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  • Intel Management Engine

    Intel Management Engine

    The Intel Management Engine (ME), also known as the Intel Manageability Engine, is an autonomous subsystem that has been incorporated in virtually all of Intel's processor chipsets since 2008. It is located in the Platform Controller Hub of modern Intel motherboards. The Intel Management Engine always runs as long as the motherboard is receiving power, even when the computer is turned off. This issue can be mitigated with the deployment of a hardware device which is able to disconnect all connections to mains power as well as all internal forms of energy storage. The Electronic Frontier Foundation and some security researchers have voiced concern that the Management Engine is a backdoor. Intel's main competitor, AMD, has incorporated the equivalent AMD Secure Technology (formally called Platform Security Processor) in virtually all of its post-2013 CPUs. == Difference from Intel AMT == The Management Engine is often confused with Intel AMT (Intel Active Management Technology). AMT runs on the ME, but is only available on processors with vPro. AMT gives device owners remote administration of their computer, such as powering it on or off, and reinstalling the operating system. However, the ME itself has been built into all Intel chipsets since 2008, not only those with AMT. While AMT can be unprovisioned by the owner, there is no official, documented way to disable the ME. == Design == The subsystem primarily consists of proprietary firmware running on a separate microprocessor that performs tasks during boot-up, while the computer is running, and while it is asleep. As long as the chipset or SoC is supplied with power (via battery or power supply), it continues to run even when the system is turned off. Intel claims the ME is required to provide full performance. Its exact workings are largely undocumented and its code is obfuscated using confidential Huffman tables stored directly in hardware, so the firmware does not contain the information necessary to decode its contents. === Hardware === Starting with ME 11 (introduced in Skylake CPUs), it is based on the Intel Quark x86-based 32-bit CPU and runs the MINIX 3 operating system. The ME firmware is stored in a partition of the SPI BIOS Flash, using the Embedded Flash File System (EFFS). Previous versions were based on an ARC core, with the Management Engine running the ThreadX RTOS. Versions 1.x to 5.x of the ME used the ARCTangent-A4 (32-bit only instructions) whereas versions 6.x to 8.x used the newer ARCompact (mixed 32- and 16-bit instruction set architecture). Starting with ME 7.1, the ARC processor could also execute signed Java applets. The ME has its own MAC and IP address for the out-of-band management interface, with direct access to the Ethernet controller; one portion of the Ethernet traffic is diverted to the ME even before reaching the host's operating system, for what support exists in various Ethernet controllers, exported and made configurable via Management Component Transport Protocol (MCTP). The ME also communicates with the host via PCI interface. Under Linux, communication between the host and the ME is done via /dev/mei or /dev/mei0. Until the release of Nehalem processors, the ME was usually embedded into the motherboard's northbridge, following the Memory Controller Hub (MCH) layout. With the newer Intel architectures (Intel 5 Series onwards), the ME is integrated into the Platform Controller Hub (PCH). === Firmware === By Intel's current terminology as of 2017, ME is one of several firmware sets for the Converged Security and Manageability Engine (CSME). Prior to AMT version 11, CSME was called Intel Management Engine BIOS Extension (Intel MEBx). Management Engine (ME) – mainstream chipsets Server Platform Services (SPS) – server chipsets and SoCs Trusted Execution Engine (TXE) – tablet/embedded/low power It was also found that the ME firmware version 11 runs MINIX 3. Management of the ME modules for provisioning inside the UEFI is done via a tool called Intel Flash Image Tool (FITC). ==== Modules ==== Active Management Technology (AMT) Intel Boot Guard (IBG) and Secure Boot Quiet System Technology (QST), formerly known as Advanced Fan Speed Control (AFSC), which provides support for acoustically optimized fan speed control, and monitoring of temperature, voltage, current and fan speed sensors that are provided in the chipset, CPU and other devices present on the motherboard. Communication with the QST firmware subsystem is documented and available through the official software development kit (SDK). Protected Audio Video Path, enforces HDCP Intel Anti-Theft Technology (AT), discontinued in 2015 Serial over LAN (SOL) Intel Platform Trust Technology (PTT), a firmware-based Trusted Platform Module (TPM) Near Field Communication, a middleware for NFC readers and vendors to access NFC cards and provide secure element access, found in later MEI versions. == The intricacies of working with Intel ME == It should also be noted that the ME region requires special cleaning and subsequent initialisation, for example, after replacing the platform hub on the motherboard. Usually, this requires an SPI programmer. There are known successful cases of this operation being performed. == Security vulnerabilities == Several weaknesses have been found in the ME. On May 1, 2017, Intel confirmed a Remote Elevation of Privilege bug (SA-00075) in its Management Technology. Every Intel platform with provisioned Intel Standard Manageability, Active Management Technology, or Small Business Technology, from Nehalem in 2008 to Kaby Lake in 2017 has a remotely exploitable security hole in the ME. Several ways to disable the ME without authorization that could allow ME's functions to be sabotaged have been found. Additional major security flaws in the ME affecting a very large number of computers incorporating ME, Trusted Execution Engine (TXE), and Server Platform Services (SPS) firmware, from Skylake in 2015 to Coffee Lake in 2017, were confirmed by Intel on November 20, 2017 (SA-00086). Unlike SA-00075, this bug is even present if AMT is absent, not provisioned or if the ME was "disabled" by any of the known unofficial methods. In July 2018, another set of vulnerabilities was disclosed (SA-00112). In September 2018, yet another vulnerability was published (SA-00125). === Ring −3 rootkit === A ring −3 rootkit was demonstrated by Invisible Things Lab for the Q35 chipset; it does not work for the later Q45 chipset as Intel implemented additional protections. The exploit worked by remapping the normally protected memory region (top 16 MB of RAM) reserved for the ME. The ME rootkit could be installed regardless of whether the AMT is present or enabled on the system, as the chipset always contains the ARC ME coprocessor. (The "−3" designation was chosen because the ME coprocessor works even when the system is in the S3 state. Thus, it was considered a layer below the System Management Mode rootkits.) For the vulnerable Q35 chipset, a keystroke logger ME-based rootkit was demonstrated by Patrick Stewin. === Zero-touch provisioning === Another security evaluation by Vassilios Ververis showed serious weaknesses in the GM45 chipset implementation. In particular, it criticized AMT for transmitting unencrypted passwords in the SMB provisioning mode when the IDE redirection and Serial over LAN features are used. It also found that the "zero touch" provisioning mode (ZTC) is still enabled even when the AMT appears to be disabled in BIOS. For about 60 euros, Ververis purchased from GoDaddy a certificate that is accepted by the ME firmware and allows remote "zero touch" provisioning of (possibly unsuspecting) machines, which broadcast their HELLO packets to would-be configuration servers. === SA-00075 (a.k.a. Silent Bob is Silent) === In May 2017, Intel confirmed that many computers with AMT have had an unpatched critical privilege escalation vulnerability (CVE-2017-5689). The vulnerability was nicknamed "Silent Bob is Silent" by the researchers who had reported it to Intel. It affects numerous laptops, desktops and servers sold by Dell, Fujitsu, Hewlett-Packard (later Hewlett Packard Enterprise and HP Inc.), Intel, Lenovo, and possibly others. Those researchers claimed that the bug affects systems made in 2010 or later. Other reports claimed the bug also affects systems made as long ago as 2008. The vulnerability was described as giving remote attackers: "full control of affected machines, including the ability to read and modify everything. It can be used to install persistent malware (possibly in firmware), and read and modify any data." === PLATINUM === In June 2017, the PLATINUM cybercrime group became notable for exploiting the serial over LAN (SOL) capabilities of AMT to perform data exfiltration of stolen documents. SOL is disabled by default and must be enabled to exploit this vulnerability. === SA-00086 === Some months after the previous bugs, and subsequent warnings from the EFF, securi

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  • Electronics (journal)

    Electronics (journal)

    Electronics is a peer-reviewed, scientific journal that covers the study of electronics, including the design, development, and application of electronic devices, systems, and circuits. The journal is published by MDPI and was established in 2012. The editor-in-chief is Flavio Canavero 'Politecnico di Torino). The journal covers a wide range of topics related to electronics, including: electronic devices, electronic materials, electronic circuits, electronic systems, communication electronics, power electronics, and biomedical electronics. The journal also includes articles on the application of electronics in various fields, such as consumer electronics, industrial electronics, automotive electronics, and military electronics. The journal publishes original research articles, review articles, and short communications. == Abstracting and indexing == EBSCO databases ProQuest databases Scopus According to the Journal Citation Reports, the journal has a 2021 impact factor of 2.690.

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  • Hyperscale computing

    Hyperscale computing

    In computing, hyperscale is the ability of an architecture to scale appropriately as increased demand is added to the system. This typically involves the ability to seamlessly provide and add computing, memory, networking, and storage resources to a given node or set of nodes that make up a larger computing, distributed computing, or grid computing environment. Hyperscale computing is necessary in order to build a robust and scalable cloud, big data, map reduce, or distributed storage system and is often associated with the infrastructure required to run large distributed sites such as Google, Facebook, Twitter, Amazon, Microsoft, IBM Cloud, Oracle Cloud, or Cloudflare. Companies like Ericsson, AMD, and Intel provide hyperscale infrastructure kits for IT service providers. Companies like Scaleway, Switch, Alibaba, IBM, QTS, Neysa, Digital Realty Trust, Equinix, Oracle, Meta, Amazon Web Services, SAP, Microsoft, Google, and Cloudflare build data centers for hyperscale computing. Such companies are sometimes called "hyperscalers". They are recognized for their massive scale in cloud computing and data management, operating in environments that require extensive infrastructure to accommodate large-scale data processing and storage.

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  • Key & See

    Key & See

    Key & See is a variation of the TV Key service that forms part of the open, standards-based interactive TV services platform provided by Miniweb Interactive. Key & See allows viewers to access the interactive TV content made available by broadcasters and channel owners while leaving quarter of their screen tuned to the programme they are already watching Like TV Key, Key & See can be used with interactive TV services on UK satellite TV provider Sky Digital (BSkyB) Key & See works in the same way as a TV Key but the numeric shortcut code is associated with a broadcaster and a particular TV channel or programme. Miniweb Interactive offers commercial brands and broadcasters the chance to utilise TV Key and Key & See technology as part of its interactive TV services platform

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  • Topincs

    Topincs

    Topincs is a software for rapid development of web databases and web applications. It is based on LAMP and the semantic technology Topic Maps. A Topincs web database makes information accessible through browsing very much like a Wiki. Editing a page on a subject is done through forms rather than markup editing. A web database can be tailored into a web application to provide specific user groups a contextualized approach to the data. All modeling and development tasks are performed in the web browser. No other development tools are necessary. The server requires Apache, MySQL and PHP. The client works on any standards-compliant web browser on desktops, laptops, tablets, and mobile phones. The layout is automatically adjusted to smaller screens. The programmatic access to data is done via a virtual object-oriented programming interface which is set up over the schema in a few minutes. It is interpreted rather than generated. Portions of the database can be pulled into memory to accelerate bulk access. == Features == Browseable data High-quality web forms Little to no programming Development done in the browser, no other tools required Client runs in any standard-compliant web browser Virtual object-oriented programming interface User interface adjusts to screen size Supports desktops, laptops, tablets, and mobile phones Flexible data modeling == Challenges == Requires rethinking the development process and dropping many hard learned habits Requires a familiarity with two ISO standards ISO 13259 and 19756 Forms cannot be easily adjusted in layout and behavior Server installation difficult and prone to error == License == Topincs can be used in a private network for any purpose for free. The use in a public network is restricted to non-commercial applications.

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  • X2 transceiver

    X2 transceiver

    The X2 transceiver format is a 10 gigabit per second modular fiber optic interface intended for use in routers, switches and optical transport platforms. It is an early generation 10 gigabit interface related to the similar XENPAK and XPAK formats. X2 may be used with 10 Gigabit Ethernet or OC-192/STM-64 speed SDH/SONET equipment. X2 modules are smaller and consume less power than first-generation XENPAK modules, but larger and consume more energy than the newer XFP transceiver standard and SFP+ standards. As of 2016 this format is relatively uncommon and has been replaced by 10 Gbit/s SFP+ in most new equipment.

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  • Mashup (web application hybrid)

    Mashup (web application hybrid)

    A mashup (computer industry jargon), in web development, is a web page or web application that uses content from more than one source to create a single new service displayed in a single graphical interface. For example, a user could combine the addresses and photographs of their library branches with a Google map to create a map mashup. The term implies easy, fast integration, frequently using open application programming interfaces (open API) and data sources to produce enriched results that were not necessarily the original reason for producing the raw source data. The term mashup originally comes from creating something by combining elements from two or more sources. The main characteristics of a mashup are combination, visualization, and aggregation. It is important to make existing data more useful, for personal and professional use. To be able to permanently access the data of other services, mashups are generally client applications or hosted online. In the past years, more and more Web applications have published APIs that enable software developers to easily integrate data and functions the SOA way, instead of building them by themselves. Mashups can be considered to have an active role in the evolution of social software and Web 2.0. Mashup composition tools are usually simple enough to be used by end-users. They generally do not require programming skills and rather support visual wiring of GUI widgets, services and components together. Therefore, these tools contribute to a new vision of the Web, where users are able to contribute. The term "mashup" is not formally defined by any standard-setting body. == History == The broader context of the history of the Web provides a background for the development of mashups. Under the Web 1.0 model, organizations stored consumer data on portals and updated them regularly. They controlled all the consumer data, and the consumer had to use their products and services to get the information. The advent of Web 2.0 introduced Web standards that were commonly and widely adopted across traditional competitors and which unlocked the consumer data. At the same time, mashups emerged, allowing mixing and matching competitors' APIs to develop new services. The first mashups used mapping services or photo services to combine these services with data of any kind and therefore to produce visualizations of data. In the beginning, most mashups were consumer-based, but recently the mashup is to be seen as an interesting concept useful also to enterprises. Business mashups can combine existing internal data with external services to generate new views on the data. There was also the free Yahoo! Pipes to build mashups for free using the Yahoo! Query Language. == Types of mashup == There are many types of mashup, such as business mashups, consumer mashups, and data mashups. The most common type of mashup is the consumer mashup, aimed at the general public. Business (or enterprise) mashups define applications that combine their own resources, application and data, with other external Web services. They focus data into a single presentation and allow for collaborative action among businesses and developers. This works well for an agile development project, which requires collaboration between the developers and customer (or customer proxy, typically a product manager) for defining and implementing the business requirements. Enterprise mashups are secure, visually rich Web applications that expose actionable information from diverse internal and external information sources. Consumer mashups combine data from multiple public sources in the browser and organize it through a simple browser user interface. (e.g.: Wikipediavision combines Google Map and a Wikipedia API) Data mashups, opposite to the consumer mashups, combine similar types of media and information from multiple sources into a single representation. The combination of all these resources create a new and distinct Web service that was not originally provided by either source. === By API type === Mashups can also be categorized by the basic API type they use but any of these can be combined with each other or embedded into other applications. ==== Data types ==== Indexed data (documents, weblogs, images, videos, shopping articles, jobs ...) used by metasearch engines Cartographic and geographic data: geolocation software, geovisualization Feeds, podcasts: news aggregators ==== Functions ==== Data converters: language translators, speech processing, URL shorteners... Communication: email, instant messaging, notification... Visual data rendering: information visualization, diagrams Security related: electronic payment systems, ID identification... Editors == Mashup enabler == In technology, a mashup enabler is a tool for transforming incompatible IT resources into a form that allows them to be easily combined, in order to create a mashup. Mashup enablers allow powerful techniques and tools (such as mashup platforms) for combining data and services to be applied to new kinds of resources. An example of a mashup enabler is a tool for creating an RSS feed from a spreadsheet (which cannot easily be used to create a mashup). Many mashup editors include mashup enablers, for example, Presto Mashup Connectors, Convertigo Web Integrator or Caspio Bridge. Mashup enablers have also been described as "the service and tool providers, [sic] that make mashups possible". === History === Early mashups were developed manually by enthusiastic programmers. However, as mashups became more popular, companies began creating platforms for building mashups, which allow designers to visually construct mashups by connecting together mashup components. Mashup editors have greatly simplified the creation of mashups, significantly increasing the productivity of mashup developers and even opening mashup development to end-users and non-IT experts. Standard components and connectors enable designers to combine mashup resources in all sorts of complex ways with ease. Mashup platforms, however, have done little to broaden the scope of resources accessible by mashups and have not freed mashups from their reliance on well-structured data and open libraries (RSS feeds and public APIs). Mashup enablers evolved to address this problem, providing the ability to convert other kinds of data and services into mashable resources. === Web resources === Of course, not all valuable data is located within organizations. In fact, the most valuable information for business intelligence and decision support is often external to the organization. With the emergence of rich web applications and online Web portals, a wide range of business-critical processes (such as ordering) are becoming available online. Unfortunately, very few of these data sources syndicate content in RSS format and very few of these services provide publicly accessible APIs. Mashup editors therefore solve this problem by providing enablers or connectors. == Mashups versus portals == Mashups and portals are both content aggregation technologies. Portals are an older technology designed as an extension to traditional dynamic Web applications, in which the process of converting data content into marked-up Web pages is split into two phases: generation of markup "fragments" and aggregation of the fragments into pages. Each markup fragment is generated by a "portlet", and the portal combines them into a single Web page. Portlets may be hosted locally on the portal server or remotely on a separate server. Portal technology defines a complete event model covering reads and updates. A request for an aggregate page on a portal is translated into individual read operations on all the portlets that form the page ("render" operations on local, JSR 168 portlets or "getMarkup" operations on remote, WSRP portlets). If a submit button is pressed on any portlet on a portal page, it is translated into an update operation on that portlet alone (processAction on a local portlet or performBlockingInteraction on a remote, WSRP portlet). The update is then immediately followed by a read on all portlets on the page. Portal technology is about server-side, presentation-tier aggregation. It cannot be used to drive more robust forms of application integration such as two-phase commit. Mashups differ from portals in the following respects: The portal model has been around longer and has had greater investment and product research. Portal technology is therefore more standardized and mature. Over time, increasing maturity and standardization of mashup technology will likely make it more popular than portal technology because it is more closely associated with Web 2.0 and lately Service-oriented Architectures (SOA). New versions of portal products are expected to eventually add mashup support while still supporting legacy portlet applications. Mashup technologies, in contrast, are not expected to provide support for portal standards. == Business mashups

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  • GlTF

    GlTF

    glTF (Graphics Library Transmission Format or GL Transmission Format and formerly known as WebGL Transmissions Format or WebGL TF) is a standard file format for three-dimensional scenes and models. A glTF file uses one of two possible file extensions: .gltf (JSON/ASCII) or .glb (binary). Both .gltf and .glb files may reference external binary and texture resources. Alternatively, both formats may be self-contained by directly embedding binary data buffers (as base64-encoded strings in .gltf files or as raw byte arrays in .glb files). An open standard developed and maintained by the Khronos Group, it supports 3D model geometry, appearance, scene graph hierarchy, and animation. It is intended to be a streamlined, interoperable format for the delivery of 3D assets, while minimizing file size and runtime processing by apps. As such, its creators have described it as the "JPEG of 3D". == Overview == The glTF format stores data primarily in JSON. The JSON may also contain blobs of binary data known as buffers, and refer to external files, for storing mesh data, images, etc. The binary .glb format also contains JSON text, but serialized with binary chunk headers to allow blobs to be directly appended to the file. The fundamental building blocks of a glTF scene are nodes. Nodes are organized into a hierarchy, such that a node may have other nodes defined as children. Nodes may have transforms relative to their parent. Nodes may refer to resources, such as meshes, skins, and cameras. Meshes may refer to materials, which refer to textures, which refer to images. Scenes are defined using an array of root nodes. Most of the top-level glTF properties use a flat hierarchy for storage. Nodes are saved in an array and are referred to by index, including by other nodes. A glTF scene refers to its root nodes by index. Furthermore, nodes refer to meshes by index, which refer to materials by index, which refer to textures by index, which refer to images by index. All glTF data structures support being extended using a JSON property, allowing arbitrary JSON data to be added. == Releases == === glTF 1.0 === Members of the COLLADA working group conceived the file format in 2012. At SIGGRAPH 2012, Khronos presented a demo of glTF, which was then called WebGL Transmissions Format (WebGL TF). On October 19, 2015, Khronos released the glTF 1.0 specification. ==== Adoption of glTF 1.0 ==== At SIGGRAPH 2016, Oculus announced their adoption of glTF citing the similarities to their ovrscene format. In October 2016, Microsoft joined the 3D Formats working group at Khronos to collaborate on glTF. === glTF 2.0 === The second version, glTF 2.0, was released in June 2017, and is a complete overhaul of the file format from version 1.0, with most tools adopting the 2.0 version. Based on a proposal by Fraunhofer originally presented at SIGGRAPH 2016, physically based rendering (PBR) was added, replacing WebGL shaders used in glTF 1.0. glTF 2.0 added the GLB binary format into the base specification. Other upgrades include sparse accessors and morph targets for techniques such as facial animation, and schema tweaks and breaking changes for corner cases or performance such as replacing top-level glTF object properties with arrays for faster index-based access. There is ongoing work towards import and export in Unity and an integrated multi-engine viewer and validator. ==== Adoption of glTF 2.0 ==== On March 3, 2017, Microsoft announced that they would be using glTF 2.0 as the 3D asset format across their product line, including Paint 3D, 3D Viewer, Remix 3D, Babylon.js, and Microsoft Office. Sketchfab also announced support for glTF 2.0. The glTF and GLB formats are used on and supported by companies including DGG, UX3D, Sketchfab, Facebook, Microsoft, Meta, Google, Adobe, Box, TurboSquid, Unreal Engine, Unity, and Qt Quick 3D. The format has been noted as an important standard for augmented reality, integrating with modeling software such as Autodesk Maya, Autodesk 3ds Max, and Poly. In February 2020, the Smithsonian Institution launched their Open Access Initiative, releasing approximately 2.8 million 2D images and 3D models into the public domain, using glTF for the 3D models. In July 2022, glTF 2.0 was released as the ISO/IEC 12113:2022 International Standard. Khronos stated they would make regular submissions to bring updates and new widely adopted glTF functionality into refreshed versions of ISO/IEC 12113 to ensure that there is no long-term divergence between the ISO/IEC and Khronos specifications. The open-source game engine Godot supports importing glTF 2.0 files since version 3.0 and export since version 4.0. === Extensions === The glTF format can be extended with arbitrary JSON to add new data and functionality. Extensions can be placed on any part of a glTF, including nodes, animations, materials, textures, and on the entire document. Khronos keeps a non-comprehensive registry of glTF extensions on GitHub, including all official Khronos extensions and a few third-party extensions. PBR extensions model the physical appearance of real-world objects, allowing developers to create realistic 3D assets that have the correct appearance. As new PBR extensions are released, they continue to expand PBR capabilities within the glTF framework, allowing a wider range of scenes and objects to be realistically rendered as 3D assets. The KTX 2.0 extension for universal texture compression enables 3D models in the glTF format to be highly compressed and to use natively supported texture formats, reducing file size and boosting rendering speed. Draco is a glTF extension for mesh compression, to compress and decompress 3D meshes, to help reduce the size of 3D files. It compresses vertex attributes, normals, colors, and texture coordinates. Various glTF extensions for game engine interoperability have been developed by OMI group. This includes extensions for physics shapes, physics bodies, physics joints, audio playback, seats, spawn points, and more. The VRM consortium has developed glTF extensions for advanced humanoid 3D avatars including dynamic spring bones and toon materials. == Derivative formats == 3D Tiles, an OGC Community Standard, builds on glTF to add a spatial data structure, metadata, and declarative styling for streaming massive heterogeneous 3D geospatial datasets. VRM, a model format for VR, is built on the .glb format. It is a 3D humanoid avatar specification and file format. == Software ecosystem == Khronos maintains the glTF Sample Viewer for viewing glTF assets. Khronos also maintains the glTF Validator for validating if 3D models conform to the glTF specification. Khronos maintains a glTF Compressor tool to interactively optimize and fine-tune compression settings for glTF assets using KTX 2.0 textures. glTF loaders are in open-source WebGL engines including PlayCanvas, Three.js, Babylon.js, Cesium, PEX, xeogl, and A-Frame. The Godot game engine supports and recommends the glTF format, with both import and export support. Open-source glTF converters are available from COLLADA, FBX, and OBJ. Assimp can import and export glTF. glTF files can also be directly exported from a variety of 3D editors, such as Blender, Unity (using the glTFast importer/exporter), Freecad, Vectary, Autodesk 3ds Max (natively or using Verge3D exporter), Autodesk Maya (using babylon.js exporter), Autodesk Inventor, Modo, Houdini, Paint 3D, Godot, and Substance Painter. Open-source glTF utility libraries are available for programming languages including JavaScript, Node.js, C++, C#, Python, Haskell, Java, Go, Rust, Haxe, Ada, and TypeScript. Khronos keeps a list of these libraries and other related applications on their ecosystem site. The Khronos 3D Commerce Working Group released Asset Creation Guidelines in 2020 outlining best practices for use of the glTF file format in 3D Commerce. In 2025, the Working Group launched Asset Creation Guidelines 2.0, a continuously updated resource with additional guidance for geometry, mesh optimization, UV maps, textures, materials/PBR performance, and web optimization. The Khronos PBR Neutral Tone Mappers specification is a tone mapper designed to faithfully reproduce an object's base color, hue, and saturation when using PBR rendering under grayscale lighting, supporting brand- and product-accurate color representation. Khronos maintains the glTF Asset Auditor to allow retailers and advertising technology platforms to validate 3D assets against either a default Audit Profile modelled on the 2020 3D Commerce Asset Creation Guidelines or a custom profile defined by the target application.

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  • Information space analysis

    Information space analysis

    Within the field of information science, information space analysis is a deterministic method, enhanced by machine intelligence, for locating and assessing resources for team-centric efforts. Organizations need to be able to quickly assemble teams backed by the support services, information, and material to do the job. To do so, these teams need to find and assess sources of services that are potential participants in the team effort. To support this initial team and resource development, information needs to be developed via analysis tools that help make sense of sets of data sources in an Intranet or Internet. Part of the process is to characterize them, partition them, and sort and filter them. These tools focus on three key issues in forming a collaborative team: Help individuals responsible for forming the team understand what is available. Assist team members in identifying the structure and categorize the information available to them in a manner specifically suited to the task at hand. Aid team members to understand the mappings of their information between their organization and that used by others who might participate. Information space analysis tools combine multiple methods to assist in this task. This causes the tools to be particularly well-suited to integrating additional technologies in order to create specialized systems.

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  • General-Purpose Serial Interface

    General-Purpose Serial Interface

    General-Purpose Serial Interface, also known as GPSI, 7-wire interface, or 7WS, is a 7 wire communications interface. It is used as an interface between Ethernet MAC and PHY blocks. Data is received and transmitted using separate data paths (TXD, RXD) and separate data clocks (TXCLK, RXCLK). Other signals consist of transmit enable (TXEN), receive carrier sense (CRS), and collision (COL).

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  • Digital divide

    Digital divide

    Digital divide is inequitable access to and use of digital technology, encompassing four interrelated dimensions: motivational, material, skills, and usage access. The digital divide worsens inequality in access to information and resources. According to 2026 data from the U.S. Census Bureau, a significant 'digital divide' persists, with over 15.7 million Americans lacking access to high-speed broadband. Students from low-income households often face limited access to reliable internet and digital devices, which negatively affects their educational opportunities. In the Information Age, people without access to the Internet and other technology are at a disadvantage, for they are less able to connect with others, find and apply for jobs, shop, and learn. People living in poverty, in insecure housing or who are homeless, elderly people, and those living in rural communities may have limited access to the Internet; in contrast, urban middle class people have easy access to the Internet. Another divide is between producers and consumers of Internet content, which could be a result of educational disparities. While social media use varies across age groups, a US 2010 study reported no racial divide. == History == The historical roots of the digital divide in the United States refer to the increasing gap that occurred during the early modern period between those who could and could not access the real time forms of calculation, decision-making, and visualization offered via written and printed media. "Over time, focus has shifted from binary access to differentiated use, where quality and purpose of engagement vary across socio-economic groups." Within this context, ethical discussions regarding the relationship between education and the free distribution of information were raised by thinkers such as Immanuel Kant, Jean Jacques Rousseau, and Mary Wollstonecraft (1712–1778). The latter advocated that governments should intervene to ensure that any society's economic benefits should be fairly and meaningfully distributed. Amid the Industrial Revolution in Great Britain, Rousseau's idea helped to justify poor laws that created a safety net for those who were harmed by new forms of production. Later, when telegraph and postal systems evolved, many used Rousseau's ideas to argue for full access to those services, even if it meant subsidizing hard-to-serve citizens. Thus, "universal services" referred to innovations in regulation and taxation that would allow phone services such as AT&T in the United States to serve hard-to-serve rural users. In 1996, as telecommunications companies merged with Internet companies, the Federal Communications Commission adopted Telecommunications Act of 1996 to consider regulatory strategies and taxation policies to close the digital divide. Though the term "digital divide" was coined among consumer groups that sought to tax and regulate information and communications technology (ICeT) companies to close the digital divide, the topic soon moved onto a global stage. The focus was the World Trade Organization which passed the Telecommunications Services Act, which resisted regulation of ICT companies so that they would be required to serve hard-to-serve individuals and communities. In 1999, to assuage anti-globalization forces, the WTO hosted the "Financial Solutions to Digital Divide" in Seattle, US, co-organized by Craig Warren Smith of Digital Divide Institute and Bill Gates Sr. the chairman of the Bill and Melinda Gates Foundation. It catalyzed a full-scale global movement to close the digital divide, which quickly spread to all sectors of the global economy. In 2000, US president Bill Clinton mentioned the term in the State of the Union Address. Since the early 2000s, the international community has transitioned from a focus on domestic infrastructure to a global, multi-dimensional framework for digital equity. This shift was formalized through the World Summit on the Information Society (WSIS) in Geneva (2003) and Tunis (2005), where the International Telecommunication Union (ITU) established a roadmap for bridging the Global North-South disparity as part of the Sustainable Development Goals. Academic and policy discourse has since evolved to distinguish between the first-level divide (physical access), the second-level divide (digital literacy), and the third-level divide (the ability to translate technology use into socio-economic capital). By the 2020s, critical reflections on national development emphasized that the divide is fundamentally a socio-institutional gap. Research by Tiwari, Kostenko, and Yekhanurov (2025) identifies four pillars for achieving national digital maturity which are digital governance capacity, institutional design to prevent adverse digital incorporation, infrastructure resilience, and citizen capability. This modern era is characterized by the pursuit of meaningful connectivity, a standard that requires internet access to be not only available but affordable, high-speed, and supportive of active content creation. === During the COVID-19 pandemic === At the outset of the COVID-19 pandemic, governments worldwide issued stay-at-home orders that imposed lockdowns, quarantines, restrictions, and closures. The resulting interruptions to schooling, public services, and business operations drove nearly half of the world's population into seeking alternative methods to live while in isolation. These methods included telemedicine, virtual classrooms, online shopping, technology-based social interactions and working remotely, all of which require access to high-speed or broadband internet access and digital technologies. A Pew Research Centre study reports that 90% of Americans describe the use of the Internet as "essential" during the pandemic. The accelerated use of digital technologies created a landscape where the ability, or lack thereof, to access digital spaces became a crucial factor in everyday life. According to the Pew Research Center, 59% of children from lower-income families were likely to face digital obstacles in completing school assignments. These obstacles included the use of a cellphone to complete homework, having to use public Wi-Fi because of unreliable internet service in the home and lack of access to a computer in the home. This difficulty, titled the homework gap, affects more than 30% of K-12 students living below the poverty threshold, and disproportionally affects American Indian/Alaska Native, Black, and Hispanic students. These types of interruptions or privilege gaps in education exemplify problems in the systemic marginalization of historically oppressed individuals in primary education. The pandemic exposed inequity causing discrepancies in learning. "Large-scale events such as COVID-19 intensify both access and skills gaps, underlining the need for resilient digital inclusion policies. Studies during COVID-19 reveal first-level (access) and second-level (skills) divides, with underserved students struggling with reliable internet, devices, and platform navigation ” A lack of "tech readiness", that is, confident and independent use of devices, was reported among the US elderly population; with more than 50% reporting an inadequate knowledge of devices and more than one-third reporting a lack of confidence. "Older adults often face skills and confidence barriers, illustrating later-stage divides in van Dijk’s model." Moreover, according to a UN research paper, similar results can be found across various Asian countries, with those aged over 74, reporting less confident or inconsistent use of digital devices. This aspect of the digital divide and the elderly occurred during the pandemic as healthcare providers increasingly relied upon telemedicine to manage chronic and acute health conditions. == Aspects == There are various definitions of the digital divide, all with slightly different emphasis, which is evidenced by related concepts like digital inclusion, digital participation, digital skills, media literacy, and digital accessibility.“Van Dijk’s model identifies sequential barriers—motivational, material, skills, and usage—that must be addressed to bridge the divide.” === Infrastructure === The infrastructure by which individuals, households, businesses, and communities connect to the Internet addresses the physical mediums that people use to connect to the Internet such as desktop computers, laptops, basic mobile phones or smartphones, MP3 players, gaming consoles, electronic book readers, and tablets. Traditionally, the nature of the divide has been measured in terms of the existing numbers of subscriptions and digital devices. Given the increasing number of such devices, some have concluded that the digital divide among individuals has increasingly been closing as the result of a natural and almost automatic process. Others point to persistent lower levels of connectivity among women, racial and ethnic minorities, people with lower incomes, rura

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  • Media Auxiliary Memory

    Media Auxiliary Memory

    Media Auxiliary Memory or Medium Auxiliary Memory (MAM) refers to a chip embedded into a digital media device (usually a tape cartridge) that stores a small amount of data or metadata that a computer can read without having to read the actual tape. MAMs can be used by the tape driver to increase efficiency, or by custom software to store & retrieve custom data. Some examples of MAM's are Cartridge Memory (HP/Seagate/IBM LTO) and MIC (Sony AIT).

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  • MovieRide FX

    MovieRide FX

    MovieRide FX is a patented automated special visual effects video compositing engine used in the MovieRide FX mobile application for Android (requires Android 2.3 or later) and iOS (compatible with iPhone 4 and up, iPad, and iPod Touch (new generation), requires iOS 7 or later). MovieRide FX allows the user to personalize a "Hollywood-style" movie clip by inserting themself into the clip as the "actor". == Features == The MovieRide FX app uses the relevant mobile device's camera to record a video of the user and insert it into a pre-packaged "Hollywood style" movie clip. The "actor" is extracted from their recorded video clip through various known effects such as masking, keying, and motion tracking. The "actor" is then inserted into one of the pre-packaged movie clips created by the MovieRide FX visual effects artists. This is done through an automated process requiring little or no artistic or technical skill from the user. The custom movie clips pre-packaged with MovieRide FX offer the user a variety of movie scenarios. Additional clips based on popular television and movie themes are continually being developed and are available on a freemium basis. == Sharing == Once the user's footage has automatically been composited into a movie clip and rendered as an .mp4 file, it can be shared via social media, such as Facebook, YouTube, and Twitter, and by e-mail. == History == === 2012 === MovieRide FX was created by Grant Waterston and Johann Mynhardt, who started development in 2012. === 2013 === The beta version was released on Google Play in July 2013. In August 2013 MovieRide FX was a New Media Award winner in the "New Media" category of the Accolade International Awards in Los Angeles. In October 2013 MovieRide FX was awarded exhibitor space in the ‘start-up village’ at the Apps-World Expo in London. === 2014 === MovieRide FX reached the 100 000 – 500 000 downloads category on the Google Play Store in June 2014. The official Android version was launched in July 2014. iOS version released in August 2014. MovieRide FX was selected as one of the "Top 150" startups at the Pioneer Festival in Vienna in September 2014. In November 2014 MovieRide FX was shortlisted for the Appster Awards in the "Best Entertainment App" and "Most Innovative App" categories and was awarded exhibitor space at the ‘start-up village’ at the Apps-World Expo in London. Patent applications were filed in South Africa, the EU and USA in April 2014. === 2015 === In September 2015 MovieRide FX was shortlisted for "Best Software innovation" at The Technology Expo Awards in London. === 2016 === In April 2016 MovieRide FX was nominated for a National Science and Technology Forum (NSTF) award for 'Research leading to Innovation by a corporate organization' In August 2016 Movie Ride FX won two Gold Awards at the 2016 Mobile Marketing Awards (MMA Smarties SA). These two Gold awards were for the 'Innovation' and 'Best in Show’ categories. In December 2016 FlicJam Inc. was formed in the US to access the larger global market. EU patent application was published in March 2016. === 2017 === South African patent was granted in February 2017. === 2018 === US patent was granted in March 2018.

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  • Far-Play

    Far-Play

    Far-Play (stylized fAR-Play, from augmented reality) was a software platform developed at the University of Alberta, for creating location-based, scavenger-hunt style games which use the GPS and web-connectivity features of a player's smartphone. According to the development team, "our long-term objective is to develop a general framework that supports the implementation of AARGs that are fun to play and also educational". It utilizes Layar, an augmented reality smartphone application, QR codes located at particular real-world sites, or a phone's web browser, to facilitate games which require players to be in close physical proximity to predefined "nodes". A node, referred to by the developers as a Virtual Point of Interest (vPOI), is a point in space defined by a set of map coordinates; fAR-Play uses the GPS function of a player's smartphone — or, for indoor games, which are not easily tracked by GPS satellites, specially-created QR codes— to confirm that they are adequately near a given node. Once a player is within a node's proximity, Layar's various augmented reality features can be utilized to display a range of extra content overlaid upon the physical play-space or launch another application for extra functionality. == Development and features == fAR-Play began development in 2008, emerging from a collaborative project undertaken by a group of University of Alberta students from the Computer Science and Humanities Computing departments. fAR-Play is still under development, but a beta version is available for testing by request. fAR-Play's development is managed by a team of interdisciplinary professors and students at the University of Alberta. Currently, the developing team's roster includes Supervising Professors Geoffrey Rockwell and Eleni Stroulia, Developers Lucio Gutierrez and Matthew Delaney, and Website Developers Calen Henry and Garry Wong. === Technology === fAR-Play relies on a number of open- and closed-source web technologies as tools to create, and enhance the users' experience. Layar is the recommended client-side frontend for delivering game content to the player; it is available on Android and iOS, which covers over 91% of smartphones. While Layar is not a requirement to play fAR-Play games, the application does supply additional augmented reality functionality; Layar also includes a built-in QR scanner. Depending on the design of the particular game, the player may instead use a dedicated QR code scanner; the developers recommend BeeTagg, but any such application will do. Layar or a QR code scanner are the maximum software requirements to play a fAR-Play game, making implementation of games on a wide variety of platforms relatively straightforward. fAR-Play games can also be designed for play strictly within a mobile phone's web browser. On the server side, fAR-Play's engine is composed of an Apache server which manages the system's web interface, including the mobile and desktop versions of the fAR-Play website, and a Java-based REST framework for managing the database of nodes. === Features === As a platform for designing AR games, as opposed to an AR game itself, fAR-Play offers little in the way of explicit shapes or patterns for games to take; instead, these elements are left to the game designer or players to develop. However, the nonspecific nature of nodes, the many options they offer for content delivery, and the open design of the platform are such that these elements can be developed extensively. Functionally, fAR-Play is a tool for tracking arbitrary points in space and a given player's proximity to them; what it does beyond that is up to the developers' and players' discretion. However, the fAR-Play website contains a leaderboard which tracks registered user's total scores. Players are assigned levels based on their total score, ranging from Novice — Super Player. Player profiles will display nodes that the player has recently caught, and any achievements the player has gained. Additionally, players can share their adventure progress, achievements, and the capture of vPOIs on Facebook. == How to play == In order to participate in the locative aspects of fAR-Play games, users must have an Android or iOS mobile device and access to wireless internet. Players can participate in fAR-Play anonymously, or create and sign into a fAR-Play account. Those who choose to play anonymously will lose the ability to track their progress across multiple games. When signed in, the player is presented with a list of games that are currently available for play. Each game includes a brief description and the various "adventures" available to the player. Once the game has been started, the player has three different methods for capturing nodes: they may scan a QR in the physical space, discover a node through the Layar camera virtual view, or receive a link in their device's web browser. === QR codes and Layar === QR codes can only be used as a method for capturing nodes and initiating games when there is a physical code present. In order to scan a QR code, players are required to have an application which can capture and recognize QR codes. If the player is utilizing a QR scanning application that has a built in browser, they will be required to log into fAR-Play through the app. Layar is a free to download augmented reality app, containing a built in QR code scanner, which enables its users to participate in fAR-Play games. === Capturing nodes === Layar permits the player to see nodes on their mobile device, guiding the player to their goal. Using this application, the player is able to navigate to their objective with map provided by Google Maps' API or by using their camera — Layar overlays a virtual image onto the real-world scene presented by the camera. The representations on screen expand in size as the player approaches the node destination, simulating relative distance. If the player taps any of the nodes that are presented on the screen, they will be provided additional information about that node, including the node's name and a brief description. Nodes can be captured by tapping the "capture" button. === Playing on browsers === The player can also play fAR-Play games within their mobile device's browser. By visiting https://archive.today/20131123223038/http://farplay.ualberta.ca/far-play/ on a mobile device, players will be presented with a fully realized user interface, permitting full interaction with the games. The player can capture the in game vPOIs through their browser by tapping the "nodes" button. This will bring up a list of all the accessible nodes, complete with a brief description for each location. By clicking on one of the nodes, the player is shown to a screen with a mapped location of the vPOI, an in-depth description of it, and hints. At the top of the page, the player can tap "CAPTURE THIS NODE" and advance in the game. When attempting to capture a node, the developer may or may not associate a challenge with the node. For example, in the game "Zombies ate my Campus", when players are attempting to capture a node, they're presented with a multiple choice question associated with the current node. === Game types === Players complete an adventure when they have captured all of the nodes within it. fAR-Play provides two game modes: in a Virtual Scavenger Hunt, nodes must be captured in a specific order; in a Virtual Treasure Hunt, the order is unimportant. == Existing fAR-Play games == Games currently available through fAR-Play include: Giselle Ever After Thought Hub Comics Arts Capture Challenge Pioneering Edmonton The Intelliphone Challenge A Tour of Atwater Zombies ate my Campus == For developers == fAR-Play's ultimate goal is to provide a simple, effective platform for the creation of locative augmented reality games, but the developer tools are still under active development and not openly available to the public. Access can be granted on a case-by-case basis, however, and a developer's manual is available. Users with development privileges can create new games or edit their existing games, in addition to playing their own or others' games. === Adventures === Games that are developed with fAR-Play are segmented into components called "Adventures". To progress through each game adventure, the player must reach and capture virtual points of interest, referred to in the game as vPOIs. In order to capture a vPOI, the player must travel to a physical location that is set by the developer. It is the developer's choice to include a challenge question to capture the vPOI, though it is not mandatory. A deduction of points can be implemented if the player submits an incorrect answer to a challenge question. === Points and achievements === Each of the nodes will reward the player with a predetermined number of points once they have been captured by the player. These points are added to the player's total points. Each of the adventures that are created require a predetermined number of vPOIs

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  • Digital artifactual value

    Digital artifactual value

    Digital artifactual value, a preservation term, is the intrinsic value of a digital object, rather than the informational content of the object. Though standards are lacking, born-digital objects and digital representations of physical objects may have a value attributed to them as artifacts. == Intrinsic value in analog materials == With respect to analog or non-digital materials, artifacts are determined to have singular research or archival value if they possess qualities and characteristics that make them the only acceptable form for long-term preservation. These qualities and characteristics are commonly referred to as the item's intrinsic value and form the basis upon which digital artifactual value is currently evaluated. Artifactual value based on this idea is predicated upon the artifact's originality, faithfulness, fixity, and stability. The intrinsic value of a particular object, as interpreted by archival professionals, largely determines the selection process for archives. The National Archives and Records Administration Committee on Intrinsic Value in "Intrinsic Value in Archival Material" classified an analog object as having intrinsic value if it possessed one or more of the follow qualities: Physical form that may be the subject for study if the records provide meaningful documentation or significant examples of the form. Aesthetic or artistic quality. Unique or curious physical features. Age that provides a quality of uniqueness. Value for use in exhibits. Questionable authenticity, date, author, or other characteristic that is significant and ascertainable by physical examination. General and substantial public interest because of direct association with famous or historically significant people, places, things, issues or events. Significance as documentation of the establishment or continuing legal basis of an agency or institution. Significance as documentation of the formulation of policy at the highest executive levels when the policy has significance and broad effect throughout or beyond the agency or institution. Other archival professionals such as Lynn Westney have written that the characteristics of materials exhibiting intrinsic value include age, content, usage, particularities of creation, signatures, and attached seals. Westney and others have stated that paper-based artifacts can be thought to have evidentiary value, or significant contextual markings, insofar that the original manifestation of the artifact can attest to the originality, faithfulness or authenticity, fixity, and stability of the content. For other analog materials, properly articulating intrinsic value remains essential for determining artifactual value. Similar to paper-based objects in many respects, artifactual value for images typically takes into account artistic value, age, authorial prestige, significant provenance, and institutional priorities. Analog audio preservation is based upon similar factors, including the cultural value of the item, its historical uniqueness, the estimated longevity of the medium, the current condition of the item, and the state of playback equipment, among other things. == Analog conventions in a digital realm == The standard definition of artifactual value, as it has applied to analog or non-digital materials in the twentieth century, is based upon a set of conventions which do not ordinarily apply to digital objects in toto. The Council on Library and Information Resources (CLIR) has stated that printed texts and other paper-based manuscripts, when considered as objects, are imbued with meaning distilled from a general set of understandings inherent to these conventions: The object is of a fixed and stable composition/form. Authorship and intellectual property are a recognizable concept. Duplication is possible. Fungibility of informational content (or, in other words, the ability to be replaced by another identical object). These conventions are important to consider because they help to describe the physical and even metaphysical relationship between a document's content and its physical manifestation. The underpinnings of this relationship are not identical and do not apply with the same degree of clarity to an immaterial digital realm. The idea of fixity with regard to printed materials, for example, is largely predicated on the notion that an object has been recorded on a relatively stable medium. The physical presence of a print text serves as proof of its authenticity as an object or artifact, as well as its scarcity and uniqueness in relation to other print materials. Variations in the chemical properties and storage conditions of print-based materials, as well as other cultural variables, certainly impact the fixity or stability of print materials, but there is little controversy about determining its fundamental existence or originality. However, uniqueness in the physical, paper-based sense does not translate to a digital realm in which immaterial objects are subject to theoretically infinite levels of reproduction and dissemination. Born-digital and digital surrogates may or may not look any different from each other on a server, and alterations can be made without explicit notice to the user. These alterations are normally called migration events, or actions taken on the digital object that change the original object's composition. They can enact subtle but fundamental alterations to the original document, thereby compromising its existence as an original object. Furthermore, because the tools used to generate and access digital objects have historically evolved quite rapidly, issues of playback obsolescence, incapability, data loss, and broken pathways to information have changed traditional ideas of fixity and stability. Therefore, artifactual value in a digital realm requires a modified set of generalized standards for determining artifactual originality. Michael J. Giarlo and Ronald Jantz, only two of many, have posited a list of methods for establishing digital intrinsic value by way of careful metadata generation and records maintenance. In their report, a digital original possesses three key characteristics that distinguishes it from identical copies. These include continuous verification and re-verification of the document's digital signature starting from the date of creation; retaining versions and recordings of all changes to the object in an audit trail; and having the archival master contain the creation date of the digital object. They also reported that originality in digital sources could be verified or produced by the following techniques: Digital object is given a date-time stamp that's automatically inserted into the METS-XML header upon creation. Date-time is inserted into archival metadata. Encapsulation. Digital signatures. == The role of digital surrogates == Digital surrogates are considered a utility for aiding in the preservation and increased access of certain artifacts. However, digital surrogates can have different utilities for objects depending on the nature of the original artifact and the condition the artifact is in. In 2001 the Council on Library and Information Resources (CLIR) published a report on the artifact in library collections. The CLIR states that the utility of the digital surrogate can be determined by dividing the original material (artifact) into two different categories, artifacts that are rare and those that are not. These two categories can be further divided by two categories, artifacts that are frequently used and those that are not. === Materials that are frequently used and not rare === According to the CLIR "it is not obvious that digital surrogates provide all the functionality, all the information, or all the aesthetic value of originals. Therefore, while it may be sensible to recommend that digital surrogates be used to reduce the cost and increase the availability of library holdings that circulate frequently, the decision to deaccession a physical object in library collections and replace it with a digital surrogate should be based on a careful assessment of the way in which library patrons use the original object or objects of its kind." === Materials that are infrequently used and not rare === Keeping the original is always the best solution for libraries and especially archives but in the case of libraries where an artifact is not rare or used infrequently there must be a barometer that is developed to help "balance functionality with actual use in order to help decide when digital surrogates that provide most of the functionality of originals are acceptable." === Materials that are rare and frequently used === A professional in the field of Library and Information Science (LIS) would almost certainly not argue that a digital surrogate could replace a rare object. However, in the case of a rare object that is falling into poor shape due to heavy use a digital surrogate could be extremely useful in reducing the wear a

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