AI Headshot Enhancer

AI Headshot Enhancer — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • TiDB

    TiDB

    TiDB (; "Ti" stands for Titanium) is an open-source NewSQL database that supports Hybrid Transactional and Analytical Processing (HTAP) workloads. Designed to be MySQL compatible, it is developed and supported primarily by PingCAP and licensed under Apache 2.0. It is also available as a paid product. TiDB drew its initial design inspiration from Google's Spanner and F1 papers. == Release history == See all TiDB release notes. On December 19, 2024, TiDB 8.5 GA was released. On May 24, 2024, TiDB 8.1 GA was released. On December 1, 2023, TiDB 7.5 GA was released. On May 31, 2023, TiDB 7.1 GA was released. On April 7, 2022, TiDB 6.0 GA was released. On April 7, 2021 TiDB 5.0 GA was released. On May 28, 2020, TiDB 4.0 GA was released. On June 28, 2019, TiDB 3.0 GA was released. On April 27, 2018, TiDB 2.0 GA was released. On October 16, 2017, TiDB 1.0 GA was released. == Main features == === Horizontal scalability === TiDB can expand both SQL processing and storage capacity by adding new nodes. === MySQL compatibility === TiDB acts like it is a MySQL 8.0 server to applications. A user can continue to use all of the existing MySQL client libraries. Because TiDB's SQL processing layer is built from scratch, it is not a MySQL fork. === Distributed transactions with strong consistency === TiDB internally shards a table into small range-based chunks that are referred to as "Regions". Each Region defaults to approximately 100 MB in size, and TiDB uses a two-phase commit internally to ensure that regions are maintained in a transactionally consistent way. === Cloud native === TiDB is designed to work in the cloud. The storage layer of TiDB, called TiKV, became a Cloud Native Computing Foundation (CNCF) member project in August 2018, as a Sandbox level project, and became an incubation-level hosted project in May 2019. TiKV graduated from CNCF in September 2020. === Real-time HTAP === TiDB can support both online transaction processing (OLTP) and online analytical processing (OLAP) workloads. TiDB has two storage engines: TiKV, a rowstore, and TiFlash, a columnstore. === High availability === TiDB uses the Raft consensus algorithm to ensure that data is available and replicated throughout storage in Raft groups. In the event of failure, a Raft group will automatically elect a new leader for the failed member, and self-heal the TiDB cluster. === Vector Search === TiDB has a vector data type and vector indexes. This allows TiDB to be used as Vector database in AI Retrieval-augmented generation applications. == Deployment methods == === Kubernetes with Operator === TiDB can be deployed in a Kubernetes-enabled cloud environment by using TiDB Operator. An Operator is a method of packaging, deploying, and managing a Kubernetes application. It is designed for running stateful workloads and was first introduced by CoreOS in 2016. TiDB Operator was originally developed by PingCAP and open-sourced in August, 2018. TiDB Operator can be used to deploy TiDB on a laptop, Google Cloud Platform’s Google Kubernetes Engine, and Amazon Web Services’ Elastic Container Service for Kubernetes. === TiUP === TiDB 4.0 introduces TiUP, a cluster operation and maintenance tool. It helps users quickly install and configure a TiDB cluster with a few commands. == Tools == TiDB has a series of open-source tools built around it to help with data replication and migration for existing MySQL and MariaDB users. === TiDB Data Migration (DM) === TiDB Data Migration (DM) is suited for replicating data from already sharded MySQL or MariaDB tables to TiDB. A common use case of DM is to connect MySQL or MariaDB tables to TiDB, treating TiDB almost as a slave, then directly run analytical workloads on this TiDB cluster in near real-time. === Backup & Restore === Backup & Restore (BR) is a distributed backup and restore tool for TiDB cluster data. === Dumpling === Dumpling is a data export tool that exports data stored in TiDB or MySQL. It lets users make logical full backups or full dumps from TiDB or MySQL. === TiDB Lightning === TiDB Lightning is a tool that supports high speed full-import of a large MySQL dump into a new TiDB cluster. This tool is used to populate an initially empty TiDB cluster with much data, in order to speed up testing or production migration. The import speed improvement is achieved by parsing SQL statements into key-value pairs, then directly generate Sorted String Table (SST) files to RocksDB. === TiCDC === TiCDC is a change data capture tool which streams data from TiDB to other systems like Apache Kafka.

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  • Radar geo-warping

    Radar geo-warping

    Radar geo-warping is the adjustment of geo-referenced radar images and video data to be consistent with a geographical projection. This image warping avoids any restrictions when displaying it together with video from multiple radar sources or with other geographical data including scanned maps and satellite images which may be provided in a particular projection. There are many areas where geo warping has unique benefits: Single radar video signal displayed together with maps of different geographical projections. E.g. Mercator UTM stereographic Multiple radar video signals displayed simultaneously: Having the computing power to do so on one computer. Adapting the projection of all radar signals allowing the geographically correct display and accurate superimposition of those videos. Slant range correction: a modern 3D radar system can measure the height of a target and hence it is possible to correct the radar video by the real corrected range of the target. Slant Range Correction also allows to compensate the radar tower height e.g. for maritime surveillance radars. == Introduction == Radar video presents the echoes of electromagnetic waves a radar system has emitted and received as reflections afterwards. These echoes are typically presented on a computer screen with a color-coding scheme depicting the reflection strength. Two problems have to be solved during such a visualization process. The first problem arises from the fact that typically the radar antenna turns around its position and measures the reflection echo distances from its position in one direction. This effectively means that the radar video data are present in polar coordinates. In older systems the polar oriented picture has been displayed in so called plan position indicators (PPI). The PPI-scope uses a radial sweep pivoting about the center of the presentation. This results in a map-like picture of the area covered by the radar beam. A long-persistence screen is used so that the display remains visible until the sweep passes again. Bearing to the target is indicated by the target's angular position in relation to an imaginary line extending vertically from the sweep origin to the top of the scope. The top of the scope is either true north (when the indicator is operated in the true bearing mode) or ship's heading (when the indicator is operated in the relative bearing mode). For visualization on a modern computer screen the polar coordinates have to be converted into Cartesian coordinates. This process called radar scan conversion is presented with more detail in the next section. The second problem to solve arises from the fact that a radar system is placed in the real world and measures real world echo positions. These echoes have to be displayed together with other real world data like object positions, vector maps and satellite images in a consistent way. All this information refers to the curved earth surface but is displayed on a flat computer display. Building a link from real world earth positions to display pixels is commonly called geographical referencing or in short geo-referencing. Part of the geo-referencing process is to map the 3D earth surface onto a 2D display. This process of a geographical projection can be performed in many ways, but different data sources have their own 'natural' projection. E.g. Cartesian radar video data from a radar source on the earth surface are geo-referenced by a so-called radar projection. When using this radar projection the Cartesian radar video pixels can directly displayed on a computer screen (only being linearly transformed according to the current position on the screen and e.g. the current zoom level). A problem now arises if e.g. also a satellite map shall be shown together with the radar video data. The 'natural' geographical projection of a satellite image would be a satellite projection which depends on the satellite orbit, position and further parameters. Now either the satellite image has to be reprojected to a radar projection or the radar video has to use the satellite projection. This geographical re-projection is also called geographical warping or Geo Warping where each image pixel has to be transformed from one projection into another. This article describes in further detail the Geo Warping of radar video images in real time. It will also show that radar video Geo Warping is done most efficiently when it is integrated with the radar scan conversion process. == Radar-scan conversion == This section describes the principles of the radar-scan conversion (RSC) process. The radar supplies its measured data in polar coordinates (ρ,θ) directly from the rotating antenna. ρ defines the target/echo distance and θ the target angle in polar world coordinates. These data are measured, digitized and stored in a polar coordinate polar store or polar pixmap. The main RSC task is to convert these data to Cartesian (x, y) display coordinates, creating the necessary display pixels. The RSC process is influenced by the current zoom, shift and rotation settings defining which part of the 'world' shall be visible in the display image. As detailed later the RSC process also takes the currently used geographical projection into account when the radar video images are Geo Warped. The OpenGL RSC is implemented using a reverse scan conversion approach which calculates for every image pixel the most appropriate radar amplitude value in the polar store. This approach generates an optimal image without any artifacts known from forward spoke fill algorithms. By applying bi-linear filtering between adjacent pixels in the polar store during the conversion process the OpenGL RSC finally achieves a very high visual quality radar display image for every zoom level, creating smooth images of the radar echoes. == Radar projection == This section illustrates how radar video data are geo referenced and displayed on a computer screen. The radar sensor is positioned on the earth surface with a height h above the ground. It measures the direct distance d to the target (and not e.g. the distance the target is away from the radar if one would move on the earth surface). This distance is then used in the display plane after adjustment to the current display zoom level by the radar scan converter (RSC). Now it has to be clarified how the radar video data is geo referenced. This basically means, that if we want to display a geographical real world object (like e.g. a light house) which is at the same real world position as the radar target, that it also shall appear at the same position in the display plane. This is realized by calculating the distance from the radar sensor to the respective real world object and use that distance in the display plane. The position of the real world object is typically given in geographical coordinates (latitude, longitude and height above the earth surface). In other words, using a radar projection with geographical data is done by simulating a radar measurement process with the real world objects and use the resulting range and azimuth in the display plane. The second picture to the right shows an example radar projection with the center of projection (COP) at latitude 50.0° and longitude 0.0° which is also the radar position. The dashed lines are the equal-latitude and equal-longitude lines on top of the background map. The solid lines show equal-range and equal-azimuth with the respect to the radar position. It is a feature of the radar projection that equal-range lines are circles and equal-azimuth lines are straight lines. This is necessary to display radar video consistently with other map data when using a radar projection where the projection center has to be the radar position. == Geo Warping process == This section explains the actual geo warping or re-projection process when applied to radar video in real time. Assume we want to display radar video on top of a satellite image. As an example we use the CIB projection which is used to display satellite data in CIB (Controlled Image Base) format. The Figure Geo Warping Radar to CIB Projection shows dashed the maximal range circle for a range of 111 km or 60 miles using the radar projection. Such a range is typical for long range coastal surveillance radars. As stated in the last section this is a perfect circle also on the computer screen. The solid line ellipse shows the same range circle for the CIB projection. Typically the errors occurring without Geo Warping are smallest near the radar position if at least the projection center (COP) coincides with the radar position, as realized in our example. Otherwise the error distribution depends both on the used projection and also on the projection parameters. Thus, in our case the errors are most significant near the maximum radar range. The CIB projection error corrected in east–west direction at half the radar range is 2.6 km and is 5.3 km at the full radar range of 111 km. An error of 5.3 km is

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  • Productivity software

    Productivity software

    Productivity software (also called personal productivity software or office productivity software) is application software used for producing information (such as documents, presentations, worksheets, databases, charts, graphs, digital paintings, electronic music and digital video). Its names arose from it increasing productivity, especially of individual office workers, from typists to knowledge workers, although its scope is now wider than that. Office suites, which brought word processing, spreadsheet, and relational database programs to the desktop in the 1980s, are the core example of productivity software. They revolutionized the office with the magnitude of the productivity increase they brought as compared with the pre-1980s office environments of typewriters, paper filing, and handwritten lists and ledgers. In the United States, as of 2015, some 78% of "middle-skill" occupations (those that call for more than a high school diploma but less than a bachelor's degree) required the use of productivity software. == Details == Productivity software traditionally runs directly on a computer. For example, Plus/4 model of computer contains in ROM for applications of productivity software. Productivity software is one of the reasons people use personal computers. == Office suite == An office suite is a bundle of productivity software (a software suite) intended to be used by office workers. The components are generally distributed together, have a consistent user interface and usually can interact with each other, sometimes in ways that the operating system would not normally allow. The earliest office suite for personal computers was MicroPro International's StarBurst in the early 1980s, comprising the WordStar word processor, the CalcStar spreadsheet and the DataStar database software. Other suites arose in the 1980s, and Microsoft Office came to dominate the market in the 1990s, a position it retains as of 2024. During the 1990s, office suite products gained popularity by offering bundles of applications that, when bought as part of a suite, effectively discounted the individual applications, with four or five applications being bundled for the price of two applications bought separately. When faced with such potential savings, customers could be "tempted by the suite, rather than the value of a particular product", and by 1994 more than 60 percent of the sales of Microsoft Word and around 70 percent of the sales of Microsoft Excel were as part of sales of Microsoft Office. Such considerations had an impact on vendors of individual applications, often smaller companies, raising concerns that office suites were "stifling innovation", and even established vendors such as Borland and WordPerfect were having to adapt to the suite phenomenon, Borland ultimately deciding to sell its Quattro Pro spreadsheet to WordPerfect as the latter sought to assemble its own suite product. The dominant suite vendors, Microsoft and Lotus, downplayed competition and innovation concerns, claiming that users were still able to exercise choice and that "user-driven development" was guiding the evolution of office suites. Another view was that component-based software would eventually emerge, focusing development on more specialised components used by productivity software, empowering "a plethora of third-party developers", and that a "mix and match" approach of such components would adapt to the user's way of working. === Office suite components === The base components of office suites are: Word processor Spreadsheet Presentation program Other components include: Database software Graphics suite (raster graphics editor, vector graphics editor, image viewer) Desktop publishing software Formula editor Diagramming software Email client Communication software Personal information manager Notetaking Groupware Project management software Table (information) Web log analysis software

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  • Firefox Lockwise

    Firefox Lockwise

    Firefox Lockwise (formerly Lockbox) is a deprecated password manager for the Firefox web browser, as well as the mobile operating systems iOS and Android. On desktop, Lockwise was simply part of Firefox, whereas on iOS and Android it was available as a standalone app. If Firefox Sync was activated (with a Firefox account), then Lockwise synced passwords between Firefox installations across devices. It also featured a built-in random password generator. The application and branding have since been "phased out." == History == Developed by Mozilla, it was originally named Firefox Lockbox in 2018. It was renamed "Lockwise" in May 2019. It was introduced for iOS on 10 July 2018 as part of the Test Pilot program. On 26 March 2019, it was released for Android. On desktop, Lockwise started out as a browser addon. Alphas were released between March and August 2019. Since Firefox version 70, Lockwise has been integrated into the browser (accessible at about:logins), having replaced a basic password manager presented in a popup window. Mozilla ended support for Firefox Lockwise on December 13, 2021. As of January 2026, Lockwise is still fully functional on Android to this day.

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  • Racter

    Racter

    Racter is an artificial intelligence program that generates English language prose at random. It was published by Mindscape for IBM PC compatibles in 1984, then for the Apple II, Mac, and Amiga. An expanded version of the software, not the one released through Mindscape, was used to generate the text for the published book The Policeman's Beard Is Half Constructed. == History == Racter, short for raconteur, was written by William Chamberlain and Thomas Etter. Racter's initial creation was the short story Soft Ions, which appeared in the October 1981 issue of Omni (magazine). The publication's editors bought the story in January 1980, before it had even been written. In exchange for the rights, the editors offered financial support to Chamberlain and Etter so the two could refine Racter. In 1983, Racter produced a book called The Policeman's Beard Is Half Constructed (ISBN 0-446-38051-2). The program originally was written for an OSI which only supported file names at most six characters long, causing the name to be shorted to Racter and it was later adapted to run on a CP/M machine where it was written in "compiled ASIC on a Z80 microcomputer with 64K of RAM." This version, the program that allegedly wrote the book, was not released to the general public. The sophistication claimed for the program was likely exaggerated, as could be seen by investigation of the template system of text generation. In 1984, Mindscape released an interactive version of Racter, developed by Inrac Corporation, for IBM PC compatibles, and it was ported to the Apple II, Mac, and Amiga. The published Racter was similar to a chatterbot. The BASIC program that was released by Mindscape was far less sophisticated than anything that could have written the fairly sophisticated prose of The Policeman's Beard. The commercial version of Racter could be likened to a computerized version of Mad Libs, the game in which you fill in the blanks in advance and then plug them into a text template to produce a surrealistic tale. The commercial program attempted to parse text inputs, identifying significant nouns and verbs, which it would then regurgitate to create "conversations", plugging the input from the user into phrase templates which it then combined, along with modules that conjugated English verbs. By contrast, the text in The Policeman's Beard, apart from being edited from a large amount of output, would have been the product of Chamberlain's own specialized templates and modules, which were not included in the commercial release of the program. == Reception == The Boston Phoenix called the story Soft Ions "schematic nonsense. But the scheme is obvious enough and the nonsense accessible enough to an attentive reader that one can almost believe Chamberlain when he predicts that before long Racter will be ready to write for the pulp-reading public." PC Magazine described some of Policeman's Beard's scenes as "surprising for their frankness" and "reflective". It concluded that the book was "whimsical and wise and sometimes fun". Computer Gaming World described Racter as "a diversion into another dimension that might best be seen before paying the price of a ticket. (Try before you buy!)" A 1985 review of the program in The New York Times notes that, "As computers move ever closer to artificial intelligence, Racter is on the edge of artificial insanity." It also states that Racter's "always-changing sentences are grammatically correct, often funny and, for a computer, sometimes profound." The article includes examples showing interaction with Racter, most often Racter asking the user questions. == Reviews == Jeux & Stratégie #47

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  • Google Tasks

    Google Tasks

    Google Tasks is a task management application developed by Google and included with Google Workspace. Included initially as a feature in Gmail and Google Calendar, Google Tasks launched as a core product with a standalone app in 2018. It is available for Android and iOS, as well as in the right-hand side panel on Google Workspace apps on the web and in Google Calendar. == History and development == Google Tasks began as an integration within other apps in G Suite (now Google Workspace), allowing to-do items to be created in Calendar and Gmail. Upon graduating to a core service on June 28, 2018, Google Tasks launched as a dedicated mobile app in which tasks can be sorted into lists, managed, and completed. Google Tasks launched the ability to create tasks from Google Chat messages in 2022.

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  • Dating app

    Dating app

    An online dating application, commonly known as a dating app, is an online dating service presented through a mobile phone application. These apps often take advantage of a smartphone's GPS location capabilities, always on-hand presence, and access to mobile wallets. These apps aim to speed up the online dating process of sifting through potential dating partners, chatting, flirting, and potentially meeting or becoming romantically involved. Online dating apps are now mainstream in the United States. As of 2017, online dating (which included both apps and other online dating services) was the principal method by which new couples in the U.S. met. The percentage of couples meeting online is predicted to increase to 70% by 2040. == Origins == The first computerized dating service was launched in 1964, the St. James Computer Dating Service, which became known as Com-Pat. The first U.S. dating service that used computerized match making was Operation Match. It required men and women to complete a questionnaire and was launched in 1965. Operation Match inspired the methodology of Dateline, which became popular in the 1970s and 1980s. Match.com was launched in 1995 and turned computerized match making into a profitable business. Grindr targeted gay and bisexual men at launch. Tinder, launched in 2012, led to a growth of online dating applications by both new providers and existing online dating services that expanded into the mobile app market. == Usage by demographic group == Online dating applications typically target a younger demographic group, though some apps, like Senior Match and Silver Singles are geared toward the 50 and up demographic. In 2016, almost 50% of people knew of someone who use the services or had met their loved one through the service. After the iPhone launch in 2007, online dating data has mushroomed as application usage increased. In 2005, only 10% of 18-24 year olds reported to have used online dating services; this number quickly grew to over 27%, making this target demographic the largest number of users for most applications. When Pew Research Center conducted a study in 2016, they found that 59% of U.S. adults agreed that online dating is a good way to meet people compared to 44% in 2005. This explosion in usage can be explained by the increased use of smartphones. By the end of 2022, it is expected there will be 413 million active users of online dating services worldwide. A 2023 Pew Research Center survey of 6,034 American adults found that 30% had ever used an online dating site or app, including 53% of those aged 18 to 29, 37% of those aged 30 to 49, and 17% of those aged 50 and over. Lesbian, gay and bisexual respondents reported using dating apps at nearly twice the rate of straight respondents (51% versus 28%), and 36% of divorced, separated or widowed adults had used one, compared with 16% of married adults. The increased use of smartphones by those 65 and older has also driven that population to the use dating apps. The Pew Research Center found that usage increase by 8 points since last surveyed in 2012. A study in 2021 found that more than one-third of seniors have dated in the past 5 years, and roughly one-third of those dating seniors have turned to dating apps. During the COVID-19 pandemic, Morning Consult found that more Americans were using online dating apps than ever before. In one survey in April 2020, the company discovered that 53% of U.S. adults who use online dating apps have been using them more during the pandemic. As of February 2021, that share increased to 71 percent. Research using Hofstede's cultural dimensions theory has indicated that norms about online dating applications tend to differ across cultures. A study published in the Journal of Creative Communications looked into the relationships between dating-app advertisements from over 51 countries and the cultural dimensions of these countries. The results revealed that dating-app advertisements appealed to multiple cultural needs, including the needs for relationships, friendship, entertainment, sex, status, design and identity. The use of these appeals was found to be 'congruent with ... the individualism/collectivism and uncertainty avoidance cultural dimensions.' == Popular applications == Following Tinder's success, other companies released dating applications. Raya was released in 2015 as a membership-based dating app, allowing entrance only through referrals, which was marketed as a dating app for celebrities. In early 2026, Hily surpassed Bumble to become the third most-used dating application in the United States and the fifth highest-grossing overall, driven largely by growing popularity among Generation Z users, while remaining behind Tinder and Hinge, both owned by Match Group. A number of dating apps have been created targeting adherents of particular religions seeking partners of the same religion, such as Muzmatch for Muslims, Christian Mingle, SALT, and Christian Connection for Christians, and JSwipe and JDate for Jews. === VR Dating === VR Dating is an application of Social VR where people can exist, collaborate, and perform various activities together. Virtual reality apps use virtual and augmented realities to make the dating experience more lifelike and more effective, as well as allow people to expand what is already possible in the world of online dating. There are several online platforms of VR Dating. The VR dating app Nevermet is the VR equivalent of Tinder, where people can search and find on dates. However, instead of actual real-life pictures, users will update pictures of virtual selves and will be interacting with avatars rather than real faces. Flirtual is a self-contained social VR app that serves to match users who then decide where and how to meet in VR. Flirtual hosts speed dating and social events in VR. == Effects on dating == The usage of online dating applications can have both advantages and disadvantages: === Advantages === Many of the applications provide personality tests for matching or use algorithms to match users. These factors enhance the possibility of users getting matched with a compatible candidate. Users are in control; they are provided with many options so there are enough matches that fit their particular type. Users can simply choose to not match the candidates that they know they are not interested in. Narrowing down options is easy. Once users think they are interested, they are able to chat and get to know the potential candidate. This form of communication can reduce the time, cost, and uncertainty often associated with traditional dating methods. Online dating offers convenience; people want dating to work around their schedules. Online dating can also increase self-confidence; even if users get rejected, they know there are hundreds of other candidates that will want to match with them so they can simply move on to the next option. In fact, 60% of U.S. adults agree that online dating is a good way to meet people and 66% say they have gone on a real date with someone they met through an application. Today, 5% of married Americans or Americans in serious relationships said they met their significant other online. The 39% of online dating users (representing 12% of all U.S. adults) say they have been in a committed relationship or married someone they met on a dating site or app. ==== Rejection sensitive individuals ==== Individuals high in rejection sensitivity are more likely to use online dating applications. As they tend to expect, perceive and overreact to rejection, rejection sensitive individuals struggle with traditional dating. Online dating applications allow for them to better reveal their true selves, potentially increasing their dating success. Online dating applications also obscure rejection cues, alleviating the rejection-related distress experienced by rejection sensitive individuals. ==== Anxiously attached individuals ==== Individuals high in attachment anxiety are also more likely to use online dating applications. While they harbour negative self-views, anxiously attached individuals are also more eager to enter and commit to relationships. Online dating applications allow for them to present "an authentic yet ideal version of themselves", mitigating their tendencies to view themselves as undesirable. This increases their romantic confidence, and potentially alleviates their anxiety when searching for a romantic partner. === Disadvantages === Sometimes having too many options can be overwhelming. With so many options available, users can get lost in their choices and end up spending too much time looking for the "perfect" candidate instead of using that time to start a real relationship. In addition, the algorithms and matching systems put in place may not always be as accurate as users think. There is no perfect system that can match two people's personalities perfectly every time. Communication online also lacks the physical chemistry aspec

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  • Alias Eclipse

    Alias Eclipse

    Eclipse was a professional 2D image editing program available on Silicon Graphics and Windows workstations. Designed to manipulate high-resolution images like digitized movie frames and photographs for print, it offered color correction tools, image processing effects, rudimentary paint features, and spline-based drawing and masking. == History == Eclipse was originally developed in the late 1980s by Full Color Computing, an early provider of photo retouch and color prepress software for Silicon Graphics workstations. Alias Research (later Alias Systems Corporation), a developer of professional 3D graphics applications for the SGI platform, purchased the rights to Eclipse in fall 1990. Alias developed Eclipse through the early to mid-1990s, releasing version 2.5 in 1995 with improvements to the speed of color correction, effects, and rendering. Xyvision's Contex Prepress division purchased exclusive rights to Eclipse from Alias in 1996, and released version 3.0 the following year. Eclipse was subsequently sold to German developer Form & Vision GmbH, which continued development and ported it to the Windows platform. In 1999, Form & Vision released a demo of Eclipse 3.1.3 on the SGI platform which was limited to 1600 x 1600 pixel images, then ceased development of Eclipse on the SGI platform. Eclipse was thereafter developed exclusively for the Windows platform, culminating with version 3.1.4 in 2001. In the same year the firm went bankrupt. == Features == Eclipse was designed to work with very large images that could not be manipulated in real time on contemporary computer systems due to memory limitations, and thus allowed the user to make modifications to a lower-resolution copy of the original image in "proxy mode." Brush strokes, color corrections, and other edits were saved in proxy mode, then applied to the full-size image in post processing. This method also allowed for batch processing of a high-resolution image sequence using the edits applied to the original proxy image. Other features included color correction and separation, warping, special effects, text, and shape masking. Wavelet image compression created by LuraTech was added to Eclipse 3.1.4

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  • Color quantization

    Color quantization

    In computer graphics, color quantization or color image quantization is quantization applied to color spaces; it is a process that reduces the number of distinct colors used in an image, usually with the intention that the new image should be as visually similar as possible to the original image. Computer algorithms to perform color quantization on bitmaps have been studied since the 1970s. Color quantization is critical for displaying images with many colors on devices that can only display a limited number of colors, usually due to memory limitations, and enables efficient compression of certain types of images. The name "color quantization" is primarily used in computer graphics research literature; in applications, terms such as optimized palette generation, optimal palette generation, or decreasing color depth are used. Some of these are misleading, as the palettes generated by standard algorithms are not necessarily the best possible. == Algorithms == Most standard techniques treat color quantization as a problem of clustering points in three-dimensional space, where the points represent colors found in the original image and the three axes represent the three color channels. Almost any three-dimensional clustering algorithm can be applied to color quantization, and vice versa. After the clusters are located, typically the points in each cluster are averaged to obtain the representative color that all colors in that cluster are mapped to. The three color channels are usually red, green, and blue, but another popular choice is the Lab color space, in which Euclidean distance is more consistent with perceptual difference. The most popular algorithm by far for color quantization, invented by Paul Heckbert in 1979, is the median cut algorithm. Many variations on this scheme are in use. Before this time, most color quantization was done using the population algorithm or population method, which essentially constructs a histogram of equal-sized ranges and assigns colors to the ranges containing the most points. A more modern popular method is clustering using octrees, first conceived by Gervautz and Purgathofer and improved by Xerox PARC researcher Dan Bloomberg. If the palette is fixed, as is often the case in real-time color quantization systems such as those used in operating systems, color quantization is usually done using the "straight-line distance" or "nearest color" algorithm, which simply takes each color in the original image and finds the closest palette entry, where distance is determined by the distance between the two corresponding points in three-dimensional space. In other words, if the colors are ( r 1 , g 1 , b 1 ) {\displaystyle (r_{1},g_{1},b_{1})} and ( r 2 , g 2 , b 2 ) {\displaystyle (r_{2},g_{2},b_{2})} , we want to minimize the Euclidean distance: ( r 1 − r 2 ) 2 + ( g 1 − g 2 ) 2 + ( b 1 − b 2 ) 2 . {\displaystyle {\sqrt {(r_{1}-r_{2})^{2}+(g_{1}-g_{2})^{2}+(b_{1}-b_{2})^{2}}}.} This effectively decomposes the color cube into a Voronoi diagram, where the palette entries are the points and a cell contains all colors mapping to a single palette entry. There are efficient algorithms from computational geometry for computing Voronoi diagrams and determining which region a given point falls in; in practice, indexed palettes are so small that these are usually overkill. Color quantization is frequently combined with dithering, which can eliminate unpleasant artifacts such as banding that appear when quantizing smooth gradients and give the appearance of a larger number of colors. Some modern schemes for color quantization attempt to combine palette selection with dithering in one stage, rather than perform them independently. A number of other much less frequently used methods have been invented that use entirely different approaches. The Local K-means algorithm, conceived by Oleg Verevka in 1995, is designed for use in windowing systems where a core set of "reserved colors" is fixed for use by the system and many images with different color schemes might be displayed simultaneously. It is a post-clustering scheme that makes an initial guess at the palette and then iteratively refines it. In the early days of color quantization, the k-means clustering algorithm was deemed unsuitable because of its high computational requirements and sensitivity to initialization. In 2011, M. Emre Celebi reinvestigated the performance of k-means as a color quantizer. He demonstrated that an efficient implementation of k-means outperforms a large number of color quantization methods. The high-quality but slow NeuQuant algorithm reduces images to 256 colors by training a Kohonen neural network "which self-organises through learning to match the distribution of colours in an input image. Taking the position in RGB-space of each neuron gives a high-quality colour map in which adjacent colours are similar." It is particularly advantageous for images with gradients. Finally, one of the newer methods is spatial color quantization, conceived by Puzicha, Held, Ketterer, Buhmann, and Fellner of the University of Bonn, which combines dithering with palette generation and a simplified model of human perception to produce visually impressive results even for very small numbers of colors. It does not treat palette selection strictly as a clustering problem, in that the colors of nearby pixels in the original image also affect the color of a pixel. See sample images. == History and applications == In the early days of PCs, it was common for video adapters to support only 2, 4, 16, or (eventually) 256 colors due to video memory limitations; they preferred to dedicate the video memory to having more pixels (higher resolution) rather than more colors. Color quantization helped to justify this tradeoff by making it possible to display many high color images in 16- and 256-color modes with limited visual degradation. Many operating systems automatically perform quantization and dithering when viewing high color images in a 256 color video mode, which was important when video devices limited to 256 color modes were dominant. Modern computers can now display millions of colors at once, far more than can be distinguished by the human eye, limiting this application primarily to mobile devices and legacy hardware. Nowadays, color quantization is mainly used in GIF and PNG images. GIF, for a long time the most popular lossless and animated bitmap format on the World Wide Web, only supports up to 256 colors, necessitating quantization for many images. Some early web browsers constrained images to use a specific palette known as the web colors, leading to severe degradation in quality compared to optimized palettes. PNG images support 24-bit color, but can often be made much smaller in filesize without much visual degradation by application of color quantization, since PNG files use fewer bits per pixel for palettized images. The infinite number of colors available through the lens of a camera is impossible to display on a computer screen; thus converting any photograph to a digital representation necessarily involves some quantization. Practically speaking, 24-bit color is sufficiently rich to represent almost all colors perceivable by humans with sufficiently small error as to be visually identical (if presented faithfully), within the available color space. However, the digitization of color, either in a camera detector or on a screen, necessarily limits the available color space. Consequently there are many colors that may be impossible to reproduce, regardless of how many bits are used to represent the color. For example, it is impossible in typical RGB color spaces (common on computer monitors) to reproduce the full range of green colors that the human eye is capable of perceiving. With the few colors available on early computers, different quantization algorithms produced very different-looking output images. As a result, a lot of time was spent on writing sophisticated algorithms to be more lifelike. === Quantization for image compression === Many image file formats support indexed color. A whole-image palette typically selects 256 "representative" colors for the entire image, where each pixel references any one of the colors in the palette, as in the GIF and PNG file formats. A block palette typically selects 2 or 4 colors for each block of 4x4 pixels, used in BTC, CCC, S2TC, and S3TC. === Editor support === Many bitmap graphics editors contain built-in support for color quantization, and will automatically perform it when converting an image with many colors to an image format with fewer colors. Most of these implementations allow the user to set exactly the number of desired colors. Examples of such support include: Photoshop's Mode→Indexed Color function supplies a number of quantization algorithms ranging from the fixed Windows system and Web palettes to the proprietary Local and Global algorithms for generating palettes suited to a particu

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  • Oculus Medium

    Oculus Medium

    Oculus Medium is a digital sculpting software that works with virtual reality headsets and 6DoF motion controllers. It is used to create and paint digital sculptures. Medium works only on Oculus Rift. It was released on December 5, 2016, following with a major update in 2018 introducing new features and a revamped UI. On December 9, 2019, Oculus Medium was acquired by Adobe and re-named to "Medium by Adobe".

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  • PhotoLine

    PhotoLine

    PhotoLine is a general purpose bitmap and vector graphics editor developed and published by Computerinsel GmbH for Windows, macOS, and Linux/Wine. It was originally created in 1995 by Gerhard Huber and Martin Huber. The program combines bitmap and vector graphics editing in one seamless working application unlike most graphics software which tend to focus on either bitmap or vector editing and output. PhotoLine is considered as a market competitor to Adobe Photoshop. == Features == PhotoLine edits and composes multi-layer raster and vector images with deep support for masking and alpha compositing and with full color management. Editing and color management in PhotoLine is mostly non-destructive. Image data in layers is preserved without loss of information regardless of the document's image mode or layer transformation. color depth, image resolution, color model, and ICC profile are preserved for each individual layer or group of layers. Layers can be cloned and reused anywhere in the layer stack, including repurposed as layer masks. Layer blending and compositing in PhotoLine supports common blend modes, and features a layer blend range of -200 to +200 percent. It is also possible to control which channels are blended for each layer, adjustment layer, and layer mask or group of layers. Filters, adjustment layers, and brushes have access to Lab and HIS color modes (HIS is a variant of HSL), separately of the color model of the underlying image layer. In Addition to raster and vector editing, PhotoLine can be used for small desktop publishing projects. Multi-page documents with page spreads and text flow between text frames and pages are supported. Character and paragraph styles can be defined. Spot colors, bleed settings, a baseline grid, a table of contents generator, and PDF/X support help with these projects. PhotoLine is however much more limited when compared to dedicated publishing software such as Adobe InDesign or QuarkXPress. PhotoLine incorporates the Open-source software library LibRaw to read raw images from digital cameras for import. Developing these files is non-destructive with a choice of embedding the RAW image data either in the PhotoLine document or link to the external RAW image file. PhotoLine can open raw files as linear unmodified and non color managed source images. Photoshop PSD files can be imported and exported. Core functionality of PhotoLine can be extended through standard Photoshop filter plugins, the G'MIC digital image processing framework, and PSP tubes. External programs can be linked for a seamless round-trip workflow and files can be sent directly for processing in third-party design applications. Custom functionality is further supported through scripting and macro recording. == Early history == Developed by two brothers, Gerhard Huber and Martin Huber, PhotoLine was first released in January 1996 on the Atari ST line of personal computers from Atari Corporation. Previously, Gerhard and Martin had worked on making graphics cards for Atari computers and writing drivers for image scanners. Atari's market share was declining, and the brothers considered developing a video game to expand the business. This led them to search for image editing software that would run on Atari computers and fit their game project. Only an image editor called tms Cranach came close to what Gerhard and Martin had in mind. tms Cranach was a Raster graphics editor running on Atari's MegaST/STe, TT030, and Falcon030 systems. However, Cranach turned out to be expensive software and complicated to use. The brothers contacted tms (Cranach's developers) and this resulted in an offer from tms to purchase Cranach and its source code, as tms intended to exit the Atari software market. After the purchase of Cranach and its source code Gerhard and Martin initially continued to sell Cranach, but sales were low. In 1995 the two decided to start developing a new graphics editor called "PhotoLine". PhotoLine was developed from scratch and written in C++. It nevertheless contained a lot of know-how from Cranach (which was written in C). PhotoLine first release was launched one year later in 1996. With the growing popularity of Microsoft Windows, the release of Windows 95, and the limiting graphics hardware on the Atari platforms, the developers switched development platforms and continued development of PhotoLine for Windows only. The first Windows version (PhotoLine 2.2) was released in the middle of 1997. Shortly after, the Atari version was discontinued and saw its final release as PhotoLine 2.30. The Huber brothers released this final Atari version into the public domain in 2012. The first Classic Mac OS version of PhotoLine 6 appeared in 1999 after many ex-Atari users who had switched to Mac OS pressured the PhotoLine developers to release an Apple port. == Linux Support == PhotoLine runs natively under Windows and MacOS. While a native Linux version of PhotoLine is not available, running PhotoLine under Wine is actively supported and maintained by the developers. Running PhotoLine under Linux/Wine PhotoLine enables the user to allow Little CMS to fully support color management under Linux instead of the native OS CMS. == File format == Native PhotoLine files have the extension .PLD, which is an abbreviation of "PhotoLine Document". It can contain embedded JPEG, PNG, or camera raw images. It contains a preview image in JPEG or PNG format, which is used by the operating system or third-party applications to display a thumbnail of its contents. Thumbnails are natively supported on MacOS X. During installation on Windows the user is presented with an option to install a PLD thumbnail preview driver which enables thumbnails of PLD content in Windows Explorer. Alternatively, the FastPictureViewer Standalone Codec Pack provides the ability to display PLD thumbnails in Windows Explorer. == Version History == PhotoLine was first developed for the Atari ST computer. Version 2 was the first version for Windows, and since version 6 PhotoLine is also available for MacOS.

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  • Logogen model

    Logogen model

    The logogen model of 1969 is a model of speech recognition that uses units called "logogens" to explain how humans comprehend spoken or written words. Logogens are a vast number of specialized recognition units, each able to recognize one specific word. This model provides for the effects of context on word recognition. == Overview == The word logogen can be traced back to the Greek-language word logos, which means "word", and genus, which means "birth". British scientist John Morton's logogen model was designed to explain word recognition using a new type of unit known as a logogen. A critical element of this theory is the involvement of lexicons, or specialized aspects of memory that include semantic and phonemic information about each item that is contained in memory. A given lexicon consists of many smaller, abstract items known as logogens. Logogens contain a variety of properties about given word such as their appearance, sound, and meaning. Logogens do not store words within themselves, but rather they store information that is specifically necessary for retrieval of whatever word is being searched for. A given logogen will become activated by psychological stimuli or contextual information (words) that is consistent with the properties of that specific logogen and when the logogen's activation level rises to or above its threshold level, the pronunciation of the given word is sent to the output system. Certain stimuli can affect the activation levels of more than one word at a time, usually involving words that are similar to one another. When this occurs, whichever of the words' activation levels reaches the threshold level, it is that word that is then sent to the output system with the subject remaining unaware of any partially excited logogens. This assumption was made by Marslen-Wilson and Welch (1978), who added to the model some assumptions of their own in order to account for their experimental results. They also assumed that the analysis of phonetic input can only become available to other parts of the system by process of how the input affects the logogen system. Finally, Marslen-Wilson and Welch assume that the first syllable of a given word will increase the activation level of a given logogen more than those of the latter syllables, which supported the data found at the time. == Analysis == The logogen model can be used to help linguists explain particular occurrences in the human language. The most-helpful application of the model is to show how one accesses words and their meanings in the lexicon. The word-frequency effect is best explained by the logogen model in that words (or logogens) that have a higher frequency (or are more common) have a lower threshold. This means that they require less perceptual power in the brain to be recognized and decoded from the lexicon and are recognized faster than those words that are less common. Also, with high-frequency words, the recovery from lowering the item's threshold is less fulfilled compared to low-frequency words so less sensory information is needed for that particular item's recognition. There are ways to lower thresholds, such as repetition and semantic priming. Also, each time a word is encountered through these methods, the threshold for that word is temporarily lowered partially because of its recovering ability. This model also conveys that specific concrete words are recalled better because they use images and logogens, whereas abstract words are not as easily recalled well because they only use logogens, hence showing the difference in thresholds between these two types of words. At the time of its conception, Morton's logogen model was one of the most influential models in springing up other parallel word access models and served as the essential basis for these subsequent models. Morton's model also strongly influenced other contemporary theories on lexical access. However, despite the advantages that the logogen theory presents, it also displays some negative facets. First and foremost, the logogen model does not explain all occurrences in language, such as the introduction of new words or non-words into a person's lexicon. Also, because of the distinctive model application, it may vary in its effectiveness in different languages. == Criticisms == While this model does a reasonable job of understanding the underlying semantics of many aspects in psycholinguistics, there are some flaws that have been pointed out in the logogen model. It has been argued that the prior stimulus patterns that have been seen in the logogen theory are not centrally localized in the logogen itself but are actually distributed throughout the different pathways over which the stimulus is being processed. What this directs at is that the notion and proliferation of logogens was due to modality. In essence, the logogen is unnecessary in the idea of attaining the title of being a recognition unit because of the variety of pathways that it is open to, not just logogens. Another criticism has been that this model essentially ignores larger and more critical structures in language and phonetics such as the different syntactic rules or grammatical construction that innately exists in language. Since this model overtly limits itself to the scope of lexical access then this model is seen as biased and misunderstood. To many psychologists, the logogen model does not meet the functional or representational adequacy that a theory should include to sufficiently comprehend language. Also, another criticism is that the logogen theory was supposed to predict that stimulus degradation should affect priming and word frequency in humans. However, many psychologists have conducted studies and researched the model to show that only priming and not word frequency is interacted with stimulus degradation. Priming is supposed to deteriorate a stimulus because it postulates that the semantic characteristics of previously known words are fed back into the detector of a person which in turn raises the threshold of related items. In word frequency, stimulus degradation is supposed to occur because it postulates that familiar words have lower thresholds than their low-frequency counterparts. However, in studies, priming is the only structure that does show observable and notable stimulus decadence. Even though the logogen theory has many unfilled holes, Morton was a revolutionary of his field whose speculation and research has opened up a remarkable era of psycholinguistics. == Other models to consider == cohort model – This model was proposed by Marslen-Wilson and was designed specifically to account for auditory word recognition. It works by breaking the word down and states that when a word is heard all words that begin with the first sound of the target word are activated. This set of words is considered the cohort. Once the first cohort has been activated, the other information, or sounds in the word narrow down the choices. The person recognizes the word when you are left with a single choice; this is considered the "recognition point". checking model – This model was developed by Norris in 1986. In this particular model, he took the approach that any word that partially matches the input is analyzed and checked to see if it fits with the context of the situation. interactive-activation model – This model is considered a connectionist model. Proposed by McClelland and Rumelhart in the 1981 to 1982 period, it is based around nodes, which are visual features, and positions of letters within a given word. They also act as word detectors which have inhibitory and excitatory connections between them. This model starts with first letter and suggests that all the words with that first letter are activated at first and then going through the word one can determine what the word is they are looking at. The main principle is that mental phenomena can be described by interconnected networks of simple units. verification model – The model was developed by Curtis Becker in 1970. The main idea is that a small number of candidates that are activated in parallel are subject to a serial-verification process. This model starts the word-recognition process with a basic representation of the stimulus. Then, sensory trace, consisting of line features is used to activate word detectors. When an acceptable number of detectors are activated these are used to generate a search set. These items are drawn from the lexicon on the basis of similarity to the sensory trace, which help with the identity of the stimulus. Then, in a serial process the candidates are compared to the representation of the sensory-trace input. == Related concepts == word frequency – This is the belief that the speed and accuracy with which a word is recognized is related to how frequently the word occurs in our language. Each logogen has a threshold (for identification) and words with higher frequencies have lower thresholds. Words with higher freq

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  • Stanza Living

    Stanza Living

    Stanza Living is the common brand name for Dtwelve Spaces Private Limited. It provides fully-managed shared living accommodations to students and young professionals. Founded by Anindya Dutta and Sandeep Dalmia, the company is present across 23 cities including Delhi, NCR, Bangalore, Visakhapatnam, Hyderabad, Chennai, Coimbatore, Indore, Pune, Baroda, Vijayawada, and Dehradun, Kota in India, with a capacity of 70,000 beds. Stanza Living is a technology-enabled housing concept which provides fully-furnished residences with amenities like meals, internet, laundry services, housekeeping, security and community engagement programmes. The company has an asset-light business model under which it engages in long-term lease agreements with property owners/developers, who convert their assets into shared living residences as per company guidelines. These assets are subsequently operated by Stanza Living. == Industry background == A report by Cushman & Wakefield (C&W) titled 'Exploring the Student Housing Universe in India City Insights', estimates that there were over 9.08 million migrant student enrolments in India's higher educational institutions (HEIs) for the year 2018-19 who need quality accommodation facilities. According to the report, Delhi-NCR, Mumbai, and Pune are the three biggest markets for student housing in the country, and these cities require an additional 4.75 lakh beds from organized co-living operators to meet the current demand. == History == Stanza Living provides tech-enabled, fully managed community living facilities for students and working professionals. The company was launched as a student housing business in Delhi NCR with a capacity of 100 beds, and grew to 14 cities by 2019. By early 2020, the company began catering to working professionals as well. The company has a combined inventory of 70,000 beds under management for both students and working professionals. Stanza Living is currently valued at $300 million. It has raised a capital of about $70 million from leading global investors like Falcon Edge Capital, Sequoia Capital, Matrix Partners and Accel Partners. November 2017 – Seed funding, September 2018 – Series A, March 2019 – Debt financing, July 2019 – Series C round, December 2019 - Debt financing. The company has invested in building technology products for business efficiency and consumer experience, like the Stanza Resident App and Stanza Real Estate App. Stanza Living has close to 1,500 employees across India. It is recognized among Top Real Estate Tech Startups of 2020 across the globe by research and analysis company Tracxn. The company has been shortlisted among Top 25 Start-ups of India in 2019 by LinkedIn == Founders == Stanza Living was co-founded by Anindya Dutta and Sandeep Dalmia. Sandeep Dalmia is an alumnus of Delhi College of Engineering and IIM Ahmedabad. Prior to Stanza, he was a Principal at Boston Consulting Group, working across India, US and South East Asia markets. Anindya Dutta was previously a Real Estate investor with Oaktree Capital and prior to that, he worked at Goldman Sachs in London. He is an alumnus of IIT Kharagpur and IIM Ahmedabad.

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  • Minimum resolvable contrast

    Minimum resolvable contrast

    Minimum resolvable contrast (MRC) is a subjective measure of a visible spectrum sensor’s or camera's sensitivity and ability to resolve data. A snapshot image of a series of three bar targets of selected spatial frequencies and various contrast coatings captured by the unit under test (UUT) is used to determine the MRC of the UUT, i.e., the visible spectrum camera or sensor. A trained observer selects the smallest target resolvable at each contrast level. Typically, specialized computer software collects the inputted data of the observer and provides a graph of contrast vs. spatial frequency at a given luminance level. A first order polynomial is fitted to the data and an MRC curve of spatial frequency versus contrast is generated.

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  • Real-time transcription

    Real-time transcription

    Real-time transcription is the general term for transcription by court reporters using real-time text technologies to deliver computer text screens within a few seconds of the words being spoken. Specialist software allows participants in court hearings or depositions to make notes in the text and highlight portions for future reference. Real-time transcription is also used in the broadcasting environment where it is more commonly termed "captioning." == Career opportunities == Real-time reporting is used in a variety of industries, including entertainment, television, the Internet, and law. Specific careers include the following: Judicial reporters use a stenotype to provide instant transcripts on computer screens as a trial or deposition occurs. Communication access real-time translation (CART) reporters assist the hearing-impaired by transcribing spoken words, giving them personal access to the communications they need day to day. Television broadcast captioners use real-time reporting technology to allow hard-of-hearing or deaf people to see what is being said on live television broadcasts such as news, emergency broadcasts, sporting events, awards shows, and other programs. Internet information (or Webcast) reporters provide real-time reporting of sales meetings, press conferences, and other events, while simultaneously transmitting the transcripts to computers worldwide. Other rapid data entry positions. == History == Before the advent of the stenotype machine, court reporters wrote official trial transcripts by hand using a shorthand system of stenoforms that could later be translated into readable English. It often took eight years of training to learn this manual form of writing at the necessary speed. Walter Heironimus was among the first stenographers to make use of the stenotype machine during his work in the U.S. District Court system in New Jersey in 1935. A "transcript crisis" arose during the later half of the twentieth century due to the increasing volume of lawsuits. There were not enough number of court reporters to match the increasing number of trials. Not only were court reporters unavailable to attend many court proceedings, court transcripts were constantly late and the qualities varied. Some believed it was due to the non-interchangeability between court reporters, and others believed it was simply due to a labor shortage. In the meantime, magnetic audiotape recording, or known as electronic recording (ER) began to threaten all reporters' job since it could record long-hour courtroom trials and replace a court reporter's position in the courtroom. As a result, machine translation (MT) intended to serve as a solution for preventing ER from potentially replacing reporters' jobs. However, MT relied heavily on human labors operating behind the system and many started to question if it should be the right way to end the "transcript crisis." Later in 1964, set up by CIA, the Automatic Language Processing Advisory Committee (ALPAC) was set to review whether MT was capable of solving this crisis. They concluded that MT had failed to do so. Then Patrick O'Neill, a skilled and experienced court reporter, stayed to work on the stenotype-translation project with CIA and developed the prototype CAT system. After adopting the CAT system in court-reporting community, CAT was brought into the television broadcasting system, aiming to provide captions for the deaf or hard-of-hearing communities. In 1983, Linda Miller developed a further use for the CAT system. She successfully translated a lecture live on the television screen and provided a transcript for students. This technique is known as Computer-Aided Real-time Translation, or CART. == Court reporter == It is the court reporter's job to note down the exact words spoken by every participants during a court or deposition proceeding. Then court reporters will provide verbatim transcripts. The reason to have an official court transcript is that the real-time transcriptions allows attorneys and judges to have immediate access to the transcript. It also helps when there's a need to look up for information from the proceeding. Additionally, the deaf and the hard-of-hearing communities can also participate in the judicial process with the help of real-time transcriptions provided by court reporters. === Education and training === The required degree level for a court reporter to have is an Associate's degree or postsecondary certificate. In order to become a court reporter, more than 150 reporter training programs are provided at proprietary schools, community colleges, and four-year universities. After graduation, court reporters can choose to further pursue certifications to achieve a higher level of expertise and increase their marketability during a job search. In most states, Certificates of Proficiency from the NCRA or from state agencies are now required certificates for court reporters to have in order to qualify for appointments. The NCRA aims to set the national standard for the certification of court reporters, and since 1937 it has offered its certification program which is now accepted by 22 states instead of state licenses. Court reporter training programs include but not limited to: Training in rapid writing skill, or shorthand, which will enable students to record, with accuracy, at least 225 words per minute Training in typing, which will enable students to type at least 60 words per minute A general training in English, which covers aspects of grammar, word formation, punctuation, spelling and capitalization Taking Law related courses in order to understand the overall principles of civil and criminal law, legal terminology and common Latin phrases, rules of evidence, court procedures, the duties of court reporters, the ethics of the profession Visits to actual trials Taking courses in elementary anatomy and physiology and medical word study including medical prefixes, roots and suffixes. Other than official court reporters, who are assigned to and work for a particular court, other types of court reporters include free-lance reporter, who either works for a court reporting firm or self-employed. They are different from official court reporters in that they have the chances to work on a wider range of assignments and work on basis of hourly wage. Hearing reporters work at governmental agency hearings. Legislative reporters work in law-making bodies. The demand for reporters is not limited in just the court settings. Reporters are also needed in conferences, meetings, conventions, investigations, and a variety of industries with needs for employers with real-time data entry skills. == Non-English transcription == Transcription services are universally necessary, so it is not limited to the English language. A stenographer's ability to transcribe languages beyond only English is especially valuable as society as a whole becomes increasingly multilingual. Education in non-English transcription demands a comprehensive understanding of the given language. Phonetic differences between English and other languages are a particular challenge in carrying English transcription skills over into other languages. Stenography represents various sounds of a language in a formal system of shorthand, so differences within the sets of sounds that emerge in other languages require an alternative system of shorthand transcription. For example, the presence of many diphthongs and triphthongs in Spanish requires certain sounds to be distinguished that would not be present in transcribing English into shorthand. == Controversies == The usage of transcription in the context of linguistic discussions has been controversial. Typically, two kinds of linguistic records are considered to be scientifically relevant. First, linguistic records of general acoustic features, and secondly, records that only focuses on the distinctive phonemes of a language. While transcriptions are not entirely illegitimate, transcriptions without enough detailed commentary regarding any linguistic features, or transcriptions of poor quality resources, has a great chance of the content being misinterpreted. Besides misinterpretation, transcribers could also bring in cultural biases and ignorance that reflect onto their transcription. These instances may cause a disruption of reliability in the final real-time transcription, which could influence how the written utterance is seen as an evidence for a court-case. === Quality issues === Problems in the final resulting transcription can be caused by either the quality of the transcriber or the original source that is being transcribed. Transcribers can come from different levels of skill and training background. This makes the final transcription prone to poor quality, or if the transcription is being done by multiple people, lack of consistency in the content. If the source of the transcription is a recording, the problem may root back to the quality of the re

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