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  • Seq2seq

    Seq2seq

    Seq2seq is a family of machine learning approaches used for natural language processing. Originally developed by Lê Viết Quốc, a Vietnamese computer scientist and a machine learning pioneer at Google Brain, this framework has become foundational in many modern AI systems. Applications include language translation, image captioning, conversational models, speech recognition, and text summarization. Seq2seq uses sequence transformation: it turns one sequence into another sequence. == History == One naturally wonders if the problem of translation could conceivably be treated as a problem in cryptography. When I look at an article in Russian, I say: 'This is really written in English, but it has been coded in some strange symbols. I will now proceed to decode. seq2seq is an approach to machine translation (or more generally, sequence transduction) with roots in information theory, where communication is understood as an encode-transmit-decode process, and machine translation can be studied as a special case of communication. This viewpoint was elaborated, for example, in the noisy channel model of machine translation. In practice, seq2seq maps an input sequence into a real-numerical vector by using a neural network (the encoder), and then maps it back to an output sequence using another neural network (the decoder). The idea of encoder-decoder sequence transduction had been developed in the early 2010s. The papers most commonly cited as the originators that produced seq2seq are two papers from 2014. In the seq2seq as proposed by them, both the encoder and the decoder were LSTMs. This had the "bottleneck" problem, since the encoding vector has a fixed size, so for long input sequences, information would tend to be lost, as they are difficult to fit into the fixed-length encoding vector. The attention mechanism, proposed in 2014, resolved the bottleneck problem. They called their model RNNsearch, as it "emulates searching through a source sentence during decoding a translation". A problem with seq2seq models at this point was that recurrent neural networks are difficult to parallelize. The 2017 publication of Transformers resolved the problem by replacing the encoding RNN with self-attention Transformer blocks ("encoder blocks"), and the decoding RNN with cross-attention causally-masked Transformer blocks ("decoder blocks"). === Priority dispute === One of the papers cited as the originator for seq2seq is (Sutskever et al 2014), published at Google Brain while they were on Google's machine translation project. The research allowed Google to overhaul Google Translate into Google Neural Machine Translation in 2016. Tomáš Mikolov claims to have developed the idea (before joining Google Brain) of using a "neural language model on pairs of sentences... and then [generating] translation after seeing the first sentence"—which he equates with seq2seq machine translation, and to have mentioned the idea to Ilya Sutskever and Quoc Le (while at Google Brain), who failed to acknowledge him in their paper. Mikolov had worked on RNNLM (using RNN for language modelling) for his PhD thesis, and is more notable for developing word2vec. == Architecture == The main reference for this section is. === Encoder === The encoder is responsible for processing the input sequence and capturing its essential information, which is stored as the hidden state of the network and, in a model with attention mechanism, a context vector. The context vector is the weighted sum of the input hidden states and is generated for every time instance in the output sequences. === Decoder === The decoder takes the context vector and hidden states from the encoder and generates the final output sequence. The decoder operates in an autoregressive manner, producing one element of the output sequence at a time. At each step, it considers the previously generated elements, the context vector, and the input sequence information to make predictions for the next element in the output sequence. Specifically, in a model with attention mechanism, the context vector and the hidden state are concatenated together to form an attention hidden vector, which is used as an input for the decoder. The seq2seq method developed in the early 2010s uses two neural networks: an encoder network converts an input sentence into numerical vectors, and a decoder network converts those vectors to sentences in the target language. The Attention mechanism was grafted onto this structure in 2014 and is shown below. Later it was refined into the encoder-decoder Transformer architecture of 2017. === Training vs prediction === There is a subtle difference between training and prediction. During training time, both the input and the output sequences are known. During prediction time, only the input sequence is known, and the output sequence must be decoded by the network itself. Specifically, consider an input sequence x 1 : n {\displaystyle x_{1:n}} and output sequence y 1 : m {\displaystyle y_{1:m}} . The encoder would process the input x 1 : n {\displaystyle x_{1:n}} step by step. After that, the decoder would take the output from the encoder, as well as the as input, and produce a prediction y ^ 1 {\displaystyle {\hat {y}}_{1}} . Now, the question is: what should be input to the decoder in the next step? A standard method for training is "teacher forcing". In teacher forcing, no matter what is output by the decoder, the next input to the decoder is always the reference. That is, even if y ^ 1 ≠ y 1 {\displaystyle {\hat {y}}_{1}\neq y_{1}} , the next input to the decoder is still y 1 {\displaystyle y_{1}} , and so on. During prediction time, the "teacher" y 1 : m {\displaystyle y_{1:m}} would be unavailable. Therefore, the input to the decoder must be y ^ 1 {\displaystyle {\hat {y}}_{1}} , then y ^ 2 {\displaystyle {\hat {y}}_{2}} , and so on. It is found that if a model is trained purely by teacher forcing, its performance would degrade during prediction time, since generation based on the model's own output is different from generation based on the teacher's output. This is called exposure bias or a train/test distribution shift. A 2015 paper recommends that, during training, randomly switch between teacher forcing and no teacher forcing. === Attention for seq2seq === The attention mechanism is an enhancement introduced by Bahdanau et al. in 2014 to address limitations in the basic Seq2Seq architecture where a longer input sequence results in the hidden state output of the encoder becoming irrelevant for the decoder. It enables the model to selectively focus on different parts of the input sequence during the decoding process. At each decoder step, an alignment model calculates the attention score using the current decoder state and all of the attention hidden vectors as input. An alignment model is another neural network model that is trained jointly with the seq2seq model used to calculate how well an input, represented by the hidden state, matches with the previous output, represented by attention hidden state. A softmax function is then applied to the attention score to get the attention weight. In some models, the encoder states are directly fed into an activation function, removing the need for alignment model. An activation function receives one decoder state and one encoder state and returns a scalar value of their relevance. Consider the seq2seq language English-to-French translation task. To be concrete, let us consider the translation of "the zone of international control ", which should translate to "la zone de contrôle international ". Here, we use the special token as a control character to delimit the end of input for both the encoder and the decoder. An input sequence of text x 0 , x 1 , … {\displaystyle x_{0},x_{1},\dots } is processed by a neural network (which can be an LSTM, a Transformer encoder, or some other network) into a sequence of real-valued vectors h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , where h {\displaystyle h} stands for "hidden vector". After the encoder has finished processing, the decoder starts operating over the hidden vectors, to produce an output sequence y 0 , y 1 , … {\displaystyle y_{0},y_{1},\dots } , autoregressively. That is, it always takes as input both the hidden vectors produced by the encoder, and what the decoder itself has produced before, to produce the next output word: ( h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , "") → "la" ( h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , " la") → "la zone" ( h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , " la zone") → "la zone de" ... ( h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , " la zone de contrôle international") → "la zone de contrôle international " Here, we use the special token as a control character to delimit the start of input for the decoder. The decoding terminates as soon as "" appears in the decoder output. ==

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  • Höhere Graphische Bundes-Lehr- und Versuchsanstalt

    Höhere Graphische Bundes-Lehr- und Versuchsanstalt

    The Höhere Graphische Bundes-Lehr- und Versuchsanstalt (HGBLuVA) ("Higher Federal Institution for Graphic Education and Research"), now commonly known as "die Graphische", founded in 1888 in Vienna, is a vocational college for professions in visual communication and media technology in Austria. == History == === Opening === Originally set up as a photographic research institute by the President of the Photographic Society, the graphic teaching and research institute (GLV) was created through the incorporation of the photographic school (a department for photographic reproduction processes connected to the Salzburg State Building School) and the Hörwarter general drawing school in Vienna. Since its foundation, it has made an important contribution to the establishment and development of the graphic professions. According to a resolution of March 14, 1887, the City Council of Vienna made three floors of the municipal building in Vienna VII, Westbahnstraße 25, available to the former Schottenfelder Realschule for the establishment of a teaching and research institute for photography and reproduction processes. The k. k. Lehr- und Versuchsanstalt für Photographie und Reproductionsverfahren, founded and directed (1888–1923) by Josef Maria Eder, previously of the Technologische Gewerbemuseum (Museum of Applied Technology), for which he established a Section for Photography and Reproduction Techniques, and the Vienna State Trade School where, recently qualified as a university lecturer, he began teaching chemistry and physics in 1881. It opened on March 1, 1888 with 108 students. In the next school year the number of students rose to 174. In 1890, Eder placed a Wothly solar camera (an early means of enlarging negatives) on the roof. In the context of the history of vocational schools and the applied arts, pioneering educational reforms in Austria from the 1870s created institutions like it outside the format of the classical university, it being a special variation on the “state trade school” (“Staats-Gewerbeschule”). Eder based his institution on earlier foreign models such as the Conservatoire des arts et métiers in Paris (founded 1794), that housed a museum of history and technology and hosted with evening lectures and demonstrations, with lectures in photography commencing in 1891. From 1897 onwards the name Graphische Lehr- und Versuchsanstalt came into being . In 1906, Emperor Franz Joseph granted the school the designation “Imperial and Royal” in the title, and the Republic of Austria confirmed this distinction when the school's Federal Chancellery approved the use of the national coat of arms. === The beginnings === The GLV was instituted on August 27, 1887 "by the highest resolution to approve the activation of this teaching and research institute in Vienna on March 1, 1888". The aim of the institute was the “training of specialist photographers, retouchers, collotype printers, photolithographers, etc., the instruction of artists, scholars and technicians who want to learn photography as an auxiliary science, furthermore the testing of equipment, chemicals and the implementation of independent scientific investigations in the areas of Photochemistry and Related Subjects”. The school consisted of two departments; the Institute for Photography and Reproduction Processes and the Research Institute, and in 1891 the Board of Book Printers and Type Founders pointed out the urgent need to add a department for book printers to the school. In 1897 an additional section for the book and illustration trade was opened, the school called "KK Graphische Lehr- und Versuchsanstalt" was then divided into four sections: Section I: Institute for Photography and Reproduction (corresponds to the former Institute for Photography and Reproduction Processes) Section II: College for the book and illustration trade Section III: Research institute for photochemistry and graphic printing processes (corresponds to the original research institute) Section IV: Collections: graphic collection, library and equipment collection The first original lithographs by famous artists such as Luigi Kasimir and Tina Blau are thanks to the special course for lithography and lithography introduced in 1905 and 'algraphy' - a planographic printing process from an aluminum plate instead of the stone used in lithography - was first taught in Austria in 1896 at the GLV. The specialty course for lithography and lithography existed until 1913/14, after which a specialist course for xylography (wood engraving and woodcuts) was offered. In 1908 the graphic arts department was set up on the top floor of the neighbouring house at Westbahnstraße 27 connected by a spiral staircase still in existence in the courtyard at the current location on Leyserstraße. === Women in the graphic teaching and research institute === From 1908 women were also officially admitted. For the period from 1888 to 1918/19, a total of 718 female students at the Graphische are recorded in the largely preserved class lists. Due to changes and new requirements in the job description, the proportion of women continued to grow, so that in some classes it exceeded two thirds. === The Graphics Department === In 1916, the school statute was changed: all-day lessons with photography internship in the 1st and 2nd years as well as training for disabled people were introduced and a drawing school was added. After the First World War, the school was renamed several times: In 1919 the name was "Deutsch-Österreichische Graphische Lehr- und Versuchsanstalt"; changed in 1920 to "Staatliche Graphische Lehr- und Versuchsanstalt" and in 1923 to "Graphic Education and Research Institute". === The school in the time of National Socialism === The "annexation of Austria by Germany" resulted in organisational restructuring: semesters were introduced and the GLV was made a subordinate level of a university of the graphic arts administered in Leipzig. In 1939 the school became a state graphic teaching and research institute . Up to this point, two thirds of all Austrian postage stamps had been designed and engraved in the Graphische. === Post-war period === In 1945 the period of study at the technical school was extended to four years. In 1948, “manual graphics” became “commercial graphics” followed by an honours year. In 1959, a department A was developed: a three-class specialist department for photography with a master class, and a department B: a specialist department for commercial graphics with four classes and an honours year. Through further school reforms, the university entrance qualification was acquired with the completion of the now five-year course and honours qualification. In 1967, due to a lack of space, the Westbahnstrasse was moved to the new Carl Appel building in Leyserstrasse. === The new building, 1963 === On May 22, 1963, the foundation stone of the new campus was laid in the 14th district in the Breitenseer Strasse, Leyserstrasse and Spallartgasse area (Kommandogebäude Theodor Körner). In 1967 the move to the new building began and in 1968 the official opening coincided with the 80th anniversary of the school. In 1963/64 the first year of the five-year high school for reprography and printing technology began. There was also a four-year technical school. With the advent of personal computers and their use in the graphics industry, change comes first in typesetting and later in image processing, and in 1984 the advent of desktop publishing brought a revolution that permanently challenged the distinction between photographer, typesetter, layout artist and printer. In 1988, the Graphische celebrated its 100th anniversary. The rapid development of technology shaped school events in the 1980s, as did the rapid advance of offset printing - albeit at the expense of Letterpress printing. In reproduction technology, scanner technology for the production of colour separations displaced reprography. === Renovation, 2006 === Due to renovation work on the building in Leyserstraße, the management and the photography, multimedia and graphics departments moved to an alternative location in Vienna's first district at Schellinggasse 13. After the work was completed, the school was relocated in February 2008. == Notable teachers and students ==

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  • Modulation error ratio

    Modulation error ratio

    The modulation error ratio (MER) is a measure used to quantify the performance of a digital radio (or digital TV) transmitter or receiver in a communications system using digital modulation (such as QAM). A signal sent by an ideal transmitter or received by a receiver would have all constellation points precisely at the ideal locations, however various imperfections in the implementation (such as noise, low image rejection ratio, phase noise, carrier suppression, distortion, etc.) or signal path cause the actual constellation points to deviate from the ideal locations. Transmitter MER can be measured by specialized equipment, which demodulates the received signal in a similar way to how a real radio demodulator does it. Demodulated and detected signal can be used as a reasonably reliable estimate for the ideal transmitted signal in MER calculation. == Definition == An error vector is a vector in the I-Q plane between the ideal constellation point and the point received by the receiver. The Euclidean distance between the two points is its magnitude. The modulation error ratio is equal to the ratio of the root mean square (RMS) power (in Watts) of the reference vector to the power (in Watts) of the error. It is defined in dB as: M E R ( d B ) = 10 log 10 ⁡ ( P s i g n a l P e r r o r ) {\displaystyle \mathrm {MER(dB)} =10\log _{10}\left({P_{\mathrm {signal} } \over P_{\mathrm {error} }}\right)} where Perror is the RMS power of the error vector, and Psignal is the RMS power of ideal transmitted signal. MER is defined as a percentage in a compatible (but reciprocal) way: M E R ( % ) = P e r r o r P s i g n a l × 100 % {\displaystyle \mathrm {MER(\%)} ={\sqrt {P_{\mathrm {error} } \over P_{\mathrm {signal} }}}\times 100\%} with the same definitions. MER is closely related to error vector magnitude (EVM), but MER is calculated from the average power of the signal. MER is also closely related to signal-to-noise ratio. MER includes all imperfections including deterministic amplitude imbalance, quadrature error and distortion, while noise is random by nature.

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  • Duck face

    Duck face

    Duck face or duck lips is a photographic pose that is common on profile pictures in social networks. The lips are pressed together as in a pout and the cheeks are typically also sucked in. The pose is usually seen as an attempt to appear alluring, but it can be ironic or an attempt to hide self-conscious embarrassment. == History == Fashion models frequently use exaggerated pouts, and self-portraits with a pouty face go back to Rembrandt. In the 1994 film Four Weddings and a Funeral, one of the lead characters, Henrietta, played by Anna Chancellor, is nicknamed Duckface for her pouty expressions. Ben Stiller mocked models' pouty expressions in 1996 comedy sketches and the 2001 feature film Zoolander. The silly expressions made by his narcissistic character have retroactively been identified as an example of duck face. As social networks became popular, young women frequently made exaggeratedly pouty expressions. This became a major fad by the 2010s, provoking a strong negative reaction among some viewers. OxfordDictionaries.com added "duck face" as a new word in 2014 to their list of current and modern words, but it has not been added to the Oxford English Dictionary. In an animal communication studies of capuchin monkeys, the "duck face" term has been used synonymously with "protruded lip face", which females exhibit in the proceptive phase before mating.

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  • Shearlet

    Shearlet

    In applied mathematical analysis, shearlets are a multiscale framework which allows efficient encoding of anisotropic features in multivariate problem classes. Originally, shearlets were introduced in 2006 for the analysis and sparse approximation of functions f ∈ L 2 ( R 2 ) {\displaystyle f\in L^{2}(\mathbb {R} ^{2})} . They are a natural extension of wavelets, to accommodate the fact that multivariate functions are typically governed by anisotropic features such as edges in images, since wavelets, as isotropic objects, are not capable of capturing such phenomena. Shearlets are constructed by parabolic scaling, shearing, and translation applied to a few generating functions. At fine scales, they are essentially supported within skinny and directional ridges following the parabolic scaling law, which reads length² ≈ width. Similar to wavelets, shearlets arise from the affine group and allow a unified treatment of the continuum and digital situation leading to faithful implementations. Although they do not constitute an orthonormal basis for L 2 ( R 2 ) {\displaystyle L^{2}(\mathbb {R} ^{2})} , they still form a frame allowing stable expansions of arbitrary functions f ∈ L 2 ( R 2 ) {\displaystyle f\in L^{2}(\mathbb {R} ^{2})} . One of the most important properties of shearlets is their ability to provide optimally sparse approximations (in the sense of optimality in ) for cartoon-like functions f {\displaystyle f} . In imaging sciences, cartoon-like functions serve as a model for anisotropic features and are compactly supported in [ 0 , 1 ] 2 {\displaystyle [0,1]^{2}} while being C 2 {\displaystyle C^{2}} apart from a closed piecewise C 2 {\displaystyle C^{2}} singularity curve with bounded curvature. The decay rate of the L 2 {\displaystyle L^{2}} -error of the N {\displaystyle N} -term shearlet approximation obtained by taking the N {\displaystyle N} largest coefficients from the shearlet expansion is in fact optimal up to a log-factor: ‖ f − f N ‖ L 2 2 ≤ C N − 2 ( log ⁡ N ) 3 , N → ∞ , {\displaystyle \|f-f_{N}\|_{L^{2}}^{2}\leq CN^{-2}(\log N)^{3},\quad N\to \infty ,} where the constant C {\displaystyle C} depends only on the maximum curvature of the singularity curve and the maximum magnitudes of f {\displaystyle f} , f ′ {\displaystyle f'} and f ″ . {\displaystyle f''.} This approximation rate significantly improves the best N {\displaystyle N} -term approximation rate of wavelets providing only O ( N − 1 ) {\displaystyle O(N^{-1})} for such class of functions. Shearlets are to date the only directional representation system that provides sparse approximation of anisotropic features while providing a unified treatment of the continuum and digital realm that allows faithful implementation. Extensions of shearlet systems to L 2 ( R d ) , d ≥ 2 {\displaystyle L^{2}(\mathbb {R} ^{d}),d\geq 2} are also available. A comprehensive presentation of the theory and applications of shearlets can be found in. == Definition == === Continuous shearlet systems === The construction of continuous shearlet systems is based on parabolic scaling matrices A a = [ a 0 0 a 1 / 2 ] , a > 0 {\displaystyle A_{a}={\begin{bmatrix}a&0\\0&a^{1/2}\end{bmatrix}},\quad a>0} as a means to change the resolution, on shear matrices S s = [ 1 s 0 1 ] , s ∈ R {\displaystyle S_{s}={\begin{bmatrix}1&s\\0&1\end{bmatrix}},\quad s\in \mathbb {R} } as a means to change the orientation, and finally on translations to change the positioning. In comparison to curvelets, shearlets use shearings instead of rotations, the advantage being that the shear operator S s {\displaystyle S_{s}} leaves the integer lattice invariant in case s ∈ Z {\displaystyle s\in \mathbb {Z} } , i.e., S s Z 2 ⊆ Z 2 . {\displaystyle S_{s}\mathbb {Z} ^{2}\subseteq \mathbb {Z} ^{2}.} This indeed allows a unified treatment of the continuum and digital realm, thereby guaranteeing a faithful digital implementation. For ψ ∈ L 2 ( R 2 ) {\displaystyle \psi \in L^{2}(\mathbb {R} ^{2})} the continuous shearlet system generated by ψ {\displaystyle \psi } is then defined as SH c o n t ⁡ ( ψ ) = { ψ a , s , t = a 3 / 4 ψ ( S s A a ( ⋅ − t ) ) ∣ a > 0 , s ∈ R , t ∈ R 2 } , {\displaystyle \operatorname {SH} _{\mathrm {cont} }(\psi )=\{\psi _{a,s,t}=a^{3/4}\psi (S_{s}A_{a}(\cdot -t))\mid a>0,s\in \mathbb {R} ,t\in \mathbb {R} ^{2}\},} and the corresponding continuous shearlet transform is given by the map f ↦ S H ψ f ( a , s , t ) = ⟨ f , ψ a , s , t ⟩ , f ∈ L 2 ( R 2 ) , ( a , s , t ) ∈ R > 0 × R × R 2 . {\displaystyle f\mapsto {\mathcal {SH}}_{\psi }f(a,s,t)=\langle f,\psi _{a,s,t}\rangle ,\quad f\in L^{2}(\mathbb {R} ^{2}),\quad (a,s,t)\in \mathbb {R} _{>0}\times \mathbb {R} \times \mathbb {R} ^{2}.} === Discrete shearlet systems === A discrete version of shearlet systems can be directly obtained from SH c o n t ⁡ ( ψ ) {\displaystyle \operatorname {SH} _{\mathrm {cont} }(\psi )} by discretizing the parameter set R > 0 × R × R 2 . {\displaystyle \mathbb {R} _{>0}\times \mathbb {R} \times \mathbb {R} ^{2}.} There are numerous approaches for this but the most popular one is given by { ( 2 j , k , A 2 j − 1 S k − 1 m ) ∣ j ∈ Z , k ∈ Z , m ∈ Z 2 } ⊆ R > 0 × R × R 2 . {\displaystyle \{(2^{j},k,A_{2^{j}}^{-1}S_{k}^{-1}m)\mid j\in \mathbb {Z} ,k\in \mathbb {Z} ,m\in \mathbb {Z} ^{2}\}\subseteq \mathbb {R} _{>0}\times \mathbb {R} \times \mathbb {R} ^{2}.} From this, the discrete shearlet system associated with the shearlet generator ψ {\displaystyle \psi } is defined by SH ⁡ ( ψ ) = { ψ j , k , m = 2 3 j / 4 ψ ( S k A 2 j ⋅ − m ) ∣ j ∈ Z , k ∈ Z , m ∈ Z 2 } , {\displaystyle \operatorname {SH} (\psi )=\{\psi _{j,k,m}=2^{3j/4}\psi (S_{k}A_{2^{j}}\cdot {}-m)\mid j\in \mathbb {Z} ,k\in \mathbb {Z} ,m\in \mathbb {Z} ^{2}\},} and the associated discrete shearlet transform is defined by f ↦ S H ψ f ( j , k , m ) = ⟨ f , ψ j , k , m ⟩ , f ∈ L 2 ( R 2 ) , ( j , k , m ) ∈ Z × Z × Z 2 . {\displaystyle f\mapsto {\mathcal {SH}}_{\psi }f(j,k,m)=\langle f,\psi _{j,k,m}\rangle ,\quad f\in L^{2}(\mathbb {R} ^{2}),\quad (j,k,m)\in \mathbb {Z} \times \mathbb {Z} \times \mathbb {Z} ^{2}.} == Examples == Let ψ 1 ∈ L 2 ( R ) {\displaystyle \psi _{1}\in L^{2}(\mathbb {R} )} be a function satisfying the discrete Calderón condition, i.e., ∑ j ∈ Z | ψ ^ 1 ( 2 − j ξ ) | 2 = 1 , for a.e. ξ ∈ R , {\displaystyle \sum _{j\in \mathbb {Z} }|{\hat {\psi }}_{1}(2^{-j}\xi )|^{2}=1,{\text{for a.e. }}\xi \in \mathbb {R} ,} with ψ ^ 1 ∈ C ∞ ( R ) {\displaystyle {\hat {\psi }}_{1}\in C^{\infty }(\mathbb {R} )} and supp ⁡ ψ ^ 1 ⊆ [ − 1 2 , − 1 16 ] ∪ [ 1 16 , 1 2 ] , {\displaystyle \operatorname {supp} {\hat {\psi }}_{1}\subseteq [-{\tfrac {1}{2}},-{\tfrac {1}{16}}]\cup [{\tfrac {1}{16}},{\tfrac {1}{2}}],} where ψ ^ 1 {\displaystyle {\hat {\psi }}_{1}} denotes the Fourier transform of ψ 1 . {\displaystyle \psi _{1}.} For instance, one can choose ψ 1 {\displaystyle \psi _{1}} to be a Meyer wavelet. Furthermore, let ψ 2 ∈ L 2 ( R ) {\displaystyle \psi _{2}\in L^{2}(\mathbb {R} )} be such that ψ ^ 2 ∈ C ∞ ( R ) , {\displaystyle {\hat {\psi }}_{2}\in C^{\infty }(\mathbb {R} ),} supp ⁡ ψ ^ 2 ⊆ [ − 1 , 1 ] {\displaystyle \operatorname {supp} {\hat {\psi }}_{2}\subseteq [-1,1]} and ∑ k = − 1 1 | ψ ^ 2 ( ξ + k ) | 2 = 1 , for a.e. ξ ∈ [ − 1 , 1 ] . {\displaystyle \sum _{k=-1}^{1}|{\hat {\psi }}_{2}(\xi +k)|^{2}=1,{\text{for a.e. }}\xi \in \left[-1,1\right].} One typically chooses ψ ^ 2 {\displaystyle {\hat {\psi }}_{2}} to be a smooth bump function. Then ψ ∈ L 2 ( R 2 ) {\displaystyle \psi \in L^{2}(\mathbb {R} ^{2})} given by ψ ^ ( ξ ) = ψ ^ 1 ( ξ 1 ) ψ ^ 2 ( ξ 2 ξ 1 ) , ξ = ( ξ 1 , ξ 2 ) ∈ R 2 , {\displaystyle {\hat {\psi }}(\xi )={\hat {\psi }}_{1}(\xi _{1}){\hat {\psi }}_{2}\left({\tfrac {\xi _{2}}{\xi _{1}}}\right),\quad \xi =(\xi _{1},\xi _{2})\in \mathbb {R} ^{2},} is called a classical shearlet. It can be shown that the corresponding discrete shearlet system SH ⁡ ( ψ ) {\displaystyle \operatorname {SH} (\psi )} constitutes a Parseval frame for L 2 ( R 2 ) {\displaystyle L^{2}(\mathbb {R} ^{2})} consisting of bandlimited functions. Another example are compactly supported shearlet systems, where a compactly supported function ψ ∈ L 2 ( R 2 ) {\displaystyle \psi \in L^{2}(\mathbb {R} ^{2})} can be chosen so that SH ⁡ ( ψ ) {\displaystyle \operatorname {SH} (\psi )} forms a frame for L 2 ( R 2 ) {\displaystyle L^{2}(\mathbb {R} ^{2})} . In this case, all shearlet elements in SH ⁡ ( ψ ) {\displaystyle \operatorname {SH} (\psi )} are compactly supported providing superior spatial localization compared to the classical shearlets, which are bandlimited. Although a compactly supported shearlet system does not generally form a Parseval frame, any function f ∈ L 2 ( R 2 ) {\displaystyle f\in L^{2}(\mathbb {R} ^{2})} can be represented by the shearlet expansion due to its frame property. == Cone-adapted shearlets == One drawback of shearlets defined as above is the directional bias of shearlet elements associated with large shearing parameters. This effect is already r

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  • Digital entertainment

    Digital entertainment

    Digital entertainment Industry includes, but is not restricted to, any combination of the following industries (that themselves have a considerable degree of overlap): digital media new media video on demand video games interactive entertainment online gambling mobile entertainment social media streaming services "Digital entertainment", largely a hard to define marketing term, rests upon entertainment technology and ultimately on the enabling basic technologies computers, Internet/World Wide Web, digital rights management, multimedia and streaming media. Apart from pure entertainment, the term rests upon the observation that already in 2011 in the UK, for example, "nearly half of people’s waking hours are spent using media content and communications services" ("screen time"). Digital entertainment is inextricably connected with digital marketing. People who follow influencers on social media for entertainment will receive a fair share of advertising at the same time. Digital merchandise is distributed with every computer game and popup ads or similar are ubiquitous in the online (gaming) world.

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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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  • Fansly

    Fansly

    Fansly is a subscription-based social media platform that allows content creators to monetize exclusive content, including photos, videos, live streams, and direct messages. Operated by Select Media LLC, the platform is headquartered in Baltimore, Maryland. While the platform hosts a variety of content genres, it is primarily known for adult content and is frequently compared to OnlyFans. == History == Fansly was launched in 2020 by Micheal Etelis under Select Media LLC, which was incorporated in February 2020. The platform also operates through CY Media LTD, registered in Kamares, Cyprus, established in May 2021. The company has remained privately held with no disclosed external funding rounds or official valuation, operating as a bootstrapped entity. Based on Fansly's social media presence, which was created in November 2020, the platform did not begin gaining traction until early 2021 when creators started to become concerned about potential content policy changes at OnlyFans. In August 2021, OnlyFans announced it would ban sexually explicit content effective October 2021, citing pressure from banks involved in its payment processing. Although OnlyFans reversed the decision six days later, the announcement triggered a massive influx of users to Fansly; the platform received nearly 4,000 new creator applications in a single hour, causing its servers to crash from the surge in traffic. By August 21, 2021, Fansly had reached 2.1 million users. == Features and business model == Fansly operates as a B2C marketplace, taking a 20% commission on all transactions conducted on the platform, with creators retaining the remaining 80%. This commission rate is the same as that charged by its main competitor, OnlyFans. A distinguishing feature of Fansly is its tiered subscription model, which allows creators to set multiple subscription levels at different price points, each offering different perks such as exclusive content, chat access, or custom requests. By contrast, OnlyFans historically relied on a single-tier subscription model. Revenue streams on the platform include recurring subscriptions, one-time pay-per-view content purchases, tips, paid messaging, and live-streaming fees. The platform also features an algorithmic "For You" feed that helps users discover new creators, addressing a limitation of competitors that lack internal content promotion mechanisms. Additional features include content watermarking, geolocation blocking to control where content is visible, two-factor authentication, community polls, 24-hour stories, and social media integration with platforms such as Twitter and Twitch. Payouts are processed within one to two business days and support multiple methods, including bank transfers, Skrill, Paxum, and cryptocurrency. In December 2025, Fansly expanded its live-streaming capabilities, introducing ticketed access, private list gating, configurable chat permissions, stream goals, and interactive device integration. == Controversies == === OnlyFans anti-competitive allegations === In August 2022, a series of lawsuits were filed in the United States alleging that OnlyFans had bribed employees of Meta Platforms to place Instagram accounts of creators who also sold content on competitor platforms, including Fansly, onto a terrorist blacklist. The lawsuits alleged that adult performers had traffic driven away from their Instagram accounts after being falsely tagged as terror-related. OnlyFans denied awareness of such activity. The plaintiffs withdrew the bribery claim in July 2023, and the case was dismissed in August 2023. === Privacy class action === In June 2025, Select Media LLC (operating as Fansly) was the subject of a digital privacy class action lawsuit filed in Massachusetts District Court. The lawsuit alleged that the platform secretly collected and shared users' sensitive viewing data with Google and other third parties without consent. The case was brought on behalf of an estimated class of over 10,000 users across multiple states.

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  • Altibase

    Altibase

    Altibase is a hybrid database, relational database management system manufactured by the Altibase Corporation. The software's hybrid architecture allows it to access both memory-resident and disk-resident tables using single interface. It supports both synchronous and asynchronous replication and offers real-time ACID compliance. Support is also offered for a variety of SQL standards and programming languages. Other important capabilities include data import and export, data encryption for security, multiple data access command sets, materialized view and temporary tables, and others. == History == From 1991 through 1997 the Mr. RT project was an in-memory database research project, conducted by the Electronics and Telecommunications Research Institute a government-funded research organization in South Korea. Altibase was incorporated in 1999. Altibase acquired an in-memory database engine from the Electronics and Telecommunications Research Institute in February 2000, and commercialized the database in October of the same year. In 2001, Altibase changed the name of the in-memory database product from "Spiner" to "Altibase" in 2001. In 2004, Altibase integrated the in-memory database with a disk-resident database to create a hybrid DBMS, released version 4.0 and renamed it as ALTIBASE HDB. Altibase released version 5.5.1 and 6.1.1 in 2012, version 6.3.1 in November 2013, and 6.5.1 in May 2015. Altibase claims that this is the world's first hybrid DBMS. Altibase released its open source edition version 7.1, however, closed the source in 2023. In August 2023, Altibase released its cloud-optimized version 7.3. === Awards === In 2006, Received the Presidential Award at the Korea Software Awards In 2007, Selected as World-Class Product by the Ministry of Commerce, Industry and Energy In 2009, Awarded the Outstanding Product Award in China's Telecommunications Industry In 2009, Received Outstanding Product Award at the China Billing China 2009 Telecommunication Industry Awards In 2010, Commendation from the Minister of Knowledge Economy for Technological Practicalization In 2011, Received the Grand Prize at the 10th Software Enterprise Competitiveness Award In 2011, Selected as Top 10 Emerging Technologies and received Special Award at the Korea Technology Grand Prize In 2012, Awarded for Contributions to Military Manpower Administration In 2014~2016, Included in Gartner Magic Quadrant for Operational DBMS In 2015, Selected as Outstanding BSS by China Fujian Mobile. In 2023, Awarded as the Excellent Research and Development Institution by the Korean Ministry Science and ICT In 2023, Won the Global Premium Commercial Software Presidential Award at the 9th Global Commercial Software Grand Exhibition in Korea === Release === The first version, called Spiner, was released in 2000 for commercial use. It took half of the in-memory DBMS market share in South Korea. In 2002 the second version was released renamed to Altibase v2.0. By 2003, Altibase v3.0 was released and it entered the Chinese market. Released version 4.0 with hybrid architecture, combining RAM and disk databases, was released in 2004. In 2005 Altibase began working with Chinese telecommunications providers for billing systems, and some financial companies in Taiwan, China, for home trading systems. The software was certified by the Telecommunications Technology Association. The Ministry of Government Administration and Home Affairs gave it an award in 2006. Offices in China and United States opened in 2009. In 2011, version 5.5.1 was renamed it to HDB (for "hybrid database"). The Altibase Data Stream product for complex event processing was renamed DSM. The product received a Korean technology award. Altibase introduced certification services. In 2012, HDB Zeta and Extreme were announced, and DSM renamed to CEP. In 2013, yet another variant called XDB was announced, and the company received ISO/IEC 20000 certification. In 2018, Altibase went open source. Altibase went open source in February, 2018. Altibase Corp has made the decision to discontinue the Altibase 7.1 open source edition, effective March 17, 2023. As a result, the open-source edition of Altibase 7.1 will no longer be available for download or use. Altibase released version 7.3 in September, 2023, its notable feature is the world’s first hybrid partition, allowing data to be stored in both memory and on disk at the partition level. Version 7.3 also added parallel processing capabilities for high-speed performance in both partitioned and non-partitioned scenarios. Improving potential bottlenecks associated with Commit and logging that impact transaction performance, version 7.3 has achieved an approximately 490% enhancement in performance compared to previous versions. === Release history === == Clients == According to marketing research, Altibase have over 700 customers and more than 8,000 of installations and deployments, including 22 Fortune Global 500 Companies. Altibase's clients in the telecommunications, financial services, manufacturing, and utilities sectors include Bloomberg, AT&T, LG, Intel, LGU+, ETRADE, HP, UAT Inc., POSCO, SK Telecom, KT Corporation, Samsung Electronics, Shinhan Bank, Woori Bank, Canon(Toshiba), Hanhwa, The South Korean Ministry of Defense, G-Market, CJ, and Chung-Ang University. === Global clients === Japan FX Prime, a foreign exchange services company Retela Crea Securities United States AT&T Implemented Altibase for its PS-LTE Safety network, where the Presence service plays a vital role. This service handles the reception and storage of user information, conducting real-time checks for online presence and location as needed. Canada Telus One of the major telecommunication companies. Utilizes Altibase for its operations involving real-time user management, processing high volumes of dedicated terminal data, and managing real-time location information (GIS) for terminals. Altibase contributes to the company's in-house solution for maintaining uninterrupted services during national disasters or similar situations, ensuring efficiency and reliability. China China Mobile, China Unicom, China Telecom The three major telecommunications companies. Utilize ALTIBASE HDB in 29 of 31 Chinese provinces. Turkish Ziraat Bank, Halk Bank, Deniz Bank, Garanti BBVA, TEB, Oyak Bank, QNB, Burgan Bank, and others. In 2018, Altibase entered the market through a partnership with ATP-Tradesoft, a subsidiary of Ata Holdings. Collaborating with ATP-Tradesoft. Altibase integrated into the Online Trading System XFront. This integration was well-received by major financial institutions and securities firms in Turkey. Altibase is currently implemented in the XFront Online Trading System, used by 13 significant financial institutions and banks in the Turkey. Thailand Bualuang Securities Altibase has been supplied its DBMS to support the construction of the online stock trading platform. Mongolia MobiCom The Mongolian telecommunication giant, has adopted Altibase’s 7.0 version for its mobile platform for storing the infrequently used data. Azerbaijan M1 highway Altibase has been supplied as the Database Management System (DBMS) for the electronic toll collection system. One of the most crucial transportation networks in the country. India State-owned Karur Vysya Bank In 2013, Altibase provided its hybrid database solution and was deployed for the online banking system === Industries === Telecommunications LGU+ SK Telecom KT Corporation AT&T Telus Financial services Shinhan Bank Woori Bank KakaoPay Securities Implemented Altibase in its stock trading system Leveraging Altibase's replication feature, along with offline replication through shared disk and adapter functionality, the system ensures a high level of availability and consistency, with a reliability rate of 99.999% even in the event of system failures. COREDAX Cryptocurrency market Altibase has entered into a strategic partnership by signing a database management system (DBMS) supply contract with the cryptocurrency exchange Bloomberg ETRADE Manufacturing Samsung Electronics LG POSCO Hanhwa Canon(Toshiba) Intel HP Utilities South Korean Ministry of Defense G-Market CJ UAT Inc. Chung-Ang University == Features == Altibase is a so-called "hybrid DBMS", meaning that it simultaneously supports access to both memory-resident and disk-resident tables via a single interface. It is compatible with Solaris, HP-UX, AIX, Linux, and Windows. It supports the complete SQL standard, features Multiversion concurrency control (MVCC), implements Fuzzy and Ping-Pong Checkpointing for periodically backing up memory-resident data, and ships with Replication and Database Link functionality. High performance, large -capacity service Fast real-time data processing and large amounts of data stable Provide parallel processing architecture for large data management Developed and provided Hybrid Partitioned Table function for efficiency according to data personality High stability

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  • Electric Literature

    Electric Literature

    Electric Literature is an American literary magazine. == History == Founded by Andy Hunter and Scott Lindenbaum in 2009 as a print quarterly journal, Electric Literature transitioned to a daily website in 2012 under the helm of Halimah Marcus and Benjamin Samuel. Electric Literature publishes essays, reading lists, interviews, fiction, poetry, graphic narratives, humor, and book news, all available to read online for free without a paywall. It launched the first fiction magazine on the iPhone and iPad. Work published has been recognized by Best American Short Stories, Essays, Poetry, and Comics, the Pushcart Prize, Best Canadian Short Stories, The Best of the Small Presses, and the O. Henry Prize. in 2014, Electric Literature became a registered non-profit. In 2016, Halimah Marcus was appointed the first executive director of Electric Literature. She has been with the magazine since 2010. In 2021, Denne Michele Norris became editor-in-chief of Electric Literature, the first Black and openly trans editor-in-chief of a major U.S. literary publication. In 2022, Electric Literature was the Digital Prize Winner of the Whiting Literary Magazine Prizes. In 2023, Electric Literature partnered with Banned Books USA to offer free banned and challenged books to residents of Florida. In 2025, Electric Literature published their first book, edited by Norris and published by HarperOne: Both/And: Essays by Trans and Gender-Nonconforming Writers of Color. It builds on a prior essay series that Electric Literature sponsored for trans writers of color. Both/And became a finalist for the 2026 Lambda Literary Award for Transgender Nonfiction. == Recommended reading == In May 2012, Electric Literature launched Recommended Reading, a weekly fiction magazine. Each issue is curated by a well known editor or writer. == The Commuter == The Commuter, a weekly magazine for poetry, flash, graphic, or experimental narrative, debuted in January 2018, helmed by writer Kelly Luce.

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  • Telecommunications

    Telecommunications

    Telecommunication, often used in its plural form or abbreviated as telecom, is the transmission of information over a distance using electrical or electronic means, typically through cables, radio waves, or other communication technologies. These means of transmission may be divided into communication channels for multiplexing, allowing for a single medium to transmit several concurrent communication sessions. Long-distance technologies invented during the 19th, 20th and 21st centuries generally use electric power, and include the electrical telegraph, telephone, television, and radio. Early telecommunication networks used metal wires as the medium for transmitting signals. These networks were used for telegraphy and telephony for many decades. In the first decade of the 20th century, a revolution in wireless communication began with breakthroughs including those made in radio communications by Guglielmo Marconi, who won the 1909 Nobel Prize in Physics. Other early pioneers in electrical and electronic telecommunications include co-inventors of the telegraph Charles Wheatstone and Samuel Morse, numerous inventors and developers of the telephone including Antonio Meucci, Philipp Reis, Elisha Gray and Alexander Graham Bell, inventors of radio Edwin Armstrong and Lee de Forest, as well as inventors of television like Vladimir K. Zworykin, John Logie Baird and Philo Farnsworth. Since the 1960s, the proliferation of digital technologies has meant that voice communications have gradually been supplemented by data. The physical limitations of metallic media prompted the development of optical fibre. The Internet, a technology independent of any given medium, has provided global access to services for individual users and further reduced location and time limitations on communications. == Definition == At the 1932 Plenipotentiary Telegraph Conference and the International Radiotelegraph Conference in Madrid, the two organizations merged to form the International Telecommunication Union (ITU). They defined telecommunication as "any telegraphic or telephonic communication of signs, signals, writing, facsimiles and sounds of any kind, by wire, wireless or other systems or processes of electric signaling or visual signaling (semaphores)." The definition was later reconfirmed, according to Article 1.3 of the ITU Radio Regulations, which defined it as "Any transmission, emission or reception of signs, signals, writings, images and sounds or intelligence of any nature by wire, radio, optical, or other electromagnetic systems". As such, slow communications technologies like postal mail and pneumatic tubes are excluded from the telecommunication's definition. The term telecommunication was coined in 1904 by the French engineer and novelist Édouard Estaunié, who defined it as "remote transmission of thought through electricity". Telecommunication is a compound noun formed from the Greek prefix tele- (τῆλε), meaning distant, far off, or afar, and the Latin verb communicare, meaning to share. Communication was first used as an English word in the late 14th century. It comes from Old French comunicacion (14c., Modern French communication), from Latin communicationem (nominative communication), noun of action from past participle stem of communicare, "to share, divide out; communicate, impart, inform; join, unite, participate in," literally, "to make common", from communis. == History == Many transmission media have been used for long-distance communication throughout history, from smoke signals, beacons, semaphore telegraphs, signal flags, and optical heliographs to wires and empty space made to carry electromagnetic signals. === Before the electrical and electronic era === Long-distance communication was used long before the discovery of electricity and electromagnetism enabled the invention of telecommunications. A few of the many ingenious methods for communicating over distances prior to that are described here. Homing pigeons have been used throughout history by different cultures. Pigeon post had Persian roots and was later used by the Romans to aid their military. Frontinus claimed Julius Caesar used pigeons as messengers in his conquest of Gaul. The Greeks also conveyed the names of the victors at the Olympic Games to various cities using homing pigeons. In the early 19th century, the Dutch government used the system in Java and Sumatra. And in 1849, Paul Julius Reuter started a pigeon service to fly stock prices between Aachen and Brussels, a service that operated for a year until the gap in the telegraph link was closed. In the Middle Ages, chains of beacons were commonly used on hilltops as a means of relaying a signal. Beacon chains suffered the drawback that they could only pass a single bit of information, so the meaning of the message, such as "the enemy has been sighted" had to be agreed upon in advance. One notable instance of their use was during the Spanish Armada, when a beacon chain relayed a signal from Plymouth to London. In 1792, Claude Chappe, a French engineer, built the first fixed visual telegraphy system (or semaphore line) between Lille and Paris. However semaphore suffered from the need for skilled operators and expensive towers at intervals of ten to thirty kilometres (six to nineteen miles). As a result of competition from the electrical telegraph, the last commercial line was abandoned in 1880. === Telegraph and telephone === On July 25, 1837, the first commercial electrical telegraph was demonstrated by English inventor Sir William Fothergill Cooke and English scientist Sir Charles Wheatstone. Both inventors viewed their device as "an improvement to the [existing] electromagnetic telegraph" and not as a new device. Samuel Morse independently developed a version of the electrical telegraph that he unsuccessfully demonstrated on September 2, 1837. His code was an important advance over Wheatstone's signaling method. The first transatlantic telegraph cable was successfully completed on July 27, 1866, allowing transatlantic telecommunication for the first time. After early attempts to develop a talking telegraph by Antonio Meucci and a telefon by Johann Philipp Reis, a patent for the conventional telephone was filed by Alexander Bell in February 1876 (just a few hours before Elisha Gray filed a patent caveat for a similar device). The first commercial telephone services were set up by the Bell Telephone Company in 1878 and 1879 on both sides of the Atlantic in the cities of New Haven and London. === Radio and television === In 1894, Italian inventor Guglielmo Marconi began developing wireless communication using the then-newly discovered phenomenon of radio waves, demonstrating, by 1901, that they could be transmitted across the Atlantic Ocean. This was the start of wireless telegraphy by radio. On 17 December 1902, a transmission from the Marconi station in Glace Bay, Nova Scotia, Canada, became the world's first radio message to cross the Atlantic from North America. In 1904, a commercial service was established to transmit nightly news summaries to subscribing ships, which incorporated them into their onboard newspapers. World War I accelerated the development of radio for military communications. After the war, commercial radio AM broadcasting began in the 1920s and became an important mass medium for entertainment and news. World War II again accelerated the development of radio for the wartime purposes of aircraft and land communication, radio navigation, and radar. Development of stereo FM broadcasting of radio began in the 1930s in the United States and the 1940s in the United Kingdom, displacing AM as the dominant commercial standard in the 1970s. On March 25, 1925, John Logie Baird demonstrated the transmission of moving pictures at the London department store Selfridges. Baird's device relied upon the Nipkow disk by Paul Nipkow and thus became known as the mechanical television. It formed the basis of experimental broadcasts done by the British Broadcasting Corporation beginning on 30 September 1929. === Vacuum tubes === Vacuum tubes use thermionic emission of electrons from a heated cathode for a number of fundamental electronic functions such as signal amplification and current rectification. The simplest vacuum tube, the diode invented in 1904 by John Ambrose Fleming, contains only a heated electron-emitting cathode and an anode. Electrons can only flow in one direction through the device—from the cathode to the anode. Adding one or more control grids within the tube enables the current between the cathode and anode to be controlled by the voltage on the grid or grids. These devices became a key component of electronic circuits for the first half of the 20th century and were crucial to the development of radio, television, radar, sound recording and reproduction, long-distance telephone networks, and analogue and early digital computers. While some applications had used earlier technologies such as the sp

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  • Mixvoip

    Mixvoip

    Mixvoip S.A. is a Luxembourg-based telecommunications service provider founded in 2008. The company offers IP telephony, high-speed Internet connectivity, and IT solutions to businesses and individuals. == Company history == In November 2017, Mixvoip expanded its operations to Belgium and Germany. At the beginning of 2019, the company acquired the telecommunications provider Voipgate. In December 2019, Mixvoip was named Telecom Company of the Year at the Luxembourg ICT Awards 2019 organized by Farvest and IT One. A 2024 article in Duke described the company's transition during the 2010s from traditional telephony services to cloud-based communication platforms. In the end of 2024, the ILR published the statistics about electronic communications in Luxembourg, including Mixvoip in the fix telephony section. In July 2025, Mixvoip acquired Crossing Telecom. In 2026, Mixvoip acquired Nomado's portfolio.

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  • Color

    Color

    Color (or colour in Commonwealth English) is the visual perception produced by the activation of the different types of cone cells in the eye caused by light. Though color is not an inherent property of matter, color perception is related to an object's light absorption, emission, reflection and transmission. For most humans, visible wavelengths of light are the ones perceived in the visible light spectrum, with three types of cone cells (trichromacy). Other animals may have a different number of cone cell types or have eyes sensitive to different wavelengths, such as bees that can distinguish ultraviolet, and thus have a different color sensitivity range. Animal perception of color originates from different light wavelength or spectral sensitivity in cone cell types, which is then processed by the brain. Colors have perceived properties such as hue, colorfulness, and lightness. Colors can also be additively mixed (mixing light) or subtractively mixed (mixing pigments). If one color is mixed in the right proportions, because of metamerism, they may look the same as another stimulus with a different reflection or emission spectrum. For convenience, colors can be organized in a color space, which when being abstracted as a mathematical color model can assign each region of color with a corresponding set of numbers. Thus, color spaces are an essential tool for color reproduction in print, photography, computer monitors, and television. Some of the most well-known color models and color spaces are RGB, CMYK, HSL/HSV, CIE Lab, and YCbCr/YUV. Because the perception of color is an important aspect of human life, different colors have been associated with emotions, activity, and nationality. Names of color regions in different cultures can have different, sometimes overlapping areas. In visual arts, color theory is used to govern the use of colors in an aesthetically pleasing and harmonious way. The theory of color includes the color complements; color balance; and classification of primary colors, secondary colors, and tertiary colors. The study of colors in general is called color science. == Physical properties == Electromagnetic radiation is characterized by its wavelength (or frequency) and its intensity. When the wavelength is within the visible spectrum (the range of wavelengths humans can perceive, approximately from 390 nm to 700 nm), it is known as "visible light". Most light sources emit light at many different wavelengths; a source's spectrum is a distribution giving its intensity at each wavelength. Although the spectrum of light arriving at the eye from a given direction determines the color sensation in that direction, there are many more possible spectral combinations than color sensations. In fact, one may formally define a color as a class of spectra that give rise to the same color sensation, although such classes would vary widely among different animal species, and to a lesser extent among individuals within the same species. In each such class, the members are called metamers of the color in question. This effect can be visualized by comparing the light sources' spectral power distributions and the resulting colors. === Spectral colors === The familiar colors of the rainbow in the spectrum—named using the Latin word for appearance or apparition by Isaac Newton in 1671—include all those colors that can be produced by visible light of a single wavelength only, the pure spectral or monochromatic colors. The spectrum above shows approximate wavelengths (in nm) for spectral colors in the visible range. Spectral colors have 100% purity, and are fully saturated. A complex mixture of spectral colors can be used to describe any color, which is the definition of a light power spectrum. The spectral colors form a continuous spectrum, and how it is divided into distinct colors linguistically is a matter of culture and historical contingency. Despite the ubiquitous ROYGBIV mnemonic used to remember the spectral colors in English, the inclusion or exclusion of colors is contentious, with disagreement often focused on indigo and cyan. Even if the subset of color terms is agreed, their wavelength ranges and borders between them may not be. The intensity of a spectral color, relative to the context in which it is viewed, may alter its perception considerably. For example, a low-intensity orange-yellow is brown, and a low-intensity yellow-green is olive green. Additionally, hue shifts towards yellow or blue happen if the intensity of a spectral light is increased; this is called Bezold–Brücke shift. In color models capable of representing spectral colors, such as CIELUV, a spectral color has the maximal saturation. In Helmholtz coordinates, this is described as 100% purity. === Color of objects === The physical color of an object depends on how it absorbs and scatters light. Most objects scatter light to some degree and do not reflect or transmit light specularly like glasses or mirrors. A transparent object allows almost all light to transmit or pass through, thus transparent objects are perceived as colorless. Conversely, an opaque object does not allow light to transmit through and instead absorbs or reflects the light it receives. Like transparent objects, translucent objects allow light to transmit through, but translucent objects are seen colored because they scatter or absorb certain wavelengths of light via internal scattering. The absorbed light is often dissipated as heat. == Color vision == === Development of theories of color vision === Although Aristotle and other ancient scientists had already written on the nature of light and color vision, it was not until Isaac Newton that light was identified as the source of the color sensation. In 1810, Johann Wolfgang von Goethe published his comprehensive Theory of Colors in which he provided a rational description of color experience, which "tells us how it originates, not what it is". In 1801, Thomas Young proposed his trichromatic theory, to explain how a wide spectrum of different wavelengths could be detected by the human eye. It would be unreasonable to suppose that the human eye contained hundreds of different receptors each responding to the presence of a specific wavelength. Instead, he suggested that the human experience of color derives from a complex interaction and mixing from the output three receptors. This theory was later confirmed by James Clerk Maxwell and refined by Hermann von Helmholtz. Maxwell experimentally demonstrated that any color could be matched with a combination of three lights. As Helmholtz puts it, "the principles of Newton's law of mixture were experimentally confirmed by Maxwell in 1856. Young's theory of color sensations, like so much else that this marvelous investigator achieved in advance of his time, remained unnoticed until Maxwell directed attention to it." At the same time as Helmholtz, Ewald Hering developed the opponent process theory of color, noting that color blindness and afterimages typically come in opponent pairs (red-green, blue-orange, yellow-violet, and black-white). Ultimately these two theories were synthesized in 1957 by Hurvich and Jameson, who showed that retinal processing corresponds to the trichromatic theory, while processing at the level of the lateral geniculate nucleus corresponds to the opponent theory. In 1931, the International Commission on Illumination (CIE), an international group of experts, developed a mathematical color model which mapped out the space of observable colors, allowing every individual color able to be specified with a set of three numbers. === Color in the eye === The ability of the human eye to distinguish colors is based upon the varying sensitivity of different cells in the retina to light of different wavelengths. Humans are trichromatic—the retina contains three types of color receptor cells, or cones. One type, relatively distinct from the other two, is most responsive to light that is perceived as blue or blue-violet, with wavelengths around 450 nm; cones of this type are sometimes called short-wavelength cones or S cones (or misleadingly, blue cones). The other two types are closely related genetically and chemically: middle-wavelength cones, M cones, or green cones are most sensitive to light perceived as green, with wavelengths around 540 nm, while the long-wavelength cones, L cones, or red cones, are most sensitive to light that is perceived as greenish yellow, with wavelengths around 570 nm. Light, no matter how complex its composition of wavelengths, is reduced to three color components by the eye. Each cone type adheres to the principle of univariance, which is that each cone's output is determined by the amount of light that falls on it over all wavelengths. For each location in the visual field, the three types of cones yield three signals based on the extent to which each is stimulated. These amounts of stimulation are sometimes called tristimulus values. The response cu

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  • Problematic social media use

    Problematic social media use

    Excessive use of social media can lead to problems including impaired functioning and a reduction in overall wellbeing, for both users and those around them. Such usage is associated with a risk of mental health problems, sleep problems, academic struggles, and daytime fatigue. Psychological or behavioural dependence on social media platforms can result in significant negative functions in peoples daily lives. The risk of problems is also related to the type of platform of social media or online community being used. People of different ages and genders may be affected in different ways by problematic social media use. == Signs and symptoms == Signs of social media addiction or excessive use of social media include many behaviours similar to substance use disorders, including mood modification, salience, tolerance, stress withdrawal symptoms, psychological distress, anxiety and depression, conflict, and relapse, and low self esteem. People with problematic social media habits are at risk of being addicted and may require more time on social media as time passes. Frequent social media use may also be associated with self-reported symptoms of attention deficit hyperactivity disorder. Social anxiety (or fear of missing out) is another potential symptom. Social anxiety is defined as having intense anxiety or fear of being judged, negatively evaluated, or rejected in a social or performance situation. The fear of missing out can contribute to excessive usage due to frequent checking the media constantly throughout the day to check in and see what others are doing instead of doing other activities. Common signs include displacement, or replacing meaningful other activities with social media, and loneliness. == Causes and mechanisms == There are many theories for the mechanism or cause behind a person having problematic social media use. The transition from normal to problematic social media use occurs when a person relies on it to relieve stress, loneliness, depression, or provide continuous rewards. Cognitive-behavioral model – People increase their use of social media when they are in unfamiliar environments or awkward situations; Social skill model – People pull out their phones and use social media when they prefer virtual communication as opposed to face-to-face interactions because they lack self-presentation skills; Socio-cognitive model – This person uses social media because they love the feeling of people liking and commenting on their photos and tagging them in pictures. They are attracted to the positive outcomes they receive on social media. There are parallels to the gambling industry inherent to the design of various social media sites, with "'ludic loops' or repeated cycles of uncertainty, anticipation and feedback" potentially contributing to problematic social media use. Another factor directly facilitating the development of addiction to social media is the implicit attitude toward the IT artifact. Social media use may also stimulate the reward pathway in the brain. There is also a theory that social media addiction fulfills a basic evolutionary drives in the wake of mass urbanization worldwide. The basic psychological needs of "secure, predictable community life that evolved over millions of years" remain unchanged, leading some to find online communities to cope with the new individualized way of life in some modern societies. The "Evolutionary Mismatch" hypothesis holds that modern digital platforms amplify social competition and comparison in ways our ancestors never faced, possibly triggering maladaptive patterns such as anxiety, depression, or compulsive use. Similarly, some scholars compare social media to "junk food": The approach taken to develop social media platforms may contribute to problematic social media use. The ability to scroll and stream content endlessly and how app developers distort time by affecting the 'flow' of content when scrolling, potentially resulting in the Zeigarnik effect (the human brain will continue to pursue an unfinished task until a satisfying closure. Autoplay modes, the personalized nature of the content results in emotional attachment (the user values this above its actual value, which is referred to as the endowment effect), and the exposure effect (repeated exposure to a distinct stimulus by the user can condition the user into an enhanced or improved attitude toward it). The interactive nature of the platforms, including the ability to "like" content has also been linked. Even though social media can satisfy personal communication needs, those who use it at higher rates are shown to have higher levels of psychological distress. == Diagnosis == While there is no official diagnostic term or measurement, problematic social media use is conceptualized as a non-substance-related disorder, resulting in preoccupation and compulsion to engage excessively in social media platforms despite negative consequences. No diagnosis exists for problematic social media use in either the ICD-11 or DSM-5. Excessive use of an activity, like social media, does not directly equate with addiction. There are other factors that could lead to someone's social media addiction including personality traits and pre-existing tendencies. While the extent of social media use and addiction are positively correlated, it is erroneous to employ use (the degree to which one makes use of the site's features, the effort exerted during use sessions, access frequency, etc.) as a proxy for addiction. Indicators of a potential dependence on social media include: Mood swings: a person uses social media to regulate his or her mood, or as a means of escaping real world conflicts. Relevance: social media starts to dominate a person's thoughts at the expense of other activities. Salience: social media becomes the most important part of someone's life. Tolerance: a person increases their time spent on social media to experience previously associated feelings they had while using social media. Withdrawal: when a person can not access social media their sleeping or eating habits change or signs of depression or anxiety can become present. Conflicts in real life: when social media is used excessively, it can affect real-life relationships with family and friends. Relapse: the tendency for previously affected individuals to revert to previous patterns of excessive social media use. There have been several scales developed and validated that help to understand the issues regarding problematic social media use. There is not one single scale that is being used by all researchers. == Treatment == Screen time recommendations for children and families have been developed by the American Academy of Pediatrics. Possible therapeutic interventions published include: Self-help interventions, including application-specific timers; Cognitive behavioural therapy; and Organisational and schooling support. Medications have not been shown to be effective in randomized, controlled trials for the related conditions of Internet addiction disorder or gaming disorder. == Prevention == Prevention approaches include screen time monitoring apps and other tech-based approaches to improve efficiency and decrease screen time and tools to help with addiction to online platform products. Parents' methods for monitoring, regulating, and understanding their children's social media use are referred to as parental mediation. Parental mediation strategies include active, restrictive, and co-using methods. Active mediation involves direct parent-child conversations that are intended to educate children on social media norms and safety, as well as the variety and purposes of online content. Restrictive mediation entails the implementation of rules, expectations, and limitations regarding children's social media use and interactions. Co-use is when parents jointly use social media alongside their children, and is most effective when parents are actively participating (like asking questions, making inquisitive/supportive comments) versus being passive about it. Active mediation is the most common strategy used by parents, though the key to success for any mediation strategy is consistency/reliability. When parents reinforce rules inconsistently, have no mediation strategy, or use highly restrictive strategies for monitoring their children's social media use, there is an observable increase in children's aggressive behaviours. When parents openly express that they are supportive of their child's autonomy and provide clear, consistent rules for media use, problematic usage and aggression decreases. Knowing that consistent, autonomy-supportive mediation has more positive outcomes than inconsistent, controlling mediation, parents can consciously foster more direct, involved, and genuine dialogue with their children. This can help prevent or reduce problematic social media use in children and teenagers. == Outcomes == === Adolescents and teens === Increased social medi

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  • COVFEFE Act

    COVFEFE Act

    The Communications Over Various Feeds Electronically for Engagement Act (COVFEFE Act), House Bill H.R. 2884, was introduced in the United States House of Representatives on June 12, 2017, during the 115th United States Congress. The bill was intended to amend the Presidential Records Act to preserve Twitter posts and other social media interactions of the President of the United States and require the National Archives to store such items. H.R. 2884 was assigned to the House Oversight and Reform Committee for consideration. While in committee, there were no roll call votes related to the bill. The bill died in committee. U.S. Representative Mike Quigley, Democrat of Illinois, introduced the legislation due to Donald Trump's routine use of Twitter, stating "In order to maintain public trust in government, elected officials must answer for what they do and say; this includes 140-character tweets. If the president is going to take to social media to make sudden public policy proclamations, we must ensure that these statements are documented and preserved for future reference". If enacted, the bill "would bar the prolifically tweeting president from deleting his posts, as he has sometimes done". The COVFEFE Act would have also treated a president's personal social media accounts (e.g., Trump's "@realDonaldTrump" Twitter account) the same as official social media accounts (e.g., the "@POTUS" Twitter account). == Background == The bill title refers to "covfefe", a word in a May 31, 2017 tweet that Trump sent at 12:06 AM EDT, reading "Despite the constant negative press covfefe". This incomplete tweet was liked and retweeted hundreds of thousands of times, making it one of the most popular tweets of 2017, as people speculated on its meaning. The tweet was deleted at 5:48 AM EDT. At 6:09 AM EDT, Trump's account tweeted "Who can figure out the true meaning of 'covfefe' ??? Enjoy!" During the May 31 White House press briefing, Hunter Walker of Yahoo! News asked White House press secretary Sean Spicer about the tweet and if there was any concern about the president sending out incoherent tweets that stay up for hours. Spicer responded, "I think the president and a small group of people know exactly what he meant" and offered no other explanation. This unexpected response spawned additional media attention and criticism for its cryptic meaning, with commentators unsure whether or not Spicer was joking. Callum Borchers of The Washington Post's The Fix noted that the Trump administration deliberately responded in a way that encouraged the media and the public to focus on covfefe instead of other controversies like the Russia investigation, resignation of White House communications director Michael Dubke, or U.S.-Germany relations. == Legal significance of Trump's tweeting == Trump's tweets have been legally significant in the past. White House Press Secretary Sean Spicer stated that Trump's tweets are "considered official statements by the President of the United States". Some of his tweets have contradicted his agenda by undercutting or contradicting statements of public officials as well as the arguments of U.S. Department of Justice attorneys seeking to defend Trump's decisions in court. A federal appellate court cited one of Trump's tweets in upholding a lower court's order blocking Trump's Executive Order 13780 from going into effect in 2017. Courts have been clear that Twitter statements can be used as evidence of intent. Before Trump's "@realDonaldTrump" Twitter account was suspended, he blocked a number of users, preventing them from viewing his tweets or posting public replies. A group associated with Columbia University filed a lawsuit on behalf of blocked users, called Knight First Amendment Institute v. Trump. Plaintiffs successfully argued that @realDonaldTrump reply threads constituted a "designated public forum" akin to a public meeting, and therefore blocking users based on their political viewpoints violated their constitutional right to freedom of speech. The Second Circuit upheld this ruling on July 9, 2019. Regardless of the failure of the bill, Trump's tweets have been archived in accordance with the Presidential and Federal Records Act Amendments of 2014.

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