encourage and develop digital approaches to classical scholarship. The Stoa Consortium at the University of Kentucky distributes news of the discipline, and serves as a peer-reviewed electronic publication venue, and encourages open source approaches to digital classics. The Perseus Project is a digital library that also provides a collection of digital texts and analysis tools to the public; principally (but not exclusively) classical. Digital Classicist is another project and community which shares information and advice about the digital humanities applied to the field of classics. Epigraphy.info is an international open community pursuing a collaborative environment for digital epigraphy. The Liverpool Classics Mailing List is a project which can be subscribed to in which one receives email regarding Classics events around the world, as well as call for papers, studentships and public lectures.

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  • VEX Robotics

    VEX Robotics

    VEX Robotics is one of the main robotics programs for elementary through university students, and a subset of Innovation First International. The VEX Robotics competitions and programs were overseen by the Robotics Education & Competition Foundation (RECF), until May 2026 when VEX split from the foundation. VEX Robotics Competition was named the largest robotics competition in the world by Guinness World Records. There are four leagues of VEX Robotics competitions designed for different age groups and skill levels: VEX V5 Robotics Competition (previously VEX EDR, VRC) is for middle and high school students, and is the largest competition out of the four. VEX Robotics teams have an opportunity to compete annually in the VEX V5 Robotics Competition (V5RC). VEX IQ Robotics Competition is for elementary and middle school students. VEX IQ robotics teams have an opportunity to compete annually in the VEX IQ Robotics Competition (VIQRC). VEX AI is a 'spinoff' of VEX U, for high school and college level students. The competition features no driver control periods, hence the name 'VEX AI'. VEX AI robotics teams have an opportunity to compete in the VEX AI Competition (VAIC). VEX U is a robotics competition for college and university students. The game is similar to V5RC, but traditionally with separate, more relaxed rules on the construction of their robots. In each of the four leagues, students are given a new challenge annually and must design, build, program, and drive a robot to complete the challenge as best they can. The robotics teams that consistently display exceptional mastery in all of these areas will eventually progress to the VEX Robotics World Championship. The description and rules for the season's competition are released during the world championship of the previous season. From 2021 to 2025, the VEX Robotics World Championship was held in Dallas, Texas each year in mid-April or mid-May, depending on which league the teams are competing in. St. Louis, Missouri will host the event in 2026 and 2027. == VEX V5 == VEX V5 is a STEM learning system designed by VEX Robotics and the REC Foundation to help middle and high school students develop problem-solving and computational thinking skills. It was introduced at the VEX Robotics World Championship in April 2019 as a replacement for a previous system called VEX EDR (VEX Cortex). The program utilizes the VEX V5 Construction and Control System as a standardized hardware, firmware, and software compatibility platform. Robotics teams and clubs can use the VEX V5 system to build robots to compete in the annual VEX V5 Robotics Competition. === Construction and Control System === The VEX V5 Construction and Control System is a metal-based robotics platform with machinable, bolt-together pieces that can be used to construct custom robotic mechanisms. The robot is controlled by a programmable processor known as the VEX V5 Brain. The Brain is equipped with a color LCD touchscreen, 21 hardware ports, an SD card port, a battery port, 8 legacy sensor ports, and a micro-USB programming port. Usage with a VEX V5 Radio enables wireless driving and wireless programming of the brain via the VEX V5 Controller. The controller allows wireless user input to the robot brain, and two controllers can be daisy-chained if necessary. Each controller has two hardware ports, a micro-USB port, two 2-axis joysticks, a monochrome LCD, and twelve buttons. The controller's LCD can be written wirelessly from the robot, providing users with configurable feedback from the robot brain. The VEX V5 Motors connect to the brain via the hardware ports and are equipped with an internal optical shaft encoder to provide feedback on the rotational status of the motor. The motor's speed is programmable but may also be altered by exchanging the internal gear cartridge with one of three cartridges of different gear ratios. The three cartridges are 100 rpm, 200 rpm, and 600 rpm. === VEXcode V5 === VEXcode V5 is a Scratch-based coding environment designed by VEX Robotics for programming VEX Robotics hardware, such as the VEX V5 Brain. The block-style interface makes programming simple for elementary through high-school students. VEXcode is consistent across VEX 123, GO, IQ, and V5 and can be used to program the devices from each. VEXcode allows the block programs to be viewed as equivalent C++ or programs to help more advanced students transition from blocks to text. This also allows easy interconversion between text-based and block-based programming. VEXcode also lets students code in C++, which gives the opportunity to learn basic C++, but to collect data from sensors or to move the drivetrain, VEX uses a header file. === PROS === PROS is a C/C++ programming environment for VEX V5 hardware maintained by students of Purdue University through Purdue ACM SIGBots. It provides a more bare-bones environment for more knowledgeable students that allows for an industry-applicable experience. It has a more robust API that allows for more precise control of the hardware for competition-level uses in VRC/VEX U. It is based on FreeRTOS. == VEX V5 Robotics Competition == VEX V5 Robotics Competition (V5RC) is a robotics competition for registered middle and high school teams that utilize the VEX V5 Construction and Control System. In this competition, teams design, cad, build, and program robots to compete at tournaments. At tournaments, teams participate in qualifying matches where two randomly chosen alliances of two teams each compete for the highest team ranking. Before the Elimination Rounds, the top-ranking teams choose their permanent alliance partners, starting with the highest-ranked team, and continuing until the alliance capacity for the tournament is reached. The new alliances then compete in an elimination bracket, and the tournament champions, alongside other award winners, qualify for their regional culminating event. . The current challenge is VEX V5 Robotics Competition: Override. === General rules === Middle and high school students have the same game and rules. The most general and basic rules for the VEX V5 Robotics Competition are as follows, but each year may have exceptions and/or additional constraints. Each robot is partnered with another robot in a pair called an "alliance". In any given match, each alliance competes against one other alliance. One team is designated as the red alliance, and the other as the blue alliance. No robot may exceed the dimensions of an 18-inch cube until the match has begun. No robot may contain hardware, software, material, or content that is not distributed by or explicitly allowed by VEX Robotics. The playing field consists of a 12-foot by 12-foot square of foam tiles bordered by a wall of metal-framed polycarbonate dividers. Anything outside of these border walls is considered as off of the playing field. The various field elements associated with that season's competition are arranged in a defined and reproducible manner before the start of each match. At the start of the match is a 15-second 'autonomous' period, where all four robots navigate the field based on pre-programmed instructions without driver input. After the autonomous period has ended, the 'driver control' period begins. This stage of the match consists of one minute and forty-five seconds of manual control of the robot using one or two handheld controllers utilized by the respective number of 'drivers'. The object of the match is to attain a higher score, i.e. more points, than the opposing alliance. The method by which the alliances attain these points varies significantly with each season. Throughout the match, the blue alliance is not allowed to enter the red alliance's 'protected zone' of the field, and vice versa. The designated areas of the field are often different for each season. During the autonomous period, the protected zone normally consists of half of the field where the alliance starts, whereas the driver control period rarely features a defined protected zone, as was the case for VRC Tipping Point, VRC High Stakes, and VRC Push Back. Intentionally removing game objects from the field will result in a warning, minor violation, and/or major violation (disqualification). Intentionally and repeatedly damaging any of the robots involved, either during the match or otherwise, will result in immediate disqualification. === 2025-2026 Game: Push Back === The objective of the game is to score as many blocks as possible in goals within a 15-second autonomous period, and 1:45 driver control period. Each field consists of two long goals, two center goals, four loaders, and two park zones. ==== Field Element - Goals ==== The goals may be pictured as 'bridges' above the field. Long goals can fit fifteen blocks of any color, while center goals can fit seven. Goals feature control bonuses that are always awarded to the alliance with the most blocks scored in the control zone of each goal. Center goal control zones inco

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  • Content reference identifier

    Content reference identifier

    A content reference identifier or CRID is a concept from the standardization work done by the TV-Anytime forum. It is or closely matches the concept of the Uniform Resource Locator, or URL, as used on the World-Wide Web: A unit of content, in a broadcast stream, can be referred to by its globally unique CRID in the same way that a webpage can be referred to by its globally unique URL on the web. The concept of CRID permits referencing contents unambiguously, regardless of their location, i.e., without knowing specific broadcast information (time, date and channel) or how to obtain them through a network, for instance, by means of a streaming service or by downloading a file from an Internet server. The receiver must be capable of resolving these unambiguous references, i.e. of translating them into specific data that will allow it to obtain the location of that content in order to acquire it. This makes it possible for recording processes to take place without knowing that information, and even without knowing beforehand the duration of the content to be recorded: a complete series by a simple click, a program that has not been scheduled yet, a set of programs grouped by a specific criterion... This framework allows for the separation between the reference to a given content (the CRID) and the necessary information to acquire it, which is called a “locator”. Each CRID may lead to one or more locators which will represent different copies of the same content. They may be identical copies broadcast in different channels or dates, or cost different prices. They may also be distinct copies with different technical parameters such as format or quality. It may also be the case that the resolution process of a CRID provides another CRID as a result (for example, its reference in a different network, where it has an alternative identifier assigned by a different operator) or a set of CRIDs (for instance, if the original CRID represents a TV series, in which case the resolution process would result in the list of CRIDs representing each episode). From the above it can be concluded that provided that a given content can belong to many groups (each possibly defined by distinctive qualities), it is possible that many CRIDs carry the same content. That is, several CRIDs may be resolved into the same locator. A CRID is not exactly a universal, unique and exclusive identifier for a given content. It is closely related to the authority that creates it, to the resolution service provider, and to the content provider in such a way that the same content may have different CRIDs depending on the field in which they are used (for example, a different one for each television operator that has the rights to broadcast the content). == Format == A CRID is specified much like URLs. In fact, a CRID is a so-called URI. Typically, the content creator, the broadcaster or a third party will use their DNS-names in a combination with a product-specific name to create globally unique CRIDs. That is, the syntax of a CRID is: crid://authority/data The authority field represents the entity that created the CRID and its format is that of a DNS name. The data field represents a string of characters that will unambiguously identify the content within the authority scope (it is a string of characters assigned by the authority itself). As an example, let's assume that BBC wanted to make a CRID for (all the programs of) the Olympics in China. It may have looked something like this crid://bbc.co.uk/olympics/2008/ This would be a group CRID, that is, a CRID representing a group of contents. Then, to refer to a specific event – such as the women's shot-put final – they could have used the following inside their metadata. crid://bbc.co.uk/olympics/2008/final/shotput/women Currently, four types of CRIDs are playing a major role in some unidirectional television networks: programme CRID, series CRID, group CRID, and recommendation CRID. One of the most important applications of CRIDs is the so-called series link recording function (SL) of modern digital video recorders (DVR, PVR). In turn, a locator is a string of characters that contains all the necessary information for a receiver to find and acquire a given content, whether it is received through a transport stream, located in local storage, downloaded as a file from an Internet server, or through a streaming service. For example, a DVB locator will include all the necessary parameters to identify a specific content within a transport stream: network, transport stream, service, table and/or event identifiers. The locators' format, as established in TV-Anytime, is quite generic and simple, and corresponds to: [transport-mechanism]:[specific-data] The first part of the locator's format (the transport mechanism) must be a string of characters that is unique for each mechanism (transport stream, local file, HTTP Internet access...). The second part must be unambiguous only within the scope of a given transport mechanism and will be standardized by the organism in charge of the regulation of the mechanism itself. For instance, a DVB locator to identify a content within the transport stream of networks that follow this standard would be: dvb://112.4a2.5ec;2d22~20121212T220000Z—PT01H30M which would indicate a content (identified by the string “2d22”) that airs on a channel available on a DVB network identified by the address “112.4a2.5ec” (network “112”, transport stream “4a2” and service “5ec”), on 12 December 2012 at 10 p.m. and with a duration of 90 minutes. == The location resolution process == The location resolution process is the procedure by which, starting from the CRID of a given content, one or several locators of that content are obtained. Resolving a CRID can be a direct process, which leads immediately to one or many locators, or it may also happen that in the first place one or many intermediate CRIDs are returned, which must undergo the same procedure to finally obtain one or several locators. This procedure involves some information elements, among which we find two structures named resolving authority record (RAR) and ContentReferencingTable, respectively. Consulting them repeatedly will take the receiver from a CRID to one or many locators that will allow it to acquire the content. The RAR table The RAR table is one or many data structures that provide the receiver, for each authority that submits CRIDs, information on the corresponding resolution service provider. Among other things, it informs about which mechanism is used to provide information to resolve the CRIDs from each authority. That is, one or many RAR records must exist for each authority that indicate the receiver where it has to go to resolve the CRIDs of that particular authority. For example, in the record of the figure (expressed by means of a XML structure, according to the XML Schema defined in the TV-Anytime) there is an authority called “tve.es”, whose resolution service provider is the entity “rtve.es”, available on the URL "http://tva.rtve.es/locres/tve", which means there is resolution information in that URL. These RAR records will have reached the receiver in an indefinite form, unimportant for the TV-Anytime specification, which will depend on the specific transport mechanism of the network to which the receiver is connected. Each family of standards that regulates distribution networks (DVB, ATSC, ISDB, IPTV...) will have previously defined such procedure, which will be used by devices certified according to those standards. The ContentReferencingTable table The second structure involved in the location resolution process is a proper resolution table which, given a content's CRID, returns one or several locators that enable the receiver to access an instance of that content, or one or many CRIDs that allow it to move forward in the resolution process. The figure shows an example of this second structure, an XML document according to the specifications of the XML Schema defined in TV-Anytime. In it, several sections are included ( elements) that structure the information that describes each resolution case. The first one declares how a CRID (crid://tv.com/Friends/all), which corresponds to a group content that encompasses several episodes (two) of the “Friends” series is resolved. The result of the resolution process provides two new CRIDs each of them corresponding to one of the two episodes. The second element resolves the CRID of the first episode of the first season. The result of the resolution process is two DVB locators. The “acquire” attribute with “any” value indicates that any of them are good (the second one is a repetition broadcast a week later). The third element gives information about the second episode. It indicates that it cannot be resolved yet (“status” attribute with the “cannot yet resolve” value), indicating a date on which the request for resolution information must be repeated. The pro

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  • Macroelectronics

    Macroelectronics

    Macroelectronics are flexible electronics that cover a large area. The most visible example of macroelectronics is flat-panel displays. Other emerging applications include rollable display, printable thin film solar cell and electronic skin. Flat-panel displays fabricated on glass substrates are fragile so fabricating directly on flexible substrates, such as polymers is being explored. Displays made on thin polymer substrates can be more rugged than glass. In September 2005, Philips Polymer Vision revealed the world's first prototype of a rollable electronic reader, which can unfold to a 5-inch display and roll back into a pocket-size (100×60×20 mm) device. Thin-film devices on flexible polymer substrates can lend themselves to low-cost fabrication processes (i.e., roll-to-roll printing), resulting in lightweight, rugged and flexible macroelectronic products.

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  • Nuclear electronics

    Nuclear electronics

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

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  • Trazzler

    Trazzler

    Trazzler is a travel destination app that specializes in unique and local destinations. The initial concept was developed by Adam Rugel and Biz Stone in 2006 at Twitter's original offices under the name "71 miles". More than 10,000 writers and photographers have contributed and more than $350,000 in freelance contracts have been issued as a result of Trazzeler's weekly writing and photography contests. Investors in the company include SV Angel, AOL Founder Steve Case, and the Twitter founders, Evan Williams, Jack Dorsey, and Biz Stone. The company's partners are the City of Chicago, Hawaii Tourism Authority, Fairmont Hotels & Resorts, Salon.com, and Air New Zealand. Trazzler is designed for use on the iOS, Android, and Facebook.

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  • Deconfliction line

    Deconfliction line

    A deconfliction line is an official line of communications established between militaries who are or could be hostile, to avoid dangerous misunderstandings and miscalculations based on ignorance. The ultimate aim is to avoid accidents and conflict escalation. In the 2010s and 2020s, the US and Russia set up deconfliction lines during the Syrian civil war and Russo-Ukrainian War. They were regularly tested by military staff, and used by air traffic controllers and senior military officers. They were used to avoid midair collisions between aircraft in the same or adjacent airspace, and sometimes to give warning of airstrikes. In April 2017, Russia severed the Syrian line in retaliation for a called strike.

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  • MADI

    MADI

    Multichannel Audio Digital Interface (MADI) standardized as AES10 by the Audio Engineering Society (AES) defines the data format and electrical characteristics of an interface that carries multiple channels of digital audio. The AES first documented the MADI standard in AES10-1991 and updated it in AES10-2003 and AES10-2008. The MADI standard includes a bit-level description and has features in common with the two-channel AES3 interface. MADI supports serial digital transmission over coaxial cable or fibre-optic lines of 28, 56, 32, or 64 channels; and sampling rates to 96 kHz and beyond with an audio bit depth of up to 24 bits per channel. Like AES3 and ADAT Lightpipe, it is a unidirectional interface from one sender to one receiver. == Development and applications == MADI was developed by AMS Neve, Solid State Logic, Sony and Mitsubishi and is widely used in the audio industry, especially in the professional audio sector. It provides advantages over other audio digital interface protocols and standards such as AES3, ADAT Lightpipe, TDIF (Tascam Digital Interface), and S/PDIF (Sony/Philips Digital Interface). These advantages include: Support for a greater number of channels per line Use of coaxial and optical fiber media that support transmission of audio signals over 100 meters, up to 3000 meters over multi-mode and 40,000 meters over single-mode optical fiber The original specification (AES10-1991) defined the MADI link as a 56-channel transport for linking large-format mixing consoles to digital multitrack recording devices. Large broadcast studios also adopted it for routing multi-channel audio throughout their facilities. The 2003 revision (AES10-2003) adds a 64-channel capability by removing varispeed operation and supports 96 kHz sampling frequency with reduced channel capacity. The latest AES10-2008 standard includes minor clarifications and updates to correspond to the current AES3 standard. Audio over Ethernet of various types is the primary alternative to MADI for transport of many channels of professional digital audio. == Transmission format == MADI links use a transmission format similar to Fiber Distributed Data Interface (FDDI) networking. Since MADI is most often transmitted on copper links via 75-ohm coaxial cables, it more closely compares to the FDDI specification for copper-based links, called CDDI. AES10-2003 recommends using BNC connectors with coaxial cables and SC connectors with optic fibers. MADI over fibre can support a range of up to 2 km. The basic data rate is 100 Mbit/s of data using 4B5B encoding to produce a 125 MHz physical baud rate. Unlike AES3, this clock is not synchronized to the audio sample rate, and the audio data payload is padded using JK sync symbols. Sync symbols may be inserted at any subframe boundary, and must occur at least once per frame. Though the standard disassociates the transmission clock from the audio sample rate, and thus requires a separate word clock connection to maintain synchronization, some vendors do give the option of locking to parts of the transmission timing information for purposes of deriving a word clock. The audio data is almost identical to the AES3 payload, though with more channels. Rather than letters, MADI assigns channel numbers from 0–63. Frame synchronization is provided by sync symbols outside the data itself, rather than an embedded preamble sequence, and the first four time slots of each sub-channel are encoded as normal data, used for sub-channel identification: Bit 0: Set to 1 to mark channel 0, the first channel in each frame Bit 1: Set to 1 to indicate that this channel is active (contains interesting data) Bit 2: notA/B channel marker, used to mark left (0) and right (1) channels. Generally, even channels are A and odd channels are B. Bit 3: Set to 1 to mark the beginning of a 192-sample data block == Sampling frequency == The original AES10-1991 specification allowed 56 channels at sample rates from 32 to 48 kHz with an additional vari-speed range of ± 12.5%. This leads to a total range of 28 to 54 kHz. At the highest frequency, this produces a total of 56 × 32 × 54 = 96768 kbit/s, leaving 3.232% of the channel for synchronization marks and transmit clock error. The 2003 revision specifies different relations between sampling frequency and number of channels. 32 kHz to 48 kHz ± 12.5%, 56 channels; 32 kHz to 48 kHz nominal, 64 channels; 64 kHz to 96 kHz ± 12.5%, 28 channels. With a 48 kHz sampling frequency, 64 channels take 64 × 32 × 48000 = 98.304 Mbit/s. Adding the minimum 8 × 58 kbit/s of framing produces 98688 bit/s, leaving 1.312% free for timing variation and other overhead. Both versions of the standard accommodate higher sampling frequencies (for example, 96 kHz or 192 kHz) by using two or more channels per audio sample on the link.

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  • Ajax (programming)

    Ajax (programming)

    The Asynchronous JavaScript and XML, usually referred to as Ajax (or AJAX, ) is a set of web development techniques that uses various web technologies on the client-side to create asynchronous web applications. With Ajax, web applications can send and retrieve data from a server asynchronously (in the background) without interfering with the display and behaviour of the existing page. By decoupling the data interchange layer from the presentation layer, Ajax allows web pages and, by extension, web applications, to change content dynamically without the need to reload the entire page. In practice, modern implementations commonly utilize JSON instead of XML. Ajax is not a technology, but rather a programming pattern. HTML and CSS can be used in combination to mark up and style information. The webpage can be modified by JavaScript to dynamically display (and allow the user to interact with) the new information. The built-in XMLHttpRequest object is used to execute Ajax on webpages, allowing websites to load content onto the screen without refreshing the page. == History == In the early-to-mid 1990s, most Websites were based on complete HTML pages. Each user action required a complete new page to be loaded from the server. This process was inefficient, as reflected by the user experience: all page content disappeared, then the new page appeared. Each time the browser reloaded a page because of a partial change, all the content had to be re-sent, even though only some of the information had changed. This placed additional load on the server and made bandwidth a limiting factor in performance. The foundations of AJAX originate back in 1996 with the introduction of JavaScript 1. Developers quickly discovered that any HTML element which accepted a "src" attribute could be used to fetch remote data. By changing the src of a hidden frame, a developer could fetch remote data, process or display it without a page refresh. The remote data could be a string, JavaScript code, XML or a partial HTML page generated on the server. The same could be done with and tags, but many developers were alarmed at the concept of an executable GIF and preferred to use the hidden