AI Generator Text To Human

AI Generator Text To Human — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Computer vision dazzle

    Computer vision dazzle

    Computer vision dazzle, also known as CV dazzle, dazzle makeup, or anti-surveillance makeup, is a type of camouflage used to hamper facial recognition software, inspired by dazzle camouflage used by vehicles such as ships and planes. == Methods == CV dazzle combines stylized makeup, asymmetric hair, and sometimes infrared lights built in to glasses or clothing to break up detectable facial patterns recognized by computer vision algorithms in much the same way that warships contrasted color and used sloping lines and curves to distort the structure of a vessel. It has been shown to be somewhat successful at defeating face detection software in common use, including that employed by Facebook. CV dazzle attempts to block detection by facial recognition technologies such as DeepFace "by creating an 'anti-face'". It uses occlusion, covering certain facial features; transformation, altering the shape or colour of parts of the face; and a combination of the two. Prominent artists employing this technique include Adam Harvey and Jillian Mayer. == Use in protests == Computer vision dazzle makeup has been used by protestors in several different protest movements. Its use as a protesting aid has often been found ineffective. It may be effective to thwart computer technology, but draws human attention, is easy for human monitors to spot on security cameras, and makes it hard for protestors to blend in within a crowd. Advances in facial recognition technology make dazzle makeup increasingly ineffective.

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  • Randomized benchmarking

    Randomized benchmarking

    Randomized benchmarking is an experimental method for measuring the average error rates of quantum computing hardware platforms. The protocol estimates the average error rates by implementing long sequences of randomly sampled quantum gate operations. Randomized benchmarking is the industry-standard protocol used by quantum hardware developers such as IBM and Google to test the performance of the quantum operations. The original theory of randomized benchmarking, proposed by Joseph Emerson and collaborators, considered the implementation of sequences of Haar-random operations, but this had several practical limitations. The now-standard protocol for randomized benchmarking (RB) relies on uniformly random Clifford operations, as proposed in 2006 by Dankert et al. as an application of the theory of unitary t-designs. In current usage randomized benchmarking sometimes refers to the broader family of generalizations of the 2005 protocol involving different random gate sets that can identify various features of the strength and type of errors affecting the elementary quantum gate operations. Randomized benchmarking protocols are an important means of verifying and validating quantum operations and are also routinely used for the optimization of quantum control procedures. == Overview == Randomized benchmarking offers several key advantages over alternative approaches to error characterization. For example, the number of experimental procedures required for full characterization of errors (called tomography) grows exponentially with the number of quantum bits (called qubits). This makes tomographic methods impractical for even small systems of just 3 or 4 qubits. In contrast, randomized benchmarking protocols are the only known approaches to error characterization that scale efficiently as number of qubits in the system increases. Thus RB can be applied in practice to characterize errors in arbitrarily large quantum processors. Additionally, in experimental quantum computing, procedures for state preparation and measurement (SPAM) are also error-prone, and thus quantum process tomography is unable to distinguish errors associated with gate operations from errors associated with SPAM. In contrast, RB protocols are robust to state-preparation and measurement errors Randomized benchmarking protocols estimate key features of the errors that affect a set of quantum operations by examining how the observed fidelity of the final quantum state decreases as the length of the random sequence increases. If the set of operations satisfies certain mathematical properties, such as comprising a sequence of twirls with unitary two-designs, then the measured decay can be shown to be an invariant exponential with a rate fixed uniquely by features of the error model. == History == Randomized benchmarking was proposed in Scalable noise estimation with random unitary operators, where it was shown that long sequences of quantum gates sampled uniformly at random from the Haar measure on the group SU(d) would lead to an exponential decay at a rate that was uniquely fixed by the error model. Emerson, Alicki and Zyczkowski also showed, under the assumption of gate-independent errors, that the measured decay rate is directly related to an important figure of merit, the average gate fidelity and independent of the choice of initial state and any errors in the initial state, as well as the specific random sequences of quantum gates. This protocol applied for arbitrary dimension d and an arbitrary number n of qubits, where d=2n. The SU(d) RB protocol had two important limitations that were overcome in a modified protocol proposed by Dankert et al., who proposed sampling the gate operations uniformly at random from any unitary two-design, such as the Clifford group. They proved that this would produce the same exponential decay rate as the random SU(d) version of the protocol proposed in Emerson et al.. This follows from the observation that a random sequence of gates is equivalent to an independent sequence of twirls under that group, as conjectured in and later proven in. This Clifford-group approach to Randomized Benchmarking is the now standard method for assessing error rates in quantum computers. A variation of this protocol was proposed by NIST in 2008 for the first experimental implementation of an RB-type for single qubit gates. However, the sampling of random gates in the NIST protocol was later proven not to reproduce any unitary two-design. The NIST RB protocol was later shown to also produce an exponential fidelity decay, albeit with a rate that depends on non-invariant features of the error model In recent years a rigorous theoretical framework has been developed for Clifford-group RB protocols to show that they work reliably under very broad experimental conditions. In 2011 and 2012, Magesan et al. proved that the exponential decay rate is fully robust to arbitrary state preparation and measurement errors (SPAM). They also proved a connection between the average gate fidelity and diamond norm metric of error that is relevant to the fault-tolerant threshold. They also provided evidence that the observed decay was exponential and related to the average gate fidelity even if the error model varied across the gate operations, so-called gate-dependent errors, which is the experimentally realistic situation. In 2018, Wallman and Dugas et al., showed that, despite concerns raised in, even under very strong gate-dependence errors the standard RB protocols produces an exponential decay at a rate that precisely measures the average gate-fidelity of the experimentally relevant errors. The results of Wallman. in particular proved that the RB error rate is so robust to gate-dependent errors models that it provides an extremely sensitive tool for detecting non-Markovian errors. This follows because under a standard RB experiment only non-Markovian errors (including time-dependent Markovian errors) can produce a statistically significant deviation from an exponential decay The standard RB protocol was first implemented for single qubit gate operations in 2012 at Yale on a superconducting qubit. A variation of this standard protocol that is only defined for single qubit operations was implemented by NIST in 2008 on a trapped ion. The first implementation of the standard RB protocol for two-qubit gates was performed in 2012 at NIST for a system of two trapped ions

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  • Digital signage

    Digital signage

    Digital signage is a segment of electronic signage that uses digital display technologies to present multimedia content in both public and private environments. Content may include video, images, text, or interactive media and is typically displayed for purposes such as advertising, information dissemination, branding, or entertainment. Digital signage systems can be either networked or standalone. Networked systems are managed through centralized content management systems (CMS), often cloud-based, enabling remote updates, scheduling, real-time data integration, and dynamic content delivery. These systems may also incorporate audience analytics, IoT sensors, or AI-driven personalization. Standalone systems, by contrast, operate without a network connection. They rely on local media playback via USB drives, SD cards, or internal storage. These solutions are simpler and suitable for locations where connectivity is limited or content changes infrequently. == Applications of digital signage == Digital signage is widely used in transportation hubs, retail stores, restaurants, corporate buildings, hotels, educational institutions, healthcare facilities, and public spaces. One prominent application of digital signage is Digital Out-of-Home (DOOH) advertising, which leverages digital signage displays in public spaces to deliver targeted advertisements to people outside of their homes. DOOH has become a significant segment of digital signage, providing advertisers with a dynamic and contextually relevant way to engage with audiences. == Components == === Hardware components === Digital signage hardware includes the physical equipment used to show multimedia content in public and private spaces. ==== Display devices ==== Display devices are the most prominent components of a digital signage system, serving as the primary medium for presenting content. Display devices come in various technologies, such as LCD, LED, and OLED formats, each offering different advantages in terms of clarity, color reproduction, and energy efficiency. In addition to flat-panel displays, projectors are also commonly used in digital signage, particularly in large-scale settings. Projectors can cast large-format visuals onto walls, screens, or other surfaces, providing flexibility in display size and positioning. Screen sizes vary widely to suit different applications. Smaller panels are often used in kiosks and point-of-sale systems, while larger displays, such as video walls and projection surfaces, are deployed in venues like stadiums, auditoriums, and other public spaces. Many digital signage displays are also equipped with touchscreen capabilities, allowing for interactive applications. These interactive displays are commonly used in information kiosks, wayfinding systems, and self-service applications. ==== Playback devices ==== Playback devices are specialized hardware components that manage the storage, processing, and transmission of multimedia content to digital signage displays and projectors. They serve as the crucial link between the content management system (CMS) and the visual output, ensuring seamless playback of static images, video files, animated graphics, and real-time content, such as news feeds. Playback devices can be standalone units or integrated into display hardware using System-on-Chip (SoC) technology. The latter reduces hardware complexity and installation time, making the system more efficient. These devices support remote or local content updates, allowing digital signage operators to manage networks effectively. Content can be updated via cloud-based platforms for centralized control or through direct interfaces on-site, depending on the system's configuration and deployment requirements. ==== Mounting systems ==== Mounting systems provide structural support for digital signage displays, enabling deployment across diverse environments. Typical configurations include wall mounts, ceiling mounts, and floor stands each engineered to meet specific spatial and functional requirements. === Software components === Digital signage software is responsible for content creation, scheduling, and management. It enables users to manage and distribute content to one or more playback devices. ==== Software compatibility ==== Digital signage software supports various operating systems, including Android, Windows, Linux, iOS, tvOS, webOS, Tizen, ChromeOS, macOS, and others. This allows customers to choose the hardware and software solution that best suits their digital signage needs. == Interactivity == Interactivity in digital signage allows users to interact directly with displays using input methods like touch, gestures, voice, or proximity sensors. This feature enables real-time responses and personalized content, improving the user experience. Interactive digital signage is commonly used in places like retail, transportation, education, and public spaces to create engaging and informative interactions. Additionally, self-service kiosks are often integrated into interactive signage solutions, allowing users to perform tasks such as ordering products, checking in for flights, accessing information, or making payments. These kiosks empower users to complete transactions or obtain services independently, improving efficiency and convenience in high-traffic locations. == Audience measurement and context-aware content adaptation == === Audience measurement === Cameras can be integrated into digital signage systems to enable audience measurement. They are used to detect and count viewers, estimate demographics such as age and gender, measure dwell time and attention, and sometimes analyze emotional reactions using computer vision techniques. This process is valuable for understanding audience behavior and refining business strategies. Privacy concerns are addressed by anonymizing collected data and avoiding the storage of personally identifiable information. === Context-aware digital signage === Context-aware digital signage refers to systems that adjust content based on environmental or audience data. The infrastructure supporting context awareness, including sensors and analytics systems, also facilitates the collection of audience insights. While these insights may be primarily used for reporting, optimization, or planning future campaigns rather than immediate content adjustments, they play a crucial role in the overall context-aware ecosystem. ==== Contextual information ==== Contextual information in the realm of context-aware digital signage refers to data about the environment, audience, and other factors that influence how digital signage content is displayed. This information helps the system to deliver more relevant, timely, and personalized content to its audience. Contextual information can include, but is not limited to: Audience demographics — this can involve detecting the age, gender, or even emotional state of viewers through cameras or sensors. It helps tailor content to specific audience segments, improving engagement. Time and weather — the system may adjust content based on the time of day or current weather conditions. For example, weather-appropriate content (like a raincoat ad on a rainy day) or time-specific content (like dinner menu promotions in the evening) can be shown. Emergency information — in situations of emergency, systems can prioritize displaying urgent notifications such as fire alerts, disaster warnings, or evacuation instructions. This can be crucial for public safety in crowded environments or densely populated areas. The system may adapt content in real-time to inform and guide individuals to safety, offering location-specific instructions or emergency service contacts. == Challenges == === Display blindness === Digital signage in public spaces has been found to lose visibility, significantly diminishing its ability to capture attention. This issue, known as "Display Blindness", was identified by Müller et al. and refers to the phenomenon where digital advertisements are largely overlooked by passersby. Observations indicate that many of these advertisements fail to resonate with their audience, often being irrelevant or unengaging, which leads to passive reception and reduced interaction. == Comparison with print signage == Digital signage and traditional print signage serve similar purposes by delivering visual information to a target audience, but they differ significantly in terms of flexibility, cost, maintenance, and environmental impact. Digital signage is advantageous in low-light or nighttime environments, where its internal illumination ensures visibility without the need for external lighting, unlike printed signs, which may require additional fixtures to be seen after dark. === Content and flexibility === Digital signage allows for dynamic and real-time content updates, often controlled remotely through content management systems. This makes it well-suited for environments where information chan

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  • Matt Mullenweg

    Matt Mullenweg

    Matthew Charles Mullenweg (born January 11, 1984) is an American web developer and entrepreneur. He is known as a co-founder of the free and open-source web publishing software WordPress, and the founder of Automattic. == Early life and education == Mullenweg was born January 11, 1984, in Houston, Texas, to Chuck and Kathleen Mullenweg and grew up in the Willowbend neighborhood. His older sister was born in 1974. His father, who died in 2016, was a computer programmer who worked for Brown & Root, and encouraged his children to start using home computers at an early age. His mother was a stay-at-home mother. The Mullenwegs were raised Catholic. He attended Kinder High School for the Performing and Visual Arts, studying jazz and playing the saxophone. Mullenweg suffered from migraines as a child that forced him to miss extended periods of school. He attended the University of Houston for two years, studying philosophy and political science. He dropped out after his sophomore year in 2004 to work for CNET, which promised him that he could allocate time to the development of WordPress. == Career == Mullenweg began blogging in 2002 on the open source platform b2. B2 developer Michael Valdrighi abandoned the project and Mullenweg took it over in 2003. He and Mike Little created a b2 fork that year they called WordPress and published it under the GNU General Public License. In March 2003, he co-founded the Global Multimedia Protocols Group (GMPG) with Eric A. Meyer and Tantek Çelik. In April 2004, he helped launch Ping-O-Matic, a mechanism for notifying search engines about blog updates. In October 2004, he was hired by CNET who would allow him to develop WordPress part-time as part of his job. He dropped out of college and moved to San Francisco for the position. === Automattic === After leaving CNET in 2005, Mullenweg founded Automattic as a fully distributed company. Toni Schneider was hired as CEO so Mullenweg could learn how to manage a large organization. During this period, Mullenweg focused on product development while Schneider managed the company. In January 2014, Mullenweg resumed the role of CEO, replacing Schneider. He led Automattic's expansion and a series of acquisitions, including WooCommerce in 2015, The Atavist Magazine in 2018, Tumblr in 2019, Pocket Casts in 2021, and Beeper in 2024. Mullenweg received the Heinz Award for Technology, the Economy and Employment in 2016, for "helping to democratize online publishing". Automattic's valuation reached $7.5 billion in 2021. At the time, WordPress hosted 28 million websites, or 40 percent of all websites on the Internet. == Public disputes == On several occasions, Mullenweg has publicly challenged competitors to WordPress and WordPress.com. He has stated that he prefers to settle disputes in the court of public opinion and described his approach as "brinksmanship", noting that the potential cost of legal action could put Automattic in a "tough spot". In 2008, shortly before WordPress 2.5's release, Six Apart's Movable Type published "A WordPress 2.5 Upgrade Guide"—a comparison of their CMS with their rival, WordPress—as a company blog article that Mullenweg characterized as "desperate and dirty". In 2013, developers on the digital marketplace Envato were banned from speaking at WordPress events after he criticized the platform for selling WordPress themes with the graphics and CSS components under a proprietary license instead of the GPL. In 2016, Mullenweg accused Wix.com, a competitor to WordPress.com, of reusing WordPress's mobile text editor code in Wix's own mobile app without adhering to the terms of the GPL. Despite the license's requirement to publish anything built with GPL code under the GPL, Wix's CEO claimed that the company open-sourced their forked version of the component and satisfied the license's terms before the app switched to its own fork of the MIT-licensed text editor that the WordPress editor was based upon. The new fork added a clause to the MIT license that forbids redistribution under any other license. In 2022, Mullenweg criticized GoDaddy for not reinvesting in the WordPress project sufficiently. On January 9, 2025, the representative of the WordPress Sustainability team, Thijs Buijs, resigned via WordPress.org’s Slack channel, citing dissatisfaction with Matt Mullenweg’s December 24, 2024, Reddit post titled “What drama should I create in 2025?” highlighting concerns about what he described as “unsustainable leadership”. In response, Matt Mullenweg thanked Thijs Buijs for reminding him of the existence of a sustainability team, announced its disbanding, and subsequently closed Wordpress.org's #sustainability Slack channel. === Tumblr === Mullenweg began a three-month sabbatical from his role as CEO at the beginning of February 2024. During that time, Mullenweg engaged in a public feud with a transgender Tumblr user who, frustrated with the failure of Tumblr (owned by Automattic) to address transphobic harassment, posted that she wished Mullenweg would die in a comedic way. The user was subsequently banned. Responding to user uproar, Mullenweg addressed the ban in posts on his personal Tumblr blog, in which he characterized the post as a death threat, and shared private account information about the user. Mullenweg also responded to individual commenters on Tumblr in posts and direct messages, and went to Twitter to respond to the banned user's tweets about the situation. A few days later, transgender employees of Tumblr and Automattic made a post on the official Tumblr staff blog characterizing his response as "unwarranted and harmful" and stating that he did not speak on their behalf. They also said that the user's post was not a realistic threat of violence and not the reason for her ban. === WP Engine dispute === == Audrey Capital == Mullenweg is a principal at angel investment firm Audrey Capital, which he co-founded in 2008 alongside Naveen Selvadurai and Audrey Kim. As of 2024, the company lists investments in companies such as CoinDesk, MakerBot, Sonos, SpaceX, Ring, as well as software companies including Calm, Chartbeat, DailyBurn, Memrise, Genius, Nord Security and Telegram. It has also funded startups that provide services to web developers including Creative Market, GitLab, NPM, SendGrid, Stripe and Typekit. From 2017 to 2019, Mullenweg also served as a board member for GitLab. Mullenweg has employed a team of contributors to WordPress through Audrey Capital since 2010, who work separately from Automattic. On the 20th anniversary of WordPress' initial release, Mullenweg announced a scholarship program aimed at the children of significant contributors to open-source projects.

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  • Autonomous agent

    Autonomous agent

    An autonomous agent is an artificial intelligence (AI) system that can perform complex tasks independently. == Definitions == There are various definitions of autonomous agent. According to Brustoloni (1991): "Autonomous agents are systems capable of autonomous, purposeful action in the real world." According to Maes (1995): "Autonomous agents are computational systems that inhabit some complex dynamic environment, sense and act autonomously in this environment, and by doing so realize a set of goals or tasks for which they are designed." Franklin and Graesser (1997) review different definitions and propose their definition: "An autonomous agent is a system situated within and a part of an environment that senses that environment and acts on it, over time, in pursuit of its own agenda and so as to effect what it senses in the future." They explain that: "Humans and some animals are at the high end of being an agent, with multiple, conflicting drives, multiples senses, multiple possible actions, and complex sophisticated control structures. At the low end, with one or two senses, a single action, and an absurdly simple control structure we find a thermostat." == Agent appearance == Lee et al. (2015) post safety issue from how the combination of external appearance and internal autonomous agent have impact on human reaction about autonomous vehicles. Their study explores the human-like appearance agent and high level of autonomy are strongly correlated with social presence, intelligence, safety and trustworthiness. In specific, appearance impacts most on affective trust while autonomy impacts most on both affective and cognitive domain of trust where cognitive trust is characterized by knowledge-based factors and affective trust is largely emotion driven. == Applications == Agentic AI systems: Advanced AI agents that can scope out projects and complete them with necessary tools, representing a significant evolution from simple task-oriented systems. Internet of things (IoT) Integration: Autonomous agents increasingly interact with IoT devices, enabling smart home systems, industrial monitoring, and urban infrastructure management. Collaborative software development: Tools like Cognition AI's Devin aim to create autonomous software engineers capable of complex reasoning, planning, and completing engineering tasks requiring thousands of decisions. Enterprise automation: Business process automation platforms like Salesforce's Agentforce provide autonomous bots for various service functions. == Challenges and considerations == Uncertainty and incomplete information: Autonomous agents must make decisions with limited or uncertain information about their environment and future states. Integration complexity: Incorporating autonomous agents into existing systems and workflows can be technically challenging and resource-intensive. Scalability: As systems become more complex and more agents are used, maintaining coordination and avoiding conflicts becomes increasingly difficult. Trust: Research has shown the combination of external appearance and internal autonomous capabilities significantly impacts human reactions and trust. Lee et al. (2015) found that human-like appearance and high levels of autonomy are strongly correlated with social presence, intelligence, safety, and trustworthiness perceptions. Specifically, appearance impacts affective trust most significantly, while autonomy affects both affective and cognitive trust domains, where affective trust is emotionally driven, and cognitive trust is characterized by knowledge-based factors. Vulnerability to manipulation: Researchers from Harvard, MIT and other educational institutions found that AI agents could become vulnerable to manipulation and could perform detrimental actions in the process of being helpful. == Ethical and regulatory concerns == Accountability: Determining responsibility when autonomous agents make incorrect or harmful decisions remains a complex issue. Privacy and security: autonomous agents often require access to sensitive data, raising concerns about data protection and system security.

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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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  • Dynamic web page

    Dynamic web page

    A dynamic web page is a web page constructed at runtime (during software execution), as opposed to a static web page, delivered as it is stored. A server-side dynamic web page is a web page whose construction is controlled by an application server processing server-side scripts. In server-side scripting, parameters determine how the assembly of every new web page proceeds, and including the setting up of more client-side processing. A client-side dynamic web page processes the web page using JavaScript running in the browser as it loads. JavaScript can interact with the page via Document Object Model (DOM), to query page state and modify it. Even though a web page can be dynamic on the client-side, it can still be hosted on a static hosting service such as GitHub Pages or Amazon S3 as long as there is not any server-side code included. A dynamic web page is then reloaded by the user or by a computer program to change some variable content. The updating information could come from the server, or from changes made to that page's DOM. This may or may not truncate the browsing history or create a saved version to go back to, but a dynamic web page update using AJAX technologies will neither create a page to go back to, nor truncate the web browsing history forward of the displayed page. Using AJAX, the end user gets one dynamic page managed as a single page in the web browser while the actual web content rendered on that page can vary. The AJAX engine sits only on the browser requesting parts of its DOM, the DOM, for its client, from an application server. A particular application server could offer a standardized REST style interface to offer services to the web application. DHTML is the umbrella term for technologies and methods used to create web pages that are not static web pages, though it has fallen out of common use since the popularization of AJAX, a term which is now itself rarely used. Client-side-scripting, server-side scripting, or a combination of these make for the dynamic web experience in a browser. == Basic concepts == Classical hypertext navigation, with HTML or XHTML alone, provides "static" content, meaning that the user requests a web page and simply views the page and the information on that page. However, a web page can also provide a "live", "dynamic", or "interactive" user experience. Content (text, images, form fields, etc.) on a web page can change, in response to different contexts or conditions. There are two ways to create this kind of effect: Using client-side scripting to change interface behaviors within a specific web page, in response to mouse or keyboard actions, data received from a web API, websocket or at specified timing events. In this case the dynamic behavior occurs within the presentation. Using server-side scripting to change the supplied page source code between pages, adjusting the sequence or reload of the web pages or web content supplied to the browser. Server responses may be determined by such conditions as data in a posted HTML form, parameters in the URL, the type of browser being used, the passage of time, or a database or server state. Web pages that use client-side scripting must use presentation technology broadly called rich interfaced pages. Client-side scripting languages like JavaScript or ActionScript, used for Dynamic HTML (DHTML) and Flash technologies respectively, are frequently used to orchestrate media types (sound, animations, changing text, etc.) of the presentation. The scripting also allows use of remote scripting, a technique by which the DHTML page requests additional information from a server, using a hidden Frame, XMLHttpRequests, or a web service. It is also possible to use a web framework to create a web API, which the client, via the use of JavaScript, uses to obtain data and alter its appearance or behavior dynamically depending on the data. Web pages that use server-side scripting are often created with the help of server-side languages such as PHP, Perl, ASP, JSP, ColdFusion and other languages. These server-side languages typically use the Common Gateway Interface (CGI) to produce dynamic web pages. These kinds of pages can also use, on the client-side, the first kind (DHTML, etc.). == History == It is difficult to be precise about "dynamic web page beginnings" or chronology because the precise concept makes sense only after the "widespread development of web pages". HTTP has existed since 1989, HTML, publicly standardized since 1996. The web browser's rise in popularity started with Mosaic in 1993. Between 1995 and 1996, multiple dynamic web products were introduced to the market, including Coldfusion, WebObjects, PHP, and Active Server Pages. The introduction of JavaScript (then known as LiveScript) enabled the production of client-side dynamic web pages, with JavaScript code executed in the client's browser. The letter "J" in the term AJAX originally indicated the use of JavaScript, as well as XML. With the rise of server side JavaScript processing, for example, Node.js, originally developed in 2009, JavaScript is also used to dynamically create pages on the server that are sent fully formed to clients. MediaWiki, the content management system that powers Wikipedia, is an example for an originally server-side dynamic web page, interacted with through form submissions and URL parameters. Throughout time, progressively enhancing extensions such as the visual editor have also added elements that are dynamic on the client side, while the original dynamic server-side elements such as the classic edit form remain available to be fallen back on (graceful degradation) in case of error or incompatibility. == Server-side scripting == A program running on a web server is used to generate the web content on various web pages, manage user sessions, and control workflow. Server responses may be determined by such conditions as data in a posted HTML form, parameters in the URL, the type of browser being used, the passage of time, or a database or server state. Such web pages are often created with the help of server-side languages such as ASP, ColdFusion, Java, JavaScript, Perl, PHP, Ruby, Python, and other languages, by a support server that can run on the same hardware as the web server. These server-side languages often use the Common Gateway Interface (CGI) to produce dynamic web pages. Two notable exceptions are ASP.NET, and JSP, which reuse CGI concepts in their APIs but actually dispatch all web requests into a shared virtual machine. The server-side languages are used to embed tags or markers within the source file of the web page on the web server. When a user on a client computer requests that web page, the web server interprets these tags or markers to perform actions on the server. For example, the server may be instructed to insert information from a database or information such as the current date. Dynamic web pages are often cached when there are few or no changes expected and the page is anticipated to receive considerable amount of web traffic that would wastefully strain the server and slow down page loading if it had to generate the pages on the fly for each request. == Client-side scripting == Client-side scripting is changing interface behaviors within a specific web page in response to input device actions, or at specified timing events. In this case, the dynamic behavior occurs within the presentation. The client-side content is generated on the user's local computer system. Such web pages use presentation technology called rich interfaced pages. Client-side scripting languages like JavaScript or ActionScript, used for Dynamic HTML (DHTML) and Flash technologies respectively, are frequently used to orchestrate media types (sound, animations, changing text, etc.) of the presentation. Client-side scripting also allows the use of remote scripting, a technique by which the DHTML page requests additional information from a server, using a hidden frame, XMLHttpRequests, or a Web service. The first public use of JavaScript was in 1995, when the language was implemented in Netscape Navigator 2, standardized as ECMAScript two years later. Example The client-side content is generated on the client's computer. The web browser retrieves a page from the server, then processes the code embedded in the page (typically written in JavaScript) and displays the retrieved page's content to the user. The innerHTML property (or write command) can illustrate the client-side dynamic page generation: two distinct pages, A and B, can be regenerated (by an "event response dynamic") as document.innerHTML = A and document.innerHTML = B; or "on load dynamic" by document.write(A) and document.write(B). == Combination technologies == All of the client and server components that collectively build a dynamic web page are called a web application. Web applications manage user interactions, state, security, and performance. Ajax uses a combination of both client-side script

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  • M-DISC

    M-DISC

    M-DISC (Millennial Disc) is a write-once optical disc technology introduced in 2009 by Millenniata, Inc. and available as DVD and Blu-ray discs. == Overview == M-DISC's design is intended to provide archival media longevity. M-Disc claims that properly stored M-DISC DVD recordings will last up to 1000 years. The M-DISC DVD looks like a standard disc, except it is almost transparent with later DVD and BD-R M-Disks having standard and inkjet printable labels. The patents protecting the M-DISC technology assert that the data layer is a glassy carbon material that is substantially inert to oxidation and has a melting point of 200–1000 °C (392–1832 °F). M-Discs are readable by most regular DVD players made after 2005 and Blu-Ray and BDXL disc drives and writable by most made after 2011. Available recording capacities conform to standard DVD/Blu-ray sizes: 4.7 GB DVD+R to 25 GB BD-R, 50 GB BD-R and 100 GB BDXL. == History == M-DISC developer Millenniata, Inc. was co-founded by Brigham Young University professors Barry Lunt, Matthew Linford, CEO Henry O'Connell and CTO Doug Hansen. The company was incorporated on May 13, 2010, in American Fork, Utah. Millenniata, Inc. officially went bankrupt in December 2016. Under the direction of CEO Paul Brockbank, Millenniata had issued convertible debt. When the obligation for conversion was not satisfied, the company defaulted on the debt payment and the debt holders took possession of all of the company's assets. The debt holders subsequently started a new company, Yours.co, to sell M-DISCs and related services. As of the 2020s, there are only 2 licensed manufacturers of M-Discs: Ritek, sold under the Ritek and RiDATA brands, and Verbatim with co-branded discs, marketed as the "Verbatim M-DISC". 128 GB BDXL never made it to market due to the 2016 bankruptcy. Early in 2022, Verbatim changed the formulation of their M-DISC branded Blu-rays. These new discs could be written at a faster rate than the previous ones – 6× speed instead of 4×. The new discs also had different colouration and markings compared with older version. Later in the year customers accused Verbatim of selling an inferior product and deceptive marketing. Verbatim responded that the new discs were a further development of the older discs and should have the same longevity, and that the technical changes therein were responsible for the altered appearance and higher write speeds. The updated M-DISC currently sold on the market uses the same metal ablative layer (MABL) metal oxide inorganic recording layer used in many of Verbatim's regular Blu-ray products. == Durability claims == The original M-DISC DVD+R was tested according to ISO/IEC 10995:2011 and ECMA-379 with a projected rated lifespan of several hundred years in archival use. The glassy carbon layers, in theory if preserved correctly in an environment like a salt mine, could store the data for over 10,000 years before going outside of readable specifications. However, the polycarbonate plastics, which are commonly used by almost all optical media and heavily in CBRN and ballistic protective equipment due to their optical, physical impact and chemical resistant properties, have a lifespan rating of only around 1000 years before degradation. Verbatim Japan claims that M-DISCs now use a titanium layer to prevent moisture ingression and to provide environmental stability. M-DISCs sold in Japan are advertised to have a projected lifespan of 100 years or more based on internal ISO/IEC 16963 testing, while other regional Verbatim websites claim that M-DISCs have a projected lifespan of "several hundred years" based on ISO/IEC 16963 testing. == Durability testing == In 2009, testing was done by the US Department of Defense (DoD) producing the China Lake Report testing Millenniata's M-Disk DVD to current market offerings from Delkin, MAM-A, Mitsubishi, Taiyo Yuden and Verbatim with all brands using organic dyes failing to pass the series of accelerated aging tests. From 2010 to 2012, the French National Laboratory of Metrology and Testing (LNE) used high-temperature accelerated aging testing, at 90 °C (194 °F) and 85% relative humidity inside a CLIMATS Excal 5423-U, for 250 to 1000 hours with a mix of inorganic DVD+R discs from MPO, Verbatim, Maxell, Syylex and DataTresor. The summary of the tests states that Syylex Glass Master Disc was rated for 1000+ hours, DataTresor Disc 250 hours+ and M-Disk under 250 hours. The Syylex disc was a custom-ordered product that could not be burned in a consumer player when they were still purchaseable from Syylex before their bankruptcy, so it was not truly in the same category as the others. In 2016, a consumer Mol Smith did real world stress testing on the 25 GB BD-R M-Disc alongside TDK's standard BD-R 25 GB disc using a copied movie, which demonstrated the reliability of M-Disc's molding compared to standard discs; after 60 days of outdoor direct exposure the M-Disk was played without error, while the TDK disc was physically destroyed. In 2022, the NIST Interagency Report NIST IR 8387 listed the M-Disc as an acceptable archival format rated for 100+ years, citing the aforementioned 2009 and 2012 tests by the US Department of Defense and French National Laboratory of Metrology and Testing as sources. == Commercial support == While recorded discs are readable in conventional DVD and BD drives, M-disc DVDs can only be burned by drives with firmware that supports the slightly higher power mode that M-Disk requires for burning its inorganic layers, as such writing speed is typically 2× speed. Blu-ray M-discs can be both written and read in most standard Blu-ray drives and are certified by the Blu-ray Disc Association to meet all current standard specifications as of 2019. Typically, the M-Discs cost 1.5–3× the price of standard Blu-Ray discs with DVD M-Discs now having sparse availability. With the first-generation DVD M-DISCs, it was difficult to determine which was the writable side of the disc due to being near fully translucent, until coloring and later labels similar to that on standard DVD discs was added to discs to help distinguish the sides preventing user error. Asus, LG Electronics, Lite-On, Pioneer, Buffalo Technology, and Hitachi-LG produce drives that can record M-DISC media while Verbatim and Ritek produce M-DISC discs. == Adoption == The regional government of the U.S. state of Utah has used M-Disc since 2011. Some consumers and avid datahoarders have adopted the format for cold digital data storage. == Alternative technologies == === Optical === Syylex Glass Master Disc: these discs use etched glass and are only typically degradable by physical or chemical damage, but not by normal ageing inside an archival environment. Current BD 25 GB, BD-R DL 50 GB & BDXL 100 GB (three layer) and Sony's BDXL 128 GB (four layer) discs are rated for up to 50 years (Standard inorganic HTL discs). Sony's Optical Disc Archive, is an optical competitor to the LTO tape-based data storage system, currently with up to 5.5 TB cartridges of dual-sided 120mm discs, with desktop readers and automated rackmount standard archival systems allowing for large scale archival and data retrieval rated for an estimated 100+ years. Pioneer DM for Archive is a disc media and drive combination developed by Pioneer to meet the requirements laid out by the Japanese government for preservation of financial data for a minimum of 100 years. The discs use a MABL type recording layer and are manufactured with tight tolerances. Although burnable in any BD Writer, when burned in Pioneers DM for Archive writers using the DM Archiver software the media and burn quality meet ISO/IEC 18630 which defines the testing methods needed for ensuring media and burn quality. === Magnetic === Linear Tape-Open (LTO) is rated for up to 30 years in a climate-controlled environment and is currently in use by most industries, including broadcast and corporate digital data systems. The latest generation released in 2026 is LTO-10, it defines two unique cartridge types which can hold 30 TB or 40 TB each Hard disk drives are currently available up to 30 TB (HDD) capacity in 3.5-inch format and 5 TB in 2.5-inch laptop format. However, unlike optical media, they are limited to 5–25 years of operation lifespan due to inevitable mechanical failure or magnetic instability. == Gallery ==

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  • Direct voice input

    Direct voice input

    Direct voice input (DVI), sometimes called voice input control (VIC), is a style of human–machine interaction "HMI" in which the user makes voice commands to issue instructions to the machine through speech recognition. In the field of military aviation, DVI has been introduced into the cockpits of several modern military aircraft, such as the Eurofighter Typhoon, the Lockheed Martin F-35 Lightning II, the Dassault Rafale, the KF-21 Boramae and the Saab JAS 39 Gripen. Such systems have also been used for various other purposes, including industry control systems and speech recognition assistance for impaired individuals. == Overview == DVI systems can be divided into two major categories of functionality: "user-dependent" or "user-independent". A user-dependent system requires that a personal voice template to be generated for a specific person; the template for this individual has to be loaded onto their assigned machine prior to use of the DVI system for it to function properly. In contrast, a user-independent system does not require any personal voice template, being intended to respond correctly to the voice of any user. They can also be categorised between "discrete recognition" and "continuous recognition". Users of a discrete recognition system must pause between each word so that the DVI system can identify the separations between each word, while a continuous speech recognition system is capable of understanding a normal rate of speech. During the mid-2000s, researchers at the National Aerospace Laboratory in the Netherlands examined the use of DVI in the "GRACE" simulator; a total of twelve pilots participated in the ensuing experiment. The tests performed reportedly revealed that, while the hardware itself functioned well, several improvements were desirable prior to real-world deployment on aircraft since DVI operations actually consumed more time in comparison to traditional existing methods. Recommendations for improvements included the adoption of simpler syntax, the achievement of a greater recognition rate, and a decrease in response times; all of the issues encountered were determined to be of a technological nature, and were deemed feasible to resolve. The researchers concluded that in cockpits, especially during emergencies where pilots have to operate entirely on their own, a DVI system could be highly relevant, but that it was not of crucial importance during most other conceivable scenarios. Around the same time, evaluations of DVI systems for civil aviation purposes were conducted within the framework of Project SafeSound, coordinated by the European Union. It involved the observation of pilot workloads in real-world cockpits and contrasting them against pilot activity in flight simulators using both conventional systems and DVI assistance. The project aimed to enhance aviation safety and to decrease the workload in both ground and flight operations via the application of enhanced audio functions. == Applications == === Aviation === Prior to its widespread deployment, a handful of conventional military aircraft were converted to trial DVI systems; examples include the Harrier AV-8B and F-16 VISTA. In another case, a General Dynamics F-16 Fighting Falcon simulator was modified with DVI for a voice control study that was undertaken by the Royal Netherlands Air Force. DVI trials have also been conducted on helicopters, including the Boeing AH-64 Apache, showing the potential to improve flight safety and mission effectiveness. Numerous modern fighter aircraft have been outfitted with DVI systems, often in combination with various other man-machine interface schemes, such as HOTAS-compliant controls and other advanced control technologies. The combination of Voice and HOTAS control schemes has sometimes been referred to as the "V-TAS" concept. A prominent fighter aircraft to be furnished with a V-TAS cockpit is the Eurofighter Typhoon. The Lockheed Martin F-35 Lightning II also features a DVI system, which was developed by Adacel. Other examples includes the Dassault Rafale and the Saab JAS 39 Gripen. Numerous aircraft have been planned to use DVI. At one stage, the United States Air Force had sought to integrate DVI upon the Lockheed Martin F-22 Raptor; however, the technology was eventually judged to pose too many technical risks at that point in time, and thus such efforts were abandoned. === Personal === By 1990, working prototypes of speech recognition systems were being demonstrated; these were being promoted for the purpose of providing an effective man-machine interface for individuals with impaired speech. Techniques employed included time-encoded digital speech and automatic token set selection. Investigations of these early DVI systems reportedly included the use of automatic diagnostic routines and limited-scale trials using volunteers. During the 2010s, various companies were offering voice recognition systems to the general public in the form of personal digital assistants. One example is the Google Voice service, which allows users to pose questions via a DVI package installed on either a personal computer, tablet, or mobile phone. Numerous digital assistants have been developed, such as Amazon Echo, Siri, and Cortana, that use DVI to interact with users. === Commercial === DVI technology has enabled automated telephone systems to be widely deployed. Many companies commonly use centralised phone systems that route callers to the correct department via such methods. Various car manufacturers have also furnished their road vehicles with DVI systems; these typically allow drivers to control infotainment systems and interact with mobile phones with more convenience than legacy methods. During the late 1980s, investigations into the use of DVI systems for controlling CNC machines and other manufacturing apparatus were underway. During the 2010s, such systems were being used for logistics and warehouse management purposes.

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  • Web performance

    Web performance

    Web performance refers to the speed in which web pages are downloaded and displayed on the user's web browser. Web performance optimization (WPO), or website optimization is the field of knowledge about increasing web performance. Faster website download speeds have been shown to increase visitor retention and loyalty and user satisfaction, especially for users with slow internet connections and those on mobile devices. Web performance also leads to less data travelling across the web, which in turn lowers a website's power consumption and environmental impact. Some aspects which can affect the speed of page load include browser/server cache, image optimization, and encryption (for example SSL), which can affect the time it takes for pages to render. The performance of the web page can be improved through techniques such as multi-layered cache, light weight design of presentation layer components and asynchronous communication with server side components. == History == In the first decade or so of the web's existence, web performance improvement was focused mainly on optimizing website code and pushing hardware limitations. According to the 2002 book Web Performance Tuning by Patrick Killelea, some of the early techniques used were to use simple servlets or CGI, increase server memory, and look for packet loss and retransmission. Although these principles now comprise much of the optimized foundation of internet applications, they differ from current optimization theory in that there was much less of an attempt to improve the browser display speed. Steve Souders coined the term "web performance optimization" in 2004. At that time Souders made several predictions regarding the impact that WPO as an "emerging industry" would bring to the web, such as websites being fast by default, consolidation, web standards for performance, environmental impacts of optimization, and speed as a differentiator. One major point that Souders made in 2007 is that at least 80% of the time that it takes to download and view a website is controlled by the front-end structure. This lag time can be decreased through awareness of typical browser behavior, as well as of how HTTP works. == Optimization techniques == Web performance optimization improves user experience (UX) when visiting a website and therefore is highly desired by web designers and web developers. They employ several techniques that streamline web optimization tasks to decrease web page load times. This process is known as front end optimization (FEO) or content optimization. FEO concentrates on reducing file sizes and "minimizing the number of requests needed for a given page to load." In addition to the techniques listed below, the use of a content delivery network—a group of proxy servers spread across various locations around the globe—is an efficient delivery system that chooses a server for a specific user based on network proximity. Typically the server with the quickest response time is selected. The following techniques are commonly used web optimization tasks and are widely used by web developers: Web browsers open separate Transmission Control Protocol (TCP) connections for each Hypertext Transfer Protocol (HTTP) request submitted when downloading a web page. These requests total the number of page elements required for download. However, a browser is limited to opening only a certain number of simultaneous connections to a single host. To prevent bottlenecks, the number of individual page elements are reduced using resource consolidation whereby smaller files (such as images) are bundled together into one file. This reduces HTTP requests and the number of "round trips" required to load a web page. Web pages are constructed from code files such JavaScript and Hypertext Markup Language (HTML). As web pages grow in complexity, so do their code files and subsequently their load times. File compression can reduce code files by about 40 percent, thereby improving site responsiveness. Web Caching Optimization reduces server load, bandwidth usage and latency. CDNs use dedicated web caching software to store copies of documents passing through their system. Many website platforms, such as SiteGround, IONOS, Wix, and Hostinger, rely on global CDNs and caching technologies to deliver faster page loads across different geographical regions. Subsequent requests from the cache may be fulfilled should certain conditions apply. Web caches are located on either the client side (forward position) or web-server side (reverse position) of a CDN. Web browsers are also able to store content for re-use through the HTTP cache or web cache. Requests web browsers make are typically routed to the HTTP cache to validate if a cached response may be used to fulfill a request. If such a match is made, the response is fulfilled from the cache. This can be helpful for reducing network latency and costs associated with data-transfer. The HTTP cache is configured using request and response headers. Code minification distinguishes discrepancies between codes written by web developers and how network elements interpret code. Minification removes comments and extra spaces as well as crunch variable names in order to minimize code, decreasing files sizes by as much as 60%. In addition to caching and compression, lossy compression techniques (similar to those used with audio files) remove non-essential header information and lower original image quality on many high resolution images. These changes, such as pixel complexity or color gradations, are transparent to the end-user and do not noticeably affect perception of the image. Another technique is the replacement of raster graphics with resolution-independent vector graphics. Vector substitution is best suited for simple geometric images. Lazy loading of images and video reduces initial page load time, initial page weight, and system resource usage, all of which have positive impacts on website performance. It is used to defer initialization of an object right until the point at which it is needed. The browser loads the images in a page or post when they are needed such as when the user scrolls down the page and not all images at once, which is the default behavior, and naturally, takes more time. == HTTP/1.x and HTTP/2 == Since web browsers use multiple TCP connections for parallel user requests, congestion and browser monopolization of network resources may occur. Because HTTP/1 requests come with associated overhead, web performance is impacted by limited bandwidth and increased usage. Compared to HTTP/1, HTTP/2 is binary instead of textual is fully multiplexed instead of ordered and blocked can therefore use one connection for parallelism uses header compression to reduce overhead allows servers to "push" responses proactively into client caches Instead of a website's hosting server, CDNs are used in tandem with HTTP/2 in order to better serve the end-user with web resources such as images, JavaScript files and Cascading Style Sheet (CSS) files since a CDN's location is usually in closer proximity to the end-user. == Metrics == In recent years, several metrics have been introduced that help developers measure various aspects of the performance of their websites. In 2019, Google introduced metrics such as Time to First Byte (TTFB), First Contentful Paint (FCP), First Paint (FP), First Input Delay (FID), Cumulative Layout Shift (CLS) and Largest Contentful Paint (LCP) allow for website owner to gain insights into issues that might hurt the performance of their websites making it seem sluggish or slow to the user. Other metrics including Request Count (number of requests required to load a page), DOMContentLoaded (time when HTML document is completely loaded and parsed excluding CSS style sheets, images, etc.), Above The Fold Time (content that is visible without scrolling), Round Trip Time, number of Render Blocking Resources (such as scripts, stylesheets), Onload Time, Connection Time, Total Page Size help provide an accurate picture of latencies and slowdowns occurring at the networking level which might slow down a site. Modules to measure metrics such as TTFB, FCP, LCP, FP etc are provided with major frontend JavaScript libraries such as React, NuxtJS and Vue. Google publishes a library, the core-web-vitals library that allows for easy measurement of these metrics in frontend applications. In addition to this, Google also provides the Lighthouse, a Chrome dev-tools component and PageSpeed Insight a site that allows developers to measure and compare the performance of their website with Google's recommended minimums and maximums. In addition to this, tools such as the Network Monitor by Mozilla Firefox help provide insight into network-level slowdowns that might occur during transmission of data.

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  • Errored second

    Errored second

    In telecommunications and data communication systems, an errored second is an interval of a second during which any error whatsoever has occurred, regardless of whether that error was a single bit error or a complete loss of communication for that entire second. The type of error is not important for the purpose of counting errored seconds. In communication systems with very low uncorrected bit error rates, such as modern fiber-optic transmission systems, or systems with higher low-level error rates that are corrected using large amounts of forward error correction, errored seconds are often a better measure of the effective user-visible error rate than the raw bit error rate. For many modern packet-switched communication systems, even a single uncorrected bit error is enough to cause the loss of a data packet by causing its CRC check to fail; whether that packet loss was caused by a single bit error or a hundred-bit-long error burst is irrelevant. For systems using large amounts of forward error correction, the reverse applies; a single low-level bit error will almost never occur, since any small errors will almost always be corrected, but any error sufficiently large to cause the forward error correction to fail will almost always result in a large burst error. More specialist and precise definitions of errored seconds exist in standards such as the T1 and DS1 transport systems.

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  • Vinyl cutter

    Vinyl cutter

    A vinyl cutter is an entry-level machine for making signs. Computer-designed vector files with patterns and letters are directly cut on the roll of vinyl which is mounted and fed into the vinyl cutter through USB or serial cable. Vinyl cutters are mainly used to make signs, banners and advertisements. Advertisements seen on automobiles and vans are often made with vinyl cut letters. While these machines were designed for cutting vinyl, they can also cut through computer and specialty papers, as well as thicker items like thin sheets of magnet. In addition to sign business, vinyl cutters are commonly used for apparel decoration. To decorate apparel, a vector design needs to be cut in mirror image, weeded, and then heat applied using a commercial heat press or a hand iron for home use. Some businesses use their vinyl cutter to produce both signs and custom apparel. Many crafters also have vinyl cutters for home use. These require little maintenance, and the vinyl can be bought in bulk relatively cheaply. Vinyl cutters are also often used by stencil artists to create single use or reusable stencil art and lettering == How it works == A vinyl cutter is a type of computer-controlled machine tool. The computer controls the movement of a sharp blade over the surface of the material as it would the nozzles of an ink-jet printer. This blade is used to cut out shapes and letters from sheets of thin self-adhesive plastic (vinyl). The vinyl can then be stuck to a variety of surfaces depending on the adhesive and type of material. To cut out a design, a vector-based image must be created using vector drawing software. Some vinyl cutters are marketed to small in-home businesses and require download and use of a proprietary editing software. The design is then sent to the cutter where it cuts along the vector paths laid out in the design. The cutter is capable of moving the blade on an X and Y axis over the material, cutting it into the required shapes. The vinyl material comes in long rolls allowing projects with significant length like banners or billboards to be easily cut. A major limitation with vinyl cutters is that they can only cut shapes from solid colours of vinyl, paper, card or thin plastic sheets such as Mylar. The type and thickness of material will vary for each cutter and how much downforce the cutter is capable of. If the material has no backing, a backing sheet, material or cutting mat and a temporary adhesive are needed to allow the cutter to cut through the material. A design with multiple colours must have each colour cut separately and then layered on top of each other as it is applied to the substrate. This is a process that is often applied in stencil art. Also, since the shapes are cut out of solid colours, photographs and gradients cannot be reproduced with a stand-alone cutter. === Design creation === Designs are created using vector-based software like Adobe Illustrator, FlexiSign, EasyCutPro, or other software. Vector artwork is either drawn with lines, shapes and text or images are vectorized thus create vector shapes. Most cutters (also called plotters) require special software to load/edit the artwork and communicate with the cutter. Computer designed images are loaded onto the vinyl cutter via a wired connection or over a wireless protocol. Then the vinyl is loaded into the machine where it is automatically fed through and cut to follow the set design. The vinyl can be placed on an adhesive mat to stabilize the vinyl when cutting smaller designs. === Types of vinyl === Adhesive vinyl is the type of vinyl used for store windows, car decals, signage, and more. Adhesive vinyl is applied with a transfer medium often called "transfer tape" or "carrier sheet". Heat transfer vinyl is the type of vinyl used to apply a design to fabric including t-shirts, tea towels, canvas bags, and more. Heat Transfer vinyl can be applied using a heat press or an iron, though the constant pressure and heat from a heat press is recommended by experts. === Using other materials === In addition to vinyl some cutters are capable of cutting other materials such as paper, card, plastic sheets and even thin wood. The thickness and type of material that can be cut will depend on the model of the cutter and heavily depends on the downforce. Cricut is a popular home cutter used by arts and craft enthusiasts since it allows for a wide use of different materials and is similar in size to a household printer and has strong downforce for its size. === Backing and cutting mat === If you cut material that doesn't have an adhesive backing you will require a cutting mat that you need to attach your material to. Some cutting mats are sticky, others will require you to use a temporary adhesive and/or masking tape to keep the material in place when cutting. === Cutting === The vinyl cutter uses a small knife or blade to precisely cut the outline of figures into a sheet or piece of vinyl, but not the release liner. The process of cutting vinyl material without penetrating it completely is referred to as "kiss cutting". The knife moves side to side and turns, while the vinyl is moved beneath the knife. The results from the cut process is an image cut into the material. === Weeding === The material is then 'weeded' where the excess parts of the figures are removed from the release liner. It is possible to remove the positive parts, which would give a negative decal, or remove the negative parts, giving a positive decal. Removing the figure would be like removing the positive, giving a negative image of the figures. === Transfer tape === A sheet of transfer tape with an adhesive backing is laid on the weeded vinyl when necessary. Heat Transfer vinyl often does not require use of a separate transfer tape. A roller is applied to the tape, causing it to adhere to the vinyl. The transfer tape and the weeded vinyl is pulled off the release liner, and applied to a substrate, such as a sheet of aluminium. This results in an aluminium sign with vinyl figures. == Uses == In addition to the capabilities of the cutter itself, adhesive vinyl comes in a wide variety of colors and materials including gold and silver foil, vinyl that simulates frosted glass, holographic vinyl, reflective vinyl, thermal transfer material, and even clear vinyl embedded with gold leaf. (Often used in the lettering on fire trucks and rescue vehicles.) As the vinyl film is supplied by the manufacturer, it comes attached to a release liner. == Challenges when cutting on a vinyl cutter == Cutting on a vinyl cutter requires careful calibration to achieve clean and accurate results, especially when the goal is to cut through only the top layer of material while leaving the backing intact. One of the most common challenges is setting the correct cutting depth. If the blade is not lowered enough, the vinyl material may not separate properly; if it goes too deep, it can cut through the backing layer and potentially damage the cutting mat. The cutting depth on the vinyl cutter machines typically does not exceed 1 mm. Another frequent issue is the mismatch between the blade and the type of material being processed. Using an inappropriate blade can lead to uneven cuts, premature dulling of the edge, and torn or frayed material. The overall quality of the output also depends on factors such as the cutting speed, blade sharpening and cutting angle, and the material the knife is made of.

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  • Color image pipeline

    Color image pipeline

    An image pipeline or video pipeline is the set of components commonly used between an image source (such as a camera, a scanner, or the rendering engine in a computer game), and an image renderer (such as a television set, a computer screen, a computer printer or cinema screen), or for performing any intermediate digital image processing consisting of two or more separate processing blocks. An image/video pipeline may be implemented as computer software, in a digital signal processor, on an FPGA, or as fixed-function ASIC. In addition, analog circuits can be used to do many of the same functions. Typical components include image sensor corrections (including debayering or applying a Bayer filter), noise reduction, image scaling, gamma correction, image enhancement, colorspace conversion (between formats such as RGB, YUV or YCbCr), chroma subsampling, framerate conversion, image compression/video compression (such as JPEG), and computer data storage/data transmission. Typical goals of an imaging pipeline may be perceptually pleasing end-results, colorimetric precision, a high degree of flexibility, low cost/low CPU utilization/long battery life, or reduction in bandwidth/file size. Some functions may be algorithmically linear. Mathematically, those elements can be connected in any order without changing the end-result. As digital computers use a finite approximation to numerical computing, this is in practice not true. Other elements may be non-linear or time-variant. For both cases, there is often one or a few sequences of components that makes sense for optimum precision and minimum hardware-cost/CPU-load.

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  • Festival of International Virtual & Augmented Reality Stories

    Festival of International Virtual & Augmented Reality Stories

    Festival of International Virtual & Augmented Reality Stories (FIVARS) is a Canadian media festival for story-driven works using extended reality (XR) and immersive media, including virtual reality, augmented reality, WebXR, live VR performance, projection mapping and spatialized audio. Founded in Toronto in 2015, it has been described as Canada's first dedicated virtual and augmented reality stories festival, the first Canadian festival of its kind, and Canada's original festival dedicated to immersive storytelling. FIVARS has described itself as "the original and longest-running festival wholly dedicated to Virtual and Augmented Reality Stories", while third-party XR coverage has called it one of the longest-running events dedicated to immersive content. FIVARS is produced by Constant Change Media Group, Inc., with its partner event VRTO. == History == FIVARS began in 2015, with preview screenings at the Camp Wavelength music festival on Toronto Island and an inaugural festival held in Toronto in September 2015. Contemporary coverage described the first edition as a virtual reality film festival held at UG3 Live in Toronto. The festival continued with a second edition in 2016. L'Express described the 2016 festival as presenting Canadian and international interactive works in virtual and augmented reality narrative forms. FIVARS's 2016 festival was also listed in a York University Future Cinema course page as a public event students could attend. In 2017, the third annual FIVARS festival was held at the House of VR in Toronto. In 2018, the festival was held at the Matador Ballroom, which NOW Magazine reported was reopening for FIVARS from September 14 to 16. The festival's own history states that the 2018 edition included 36 works from 12 countries and that Stephanie Greenall took over as co-producer that year. In 2019, FIVARS moved to the Toronto Media Arts Centre for its fifth anniversary and listed official selections in passive and interactive immersive-experience categories. The festival also held talks and panels at the Toronto Media Arts Centre. During the COVID-19 pandemic, FIVARS moved part of its programming online. In 2020, Voices of VR reported that Malicki-Sanchez and WebXR developer James Baicoianu used JanusXR code to create a platform for presenting 360-degree video through the web. The festival's history states that its 2020 online festival included 39 selections from 16 countries and was produced by Malicki-Sanchez and Greenall. In 2021, FIVARS introduced a dual-event structure with FIVARS in FEB and FIVARS in FALL. The fall 2021 edition used a hybrid format, with an in-person component in West Hollywood from October 15 to 17 and an online WebXR component from October 22 to November 2. In 2022, FIVARS held hybrid programming with pop-up viewing locations in Los Angeles and Toronto. The fall 2022 edition was listed by blogTO as the festival's tenth edition, with an in-person component at Stackt - an outdoor arts park built from shipping containers in Toronto and online programming. The 2023 festival was presented as a hybrid exhibition of 65 immersive stories, with an in-person Toronto component and an online component. The FIVARS Online Festival was later listed among the Innovator of the Year nominees for the 2024 Poly Awards. FIVARS stated that the nominees for that recognition were producer and designer Keram Malicki-Sanchez and developer James Baicoianu. The 2024 edition was listed as FIVARS 2024 (Toronto + Online), with an in-person Toronto event from October 3 to 8 and an online component beginning October 10. The festival also published a 2024 official selections list covering virtual reality, augmented reality, spherical video, spatial web and related immersive formats. In 2025, FIVARS and VRTO were held together at OCAD University. The 2026 edition is scheduled for June 15 to 19, 2026, at OCAD University in Toronto, with OCAD University as presenting sponsor and first-time venue host. FIVARS has featured official selections from more than forty countries across six continents. == Organization == FIVARS was founded in 2015 by Keram Malicki-Sánchez. Joseph Ellsworth was the festival's original technical director and helped operate FIVARS during its early years. Malicki-Sánchez remains executive director and festival director. Jessy Blaze joined Malicki-Sánchez as co-producer in 2016 and served until Stephanie Greenall took over the role in 2018. Greenall served as co-producer and associate producer from 2018 to 2022. Aimee Reynolds took over from Greenall in 2022 and has served as associate producer of FIVARS and VRTO since 2022. == Immersive Media Awards == FIVARS presents People's Choice awards for interactive works and immersive video or passive immersive works. Juried award categories have included the Grand Jury Prize, Impact Award, Technical Achievement, Excellence in Experience Design, Excellence in Visual Design, Excellence in Sound Design, and Outstanding Performance. === 2015 === On Monday, September 21, the festival announced People's Choice awards for two categories at the Cadillac Lounge, a music venue and restaurant in Toronto. People's Choice Best Interactive Experience: Apollo 11 Best Immersive Video: SONAR === 2016 === People's Choice Best Interactive Experience: Pearl (Patrick Osborne) Best Immersive Video: Help (Justin Lin) Juried Grand Jury Award: Real (Connor Hair and Alex Meader) === 2017 === People's Choice Best Interactive: Alteration Best Immersive (Passive): Guardian of the Guge Kingdom Juried Impact Award: Priya's Shakti / Priya's Mirror (Dan Goldman) Grand Jury Prize: Manifest 99 === 2018 === People's Choice Best Interactive: Museum of Symmetry (Paloma Dawkins) Best Immersive (Passive): Going Home (David Beier) Juried Impact Award: The Hidden (Annie Lukowski, BJ Schwartz) Grand Jury Prize: Battlescar (Nico Casavecchia, Martin Allais) === 2019 === People's Choice Best Interactive: After Dan Graham (David Han/Friend Generator) Best Immersive (Passive): 2nd Step (Joerg Courtial) Juried Technical Achievement: tx-reverse Excellence in Experience Design: Battlescar (Nico Casavecchia, Martin Allais) Excellence in Sound Design: Unheard (Zhechuan Zhang) Excellence in Visual Design: Ex Anima (Pierre Zandrowicz) Impact Award: State Power (Jeff Stanzler) Grand Jury Prize: The Industry (Mirka Duijn) === 2020 === People's Choice Best Interactive: Gravity VR (Fabito Rychter, Amir Admoni) Best Immersive (Passive): Warsaw Rising (Tomasz Dobosz) Juried Technical Achievement: The Cosmic Laughter of Cucci Binaca (Jonathan Sims) Excellence in Experience Design: Sleeping Eyes (Sojung Bahng, Sungeun Lee) Excellence in Sound Design: Symphony of Noise VR (Michaela Pnacekova) Excellence in Visual Design: Hominidae (Brian Andrews) Impact Award: Indirect Actions (Maranatha Hay) Grand Jury Prize: Minimum Mass (Raqi Syed, Areito Echevarria) === 2021 === FIVARS in FEB – People's Choice Best Interactive: CLAWS (created by Evan Neiden; directed by John Ertman) Best Immersive (Passive): Inside COVID 19 (Gary Yost, Adam Loften) FIVARS in FALL – People's Choice Best Interactive: Samsara (director: Hsin-Chien Huang) Best Immersive (Passive): The Invasion of Normandy Omaha Beach (director: Uli Futschik) Juried Technical Achievement: Dark Threads (director: Jonathon Corbiere) Excellence in Experience Design: Andy's World (director: Liquan Liu) Excellence in Sound Design: Symphony (director: Igor Cortadellas) Excellence in Visual Design: Mind VR Exploration (director: Deng Zuyun) Outstanding Performance: Lori Kovachevich, Lena's Journey (director: Wes Evans) Impact Award: Om Devi: Sheroes Revolution (director: Claudio Casale) Grand Jury Prize: Montegelato (director: Davide Rapp) === 2022 === FIVARS in FEB – People's Choice Best Interactive: Severance Theory: Welcome to Respite (Lyndsie Scoggin, United States) Best Immersive (Passive): Beescapes (Alan Nguyen, Australia) FIVARS in FALL – People's Choice Best Interactive: Namuanki (Kevin Mack, United States) Best Immersive (Passive): Reimagined Vol. 1: Nyssa (Julie Cavaliere, United States) Juried (Whole Year) Technical Achievement: Namuanki (Kevin Mack, United States) Excellence in Experience Design: Unframed: Hand Puppets, Paul Klee (Martin Charrière, Switzerland) Excellence in Visual Design: The Last Dance (Toshiaki Hanzaki, Japan) Excellence in Sound Design: Kingdom of Plants with David Attenborough (Iona McEwan, UK and USA) Outstanding Performance: Ari Tarr, OffRail (Ari Tarr, United States) Impact Award: Tearless (Gina Kim, South Korea) Grand Jury Prize: Klaxon. My dear sweet Friend (Nikita Shokhov, United States) === 2023 === People's Choice Best Interactive: PULSAR Best Immersive (Passive): Behind the Dish Juried Technical Achievement: VFC Excellence in Experience Design: Broken Spectre Excellence in Visual Design: Night Creatures Excellence in Sound Design: VFC Outstanding Performance: Origins Impact Award: LOU Grand Jury Prize: Stay Alive, My Son === 2024 ==

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  • Mass media use by the Islamic State

    Mass media use by the Islamic State

    The Islamic State (IS) is known for its extensive and effective use of propaganda. It uses a version of the Muslim Black Standard flag and developed an emblem which has clear symbolic meaning in the Muslim world. The Islamic State targets younger audiences, such as teenagers and young adults, since they are more vulnerable to propaganda. It is known to exploit the internet to spread its propaganda by establishing websites, such as the Al Fustat domain. Videos by the Islamic State are commonly accompanied by nasheeds (chants), notable examples being the chant Dawlat al-Islam Qamat, which came to be viewed as an unofficial anthem of the Islamic State, and Salil al-Sawarim. Academic research has emphasized the scale and volume of Islamic State media production beyond its flagship magazines. A quantitative study cited in R. Malash’s academic work documented 1,373 distinct Islamic State media products released over a six-month period between 1 August 2017 and 28 February 2018, including magazines, newsletters, reports, photographic releases, audio recordings, and other media formats. Scholars have used such datasets to illustrate the breadth and intensity of the group’s media output, particularly during periods of territorial decline, when propaganda activity remained high despite military pressure. == Traditional media == === Al-Furqan Foundation for Media Production === In January 2006, shortly after the group's rebranding as the "Islamic State of Iraq", it established the Al-Furqan Foundation for Media Production (Arabic: مؤسسة الفرقان للإنتاج الإعلامي, romanized: Muasasat al-Furqān lil'īntāj al'ilāmī), which produces CDs, DVDs, posters, pamphlets, and web-related propaganda products and official statements. It is the primary media production house of the Islamic State and responsible for production of major media releases, including the statements of the spokesmen and leaders of the group. On January 10, 2006, Al-Furqan released its very first video, titled (Arabic: زحف الأنوار, romanized: Zahf al-Anwār) It was founded by the Iraqi man Dr Wa'il al-Fayad, known as Abu Muhammad al-Furqan. He got his name "Al-Furqan" from his role in founding this media house, which was named after the 25th surah of the Quran Al-Furqan. It is the oldest media production house for the Islamic State, being founded in November 2006 to release media for the Islamic State of Iraq. The earliest release indexed by the SITE Intelligence Group is on 21 November 2006, documenting the storming of a police station in the Iraqi town of Miqdadiyah. Al-Furqan is considered to be a considerable innovation in jihadist media, with Kavkaz Center describing it as "a milestone on the path of jihad, a distinguished media that takes the great care in the management of the conflict with the crusaders and their tails and to expose the lies in the crusader's media." In October 2007, the Long War Journal reported on United States Army raids targeting Al-Furqan media cell members across Iraq, including in Mosul and Samarra. Between August 2013 and March 2014 they released the 22 part series Messages from the Land of Epic Battles. On 2 September 2014 SITE Intelligence Group discovered the beheading video called A Second Message to America, about the death of Steven Sotloff. Since then, Al-Furqan has released videos of their operations across Iraq and Syria, as well as execution videos directed to governments around the world. In April 2019, Al-Furqan released a video Interviewing Abu Bakr al-Baghdadi. Al-Furqan also produces media in the form of audio, which consists mostly of recordings of IS leaders and spokesmen giving speeches, as well as producing a single nasheed under their name called "Ya Allah Al-Jannah" (O Allah, (we ask you for) Paradise), sung by now-dead member of IS, Uqab Al-Marzuqi. === Al-I'tisam Foundation for Media Production === The Islamic State of Iraq founded a second media foundation - Al-I'tisam Media Foundation - around 2011, marked by their first video release, titled "The Conqueror of the Murtaddin: Abu Ahmad Al-Ansari". The foundation has since released a few series of videos, 50 parts of "Windows on the Land of Battles", 9 parts of "Pictures from the Land of Battles", a 9-part series quoting leaders about the establishment of the Islamic State, and other series before their last release, "Deterring the Safavids in Salah ad-Din" in 2015. Since then, there were no further releases from their behalf. === Al-Hayat Media Center === In mid-2014, IS established the Al-Hayat Media Center, which targets Western audiences and produces material in English, German, Russian, Urdu, Indonesian, Turkish, Bengali, Chinese, Bosnian, Kurdish, Uyghur, and French. When IS announced its expansion to other countries in November 2014 it established media departments for the new branches, and its media apparatus ensured that the new branches follow the same models it uses in Iraq and Syria. Then FBI Director James Comey said that IS's "propaganda is unusually slick," noting that, "They are broadcasting... in something like 23 languages". In July 2014, Al-Hayat began publishing a digital magazine called Dabiq, in a number of different languages including English. According to the magazine, its name is taken from the town of Dabiq in northern Syria, which is mentioned in a hadith about Armageddon. Al-Hayat also began publishing other digital magazines, including the Turkish language Konstantiniyye, the Ottoman word for Istanbul, the French language Dar al-Islam, and the Russian language Istok (Russian: Исток). By late 2016, these magazines had apparently all been discontinued, with Al-Hayat's material being consolidated into a new magazine called Rumiyah (Arabic for Rome). === Al-Naba === While the group's glossy, foreign-language magazines like Dabiq and Rumiyah ceased publication as the group lost territory, the weekly Arabic newsletter Al-Naba (The News) has continued to publish regularly, becoming the central pillar of the group's "media jihad" in the post-territorial phase. Recent scholarship, including studies published in 2025, suggests that Al-Naba serves a dual purpose: maintaining internal cohesion among dispersed fighters and projecting a narrative of endurance to enemies. Unlike the earlier magazines which were designed for recruitment, Al-Naba focuses on bureaucratic reporting, military statistics, and religious instruction. These are then translated and disseminated by decentralized supporter networks ("media mujahideen") to reach non-Arabic speakers. === Furat Media Center === The Al-Furat Media Center is another media center established in around 2015 to cater towards non-Arab speaking audiences. However, unlike the other organizations, the production wasn't as professional as ones made by the other media centers. Instead, they partially relied on local media departments and foreign communities of the Mujahideen to produce short-form videos. However, some professional long-form videos were also made under their behalf. As of now, the media center is the only known active branch of all the media centers of the Islamic State, after heavy losses from past campaigns against them. Their last release was "The Resolve of Muwahhidin in Russia", where videos from the Surovikino penal colony hostage crisis were edited and released. === Ajnad Foundation for Media Production === Ajnad Foundation is one of the official media wings of Islamic State which produces nasheeds and Quran recitations. It was established in January 2014 and has released more than 150 nasheeds. === Asdaa Foundation === Like the Ajnad Foundation, the Asdaa Foundation (Arabic: مؤسسة أصداء) or Asedaa Foundation produces Anasheed (Islamic chants). The foundation is the closest counterpart to Ajnad in producing Islamic State nasheeds, only difference being Ajnad is directly linked to the Islamic State while Asdaa is only classified as a "supporter organization" (munaser/munasera). The foundation had humble beginnings possibly in Yemen, where low-quality nasheeds were produced at first by 2 munshids, Abu Layth Al-Iraqi and Abu Ya'qub Al-Yamani. After that, the quality had improved a bit (possibly with new equipment and increased recognition) and eventually had its nasheeds included in the Islamic State's official media releases. One of its munshids, Abu Hafs is a renowned munshid who sings around 70 nasheeds, who as well works with Ajnad Foundation in some instances. He is currently alive, and working under Ansar Production Center (مركز إنتاج الأنصار), another Munasir foundation and Asedaa. Another Yemeni munshid, Abu Musab al-Adani, worked temporarily with Asdaa Foundation before defecting back to AQAP, from which he previously defected from. Some of their anasheed is used in IS's execution videos, a popular one is their human slaughterhouse execution video released during the time of Eid Al-Adha in 2016. The background nasheed they used was "We Came To Fill The Horizons With Terror", produced by the Asd

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