AI Headshot Enhancer

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

  • 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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  • Magisto

    Magisto

    Magisto provided an online video editing tool (both as a web application and a mobile app) for automated video editing and production. In 2019, the company was acquired by Vimeo for an estimated US$200 million. The Magisto app contained a library of music. The music, largely by independent artists, was sorted by mood and is licensed for in-app use. Magisto had a freemium business model where users can create basic video clips for free. In addition, advanced business, professional and personal service tiers are available via various subscription plans, unlocking more features; such as longer videos, HD, premium themes, customization, and control features. == History == Magisto was founded in 2009 as SightEra (LTD) by Oren Boiman (CEO) and Alex Rav-Acha (CTO). Boiman, frustrated with the amount of time it took editing together videos of his daughter, wanted an easier to use application to capture and share videos. Boiman, a computer scientist that graduated from Tel Aviv University, followed with graduate work in computer vision at the Weizmann Institute of Science. Boiman developed several patent-pending image analysis technologies that analyze unedited videos to identify the most interesting parts. The system recognized faces, animals, landscapes, action sequences, movements and other important content within the video, as well as analyzing speech and audio. These scenes are then edited together, along with music and effects. Magisto was launched publicly on September 20, 2011, as a video editing software web application through which users could upload unedited video footage, choose a title and soundtrack and have their video edited for them automatically. On the following day, Magisto was added to YouTube Create's collection of video production applications. The Magisto iPhone app was launched publicly at the 2012 International Consumer Electronics Show (CES) in Las Vegas. At CES, the company was also awarded first place in the 2012 CES Mobile App Showdown. In August 2012, Magisto launched the Android app on Google Play. In September 2012, Magisto launched a Google Chrome App and announced Google Drive integration. In March 2013, Magisto claimed it had 5 million users. Google listed Magisto as an "Editors’ Choice" on its list of "Best Apps of 2013". In September 2013, the company claimed that 10 million users had downloaded the App. In February 2014, Magisto claimed that they had 20 million users, with 2 million new users per month. The company also confirmed investment from Mail.Ru. In September 2014, Magisto rolled out a feature called 'Instagram Ready' which allowed users to upload 15 second clips that are automatically formatted for Instagram. In the same month, Magisto launched a feature for iOS and Android users, called 'Surprise Me', which created video from still photography on users’ smartphones. In October 2014, Magisto was placed 9th on the 2014 Deloitte Israel Technology Fast 50 list and named as a finalist in the Red Herring's Top 100 Europe award. In July 2015, Magisto released an editing theme dedicated to Jerry Garcia. In April 2019, the company was acquired by Vimeo, the IAC-owned platform for hosting, sharing and monetizing streamed video, for an estimated $200 million. === Financing === In 2011, the company received more than $5.5 million in a Series B venture round funding from Magma Venture Partners and Horizons Ventures. In September 2011, at the same time as the public launch of their web application, Magisto announced a $5.5 million Series B funding round led by Li Ka-shing’s Horizons Ventures. Li Ka-Shing is known for making early-stage investments in companies like Facebook, Spotify, SecondMarket and Siri. In October 2013, the company received $13 million in funding from Qualcomm and Sandisk. In 2014, the company received $2 million in Venture Funding from Magma Venture Partners, Qualcomm Ventures, Horizons Ventures and the Mail.Ru Group. == Awards == Magisto won first place at Technonomy3, an annual Internet Technology start-up competition in Israel. Judges of the competition included Jeff Pulver, TechCrunch editor Mike Butcher, investor Yaron Samid, Bessemer Venture Partners Israel partner Adam Fisher and Brad McCarty of The Next Web. Magisto won first place at CES 2012 Mobile app competition, during the launch of Magisto iOS mobile app. Magisto was awarded twice the Google Play Editor's Choice and was part of iPhone App Store Best App awards for 2013 and 2014, and Wired Essential iPad Apps. Magisto was declared by Deloitte as the 7th fastest growing company in Europe, the Middle East, and Africa in 2016.

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  • Sahara Net

    Sahara Net

    Sahara Net is an information and communications technology provider (ICT) serving the Saudi market, the company has rapidly grown since 1989 to offer various complementary services such as connectivity, internet, hosting, cloud, optimization, cyber security, and managed services. == History == Sahara Net is a Saudi Joint Stock Company (JSC) and its history goes back to 1989 when Sahara Net established the 1st Saudi Bulletin Board Service (BBS) in the Kingdom. During this period, it operated as a hub for email exchange in the FidoNet network. And in 1994 Sahara Net started offering Internet connectivity and other related services like internet email, web design, web hosting, and Domain name registry services. These services made the first ISP in Saudi Arabia before the official licensing in 1998, when the Saudi Internet market was regulated and Sahara Net received Internet Service Provider (ISP) license and was appointed as the official Local Internet Registry (LIR) in the Kingdom of Saudi Arabia. == Today == The company grew over these years to become one of the main ICTs in the Saudi Arabian market, extending network coverage to all major cities in Saudi Arabia, and offering various connectivity options to business as well as home users. In 2009, the company was partially acquired by Telindus (the ICT investment arm of Belgacom), the famous telecom operator in Belgium and Europe. Then, in 2014, the company was fully acquired by its original founders. Recently, Sahara Net was converted from an LLC to a JSC with over 1200 shareholders by a capital raise (original founders still control 70% of the shares).

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  • Infogram

    Infogram

    Infogram is a web-based data visualization and infographics platform, created in Riga, Latvia. It allows people to make and share digital charts, infographics and maps. Infogram offers an intuitive WYSIWYG editor that converts users’ data into infographics that can be published, embedded or shared. Users do not need coding skills to use this tool; users include newsrooms, marketing teams, governments, educators and students. The company that created Infogram, also called Infogram, was founded in 2012 in Riga, Latvia and has another office in San Francisco. As of October 2017, Infogram says it has 3 million users who have created charts and infographics that have been viewed more than 1.5 billion times. Infogram was bought by Prezi, a web-based presentation software company, in May 2017. == History == Infogram was founded in February 2012 in Riga, Latvia by Uldis Leiterts, Raimonds Kaže and Alise Dīrika. In January 2013, Infogram won the international Hy Berlin pitch contest. During his pitch, Infogram CEO Uldis Leiterts announced that the company had created more templates and was working with Microsoft to integrate its platform with the contemporaneous version of Microsoft Office. The company also won the 2013 Kantar Information Is Beautiful Award, which “celebrates excellence and beauty in data visualizations, infographics, interactives & information art.” In December 2014, Infogram acquired the Brazil-based data visualization blog, Visualoop. In an effort to expand sales and marketing in the U.S., Infogram secured $1.8 million in funding in February 2014. The announcement was made at TechChill, a startup conference for the Baltics in Riga, Latvia. At the time, the funding was believed to be the largest to date for the company. Infogram won the 2017 National Design Award of Latvia. == Acquisition by Prezi == Prezi, a web-based presentation software company, acquired Infogram in May 2017. Infogram is now a wholly owned subsidiary of Prezi. Infogram was rated #1 on Forbes’ list of “The Best Infographic Tools for 2017,” which was published in September 2017. In October 2017, Infogram announced a new version of its data visualization platform, including a drag-and-drop editor, over 40 new designer templates and social media support.

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  • Space-based data center

    Space-based data center

    Space-based data centers or orbital AI infrastructure are proposed concepts to build AI data centers in the sun-synchronous orbit or other orbits utilizing space-based solar power. Electric power has become the main bottleneck for terrestrial AI infrastructure. Space-based edge computing has historical roots in military architectures designed to bypass the latency of ground-based targeting networks. In the 1980s, the Strategic Defense Initiative's Brilliant Pebbles program first envisioned autonomous on-orbit data processing for missile defense. In 2019, the Space Development Agency (SDA) began to revive this decentralized approach through its Proliferated Warfighter Space Architecture (PWSA). This ambitious "sensor-to-shooter" infrastructure is treated as a prerequisite for the modern Golden Dome program, which would rely on space-based data processing to continuously track targets. == History == Early thinking about space-based computing infrastructure grew out of mid-20th-century visions for large orbital industrial systems, most notably proposals for space-based solar power, which were popularized in both technical literature and science writing by figures such as Isaac Asimov in the 1940s. These ideas emphasized exploiting the vacuum, continuous solar energy, and thermal characteristics of space to support power-intensive activities that would be difficult or inefficient on Earth. In the 21st century, advances in small satellites, reusable launch vehicles, and high-performance computing revived interest in space-based data centers, with governments and private companies exploring orbital or near-space platforms for edge computing, secure data handling, and low-latency processing of Earth-observation data. In September 2024, Y Combinator-backed Starcloud released a white paper detailing plans to build multiple gigawatts of AI compute in orbit. It was the first widely cited proposal to actually start building large orbital data centers. In 2025, Starcloud deployed an NVIDIA H100-class system and became the first company to train an LLM in space and run a version of Google Gemini in space. In March 2025, Lonestar deployed a data backup machine on the surface of the moon. In early January 2026, a team from the University of Pennsylvania presented a tether-based architecture for orbital data centers at the AIAA SciTech conference. The design relied on gravity gradient tension and solar-pressure-based passive attitude stabilization to minimize the mass of MW-scale orbital data centers. In January 2026, SpaceX filed plans with the Federal Communications Commission (FCC) for millions of satellites, leveraging reusable launches and Starlink integration to extend cloud and AI computing into orbit. Around the same time, Blue Origin announced the TeraWave constellation of about 5,400 satellites, designed to provide high‑throughput networking for data centers, enterprise, and government customers. Meanwhile, China announced a 200,000‑satellite constellation, focusing on state coordination, data sovereignty, and in-orbit processing for secure, time-critical applications. In February 2026, Starcloud submitted a proposal to the FCC for a constellation of up to 88,000 satellites for orbital data centers. In March, it announced intentions to be the first to mine Bitcoin in space, flying bitcoin mining ASICs on its second satellite, Starcloud-2. In May 2026, Edge Aerospace was awarded a contract by the European Space Agency under its Space Cloud program to study use cases, architectures and implementation roadmap for orbital data centers. == Feasibility == In October 2025, Nature Electronics published a study led by a research group at Nanyang Technological University on the development of carbon-neutral data centres in space. In November 2025, Google published a feasibility study on space-based data centers. The authors argued that if launch costs to low earth orbit reached US$200/kg, the launch cost for data center satellites could be cost effective relative to current energy costs for ground-based data centers. They project this may occur around 2035 if SpaceX's Starship project scales to 180 launches/year by then. == Advantages == Some sun-synchronous orbit (SSO) planes have constant sunlight in the dawn/dusk which could provide continuous solar energy. SSO is a limited resource and proper management and sharing of it is required. Solar irradiance is 36% higher in Earth orbit than on the surface No Earth weather storms or clouds, however more exposed to Solar storms. No property tax or land-use regulation. Saves space for other land use. Ample space for scalability. Won't strain the power grid. Direct access to power source without additional infrastructure. == Disadvantages == The deployment of space-based data centers raises several technical, economic, and environmental concerns. Existing launch costs are substantial and remains main cost of space infrastructure deployment Cooling is limited to heat dissipation through radiation only, which made in inefficient in comparison to convection in terrestrial data centers Space infrastructure must be designed to survive launch and to work under environment conditions of radiation, wide range of temperatures, in vacuum and in microgravity In-space assembly is on early development stage to enable deployment of mega-structures Megastructures are particularly exposed to orbital debris Solar arrays efficiency decrease 0.5% to 0.8% per year due to exposure of ultraviolet rays, space weather and orbital thermal cycles Hardware is designed for limited lifespan. Maintenance and repair in space (known as On-Orbit Servicing (OOS)) is still on early stage of practical implementation. Disposable data centre: technology obsolescence of AI data centre being a concern and difficult maintenance in space imply the single-use purpose of those space data centres. To extend lifetime, space infrastructure will require either refueling or orbit rasie by the servicer, which is going to increase its operational costs The environmental impact on Earth has its own challenges: The environmental impact of launches need to be addressed. Deployment consumes Earth resources that cannot be recovered or recycled. Computers require lots of resources, some of which are strategic. Recycling e-waste is already a challenge on Earth and extremely unlikely in space. Space debris (orbit pollution) is another sustainability challenge for space: Orbits are, like any resources, a limited physical and electromagnetic resource and available for all mankind. The accumulation of satellites on a particular orbit reduces the use of space for other purposes. A consequence of the increase of satellite in orbit is a higher risk of the runaway of space debris (see Kessler syndrome). This means some orbits could become unusable. Latency and bandwidth are constrained in space, and consumes limited electromagnetic resources. Satellite flares could inhibit ground-based and space-based observational astronomy. == Size and power generated == It would take ~1 square mile solar array in earth orbit to produce 1 gigawatt of power at 30% cell efficiency. == Companies pursuing space-based AI infrastructure == Blue Origin Cowboy Space Corporation (formerly Aetherflux) Edge Aerospace Google – Project Suncatcher Nvidia OpenAI SpaceX Starcloud

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  • Foveated imaging

    Foveated imaging

    Foveated imaging is a digital image processing technique in which the image resolution, or amount of detail, varies across the image according to one or more "fixation points". A fixation point indicates the highest resolution region of the image and corresponds to the center of the eye's retina, the fovea. The location of a fixation point may be specified in many ways. For example, when viewing an image on a computer monitor, one may specify a fixation using a pointing device, like a computer mouse. Eye trackers which precisely measure the eye's position and movement are also commonly used to determine fixation points in perception experiments. When the display is manipulated with the use of an eye tracker, this is known as a gaze contingent display. Fixations may also be determined automatically using computer algorithms. Some common applications of foveated imaging include imaging sensor hardware and image compression. For descriptions of these and other applications, see the list below. Miniaturized foveated imaging systems can be realized by high-resolution 3D printing of multi-lens objectives directly on a CMOS (Complementary metal-oxide-semiconductor) chip. Foveated imaging is also commonly referred to as space variant imaging or gaze contingent imaging. == Applications == === Compression === Contrast sensitivity falls off dramatically as one moves from the center of the retina to the periphery. In lossy image compression, one may take advantage of this fact in order to compactly encode images. If one knows the viewer's approximate point of gaze, one may reduce the amount of information contained in the image as the distance from the point of gaze increases. Because the fall-off in the eye's resolution is dramatic, the potential reduction in display information can be substantial. Also, foveation encoding may be applied to the image before other types of image compression are applied and therefore can result in a multiplicative reduction. === Foveated sensors === Foveated sensors are multiresolution hardware devices that allow image data to be collected with higher resolution concentrated at a fixation point. An advantage to using foveated sensor hardware is that the image collection and encoding can occur much faster than in a system that post-processes a high resolution image in software. === Simulation === Foveated imaging has been used to simulate visual fields with arbitrary spatial resolution. For example, one may present video containing a blurred region representing a scotoma. By using an eye-tracker and holding the blurred region fixed relative to the viewer's gaze, the viewer will have a visual experience similar to that of a person with an actual scotoma. === Video gaming === Foveated rendering is a rendering optimization technique which uses an eye tracker integrated with a virtual reality headset to reduce the rendering workload by greatly reducing the image quality in the peripheral vision (outside of the zone gazed by the fovea).. However, other than the near-eye displays (e.g., virtual reality headset), foveated rendering is also suitable for large high-resolution display walls, desktop monitor, and even for smart phones. Over the time different foveated rendering techniques are proposed, for instance, adaptive resolution, geometric simplification, shading simplification and chromatic degradation, spatio-temporal deterioration . If we consider the variable sample distribution of physically-based rendering under the shader (e.g., hit/miss etc.), then this degradation strategies are applied on overall foveated rendering. At the CES 2016, SensoMotoric Instruments (SMI) demoed a new 250 Hz eye tracking system and a working foveated rendering solution. It resulted from a partnership with camera sensor manufacturer Omnivision who provided the camera hardware for the new system. The Apple Vision Pro mixed reality headset features dynamic foveated rendering provided by its visionOS operating system. === Quality assessment === Foveated imaging may be useful in providing a subjective image quality measure. Traditional image quality measures, such as peak signal-to-noise ratio, are typically performed on fixed resolution images and do not take into account some aspects of the human visual system, like the change in spatial resolution across the retina. A foveated quality index may therefore more accurately determine image quality as perceived by humans. === Image database retrieval === In databases that contain very high resolution images, such as a satellite image database, it may be desirable to interactively retrieve images in order to reduce retrieval time. Foveated imaging allows one to scan low resolution images and retrieve only high resolution portions as they are needed. This is sometimes called progressive transmission. == Example images ==

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  • EPages

    EPages

    ePages is an e-commerce software that allows merchants to create and run online shops in the cloud. The number of shops based on ePages is currently 140,000 worldwide. ePages software is regularly updated due to its Software-as-a-Service model. An investor in the company is United Internet, with a 25% stake. ePages focuses upon distributing its products mainly through hosting providers. ePages is headquartered in Hamburg, with additional offices Barcelona, Jena, and Bilbao. == History == The name ePages was used for the first time for software in 1997 to market "Intershop ePages". In 2002, the product line then called Intershop 4 was taken over by ePages GmbH and renamed to ePages. == Features == Depending on the ePages product and packages offered by hosting providers, merchants can sell up to an unlimited number of items. Users can offer their products and services in 15 languages and with all currencies. With ePages, merchants can use web marketing tools; e.g. newsletters, coupons or social media plug-ins for social commerce.

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  • Software design

    Software design

    Software design is the process of conceptualizing how a software system will work before it is implemented or modified. Software design also refers to the direct result of the design process – the concepts of how the software will work which may be formally documented or may be maintained less formally, including via oral tradition. The design process enables a designer to model aspects of a software system before it exists with the intent of making the effort of writing the code more efficiently. Creativity, past experience, a sense of what makes "good" software, and a commitment to quality are success factors for a competent design. A software design can be compared to an architected plan for a house. High-level plans represent the totality of the house (e.g., a three-dimensional rendering of the house). Lower-level plans provide guidance for constructing each detail (e.g., the plumbing lay). Similarly, the software design model provides a variety of views of the proposed software solution. == Part of the overall process == In terms of the waterfall development process, software design is the activity that occurs after requirements analysis and before coding. Requirements analysis determines what the system needs to do without determining how it will do it, and thus, multiple designs can be imagined that satisfy the requirements. The design can be created while coding, without a plan or requirements analysis, but for more complex projects this is less feasible. Completing a design prior to coding allows for multidisciplinary designers and subject-matter experts to collaborate with programmers to produce software that is useful and technically sound. Sometimes, a simulation or prototype is created to model the system in an effort to determine a valid and good design. == Code as design == A common point of confusion with the term design in software is that the process applies at multiple levels of abstraction such as a high-level software architecture and lower-level components, functions and algorithms. A relatively formal process may occur at high levels of abstraction but at lower levels, the design process is almost always less formal where the only artifact of design may be the code itself. To the extent that this is true, software design refers to the design of the design. Edsger W. Dijkstra referred to this layering of semantic levels as the "radical novelty" of computer programming, and Donald Knuth used his experience writing TeX to describe the futility of attempting to design a program prior to implementing it: TEX would have been a complete failure if I had merely specified it and not participated fully in its initial implementation. The process of implementation constantly led me to unanticipated questions and to new insights about how the original specifications could be improved. == Artifacts == A design process may include the production of art Software design documentation such as flow chart, use case, Pseudocode, Unified Modeling Language model and other Fundamental modeling concepts. For user centered software, design may involve user experience design yielding a storyboard to help determine those specifications. Documentation may be reviewed to allow constraints, specifications and even requirements to be adjusted prior to coding. == Iterative design == Software systems inherently deal with uncertainties, and the size of software components can significantly influence a system's outcomes, both positively and negatively. Neal Ford and Mark Richards propose an iterative approach to address the challenge of identifying and right-sizing components. This method emphasizes continuous refinement as teams develop a more nuanced understanding of system behavior and requirements. The approach typically involves a cycle with several stages: A high-level partitioning strategy is established, often categorized as technical or domain-based. Guidelines for the smallest meaningful deployable unit, referred to as "quanta," are defined. While these foundational decisions are made early, they may be revisited later in the cycle if necessary. Initial components are identified based on the established strategy. Requirements are assigned to the identified components. The roles and responsibilities of each component are analyzed to ensure clarity and minimize overlap. Architectural characteristics, such as scalability, fault tolerance, and maintainability, are evaluated. Components may be restructured based on feedback from development teams. This cycle serves as a general framework and can be adapted to different domains. == Design principles == Design principles enable a software engineer to navigate the design process. Davis suggested principles which have been refined over time as: The design process should not suffer from "tunnel vision" A good designer should consider alternative approaches, judging each based on the requirements of the problem, the resources available to do the job. The design should be traceable to the analysis model Because a single element of the design model can often be traced back to multiple requirements, it is necessary to have a means for tracking how requirements have been satisfied by the design model. The design should not reinvent the wheel Systems are constructed using a set of design patterns, many of which have likely been encountered before. These patterns should always be chosen as an alternative to reinvention. Time is short and resources are limited; design time should be invested in representing (truly new) ideas by integrating patterns that already exist (when applicable). The design should "minimize the intellectual distance" between the software and the problem as it exists in the real world That is, the structure of the software design should, whenever possible, mimic the structure of the problem domain. The design should exhibit uniformity and integration A design is uniform if it appears fully coherent. In order to achieve this outcome, rules of style and format should be defined for a design team before design work begins. A design is integrated if care is taken in defining interfaces between design components. The design should be structured to accommodate change The design concepts discussed in the next section enable a design to achieve this principle. The design should be structured to degrade gently, even when aberrant data, events, or operating conditions are encountered Well-designed software should never "bomb"; it should be designed to accommodate unusual circumstances, and if it must terminate processing, it should do so in a graceful manner. Design is not coding, coding is not design Even when detailed procedural designs are created for program components, the level of abstraction of the design model is higher than the source code. The only design decisions made at the coding level should address the small implementation details that enable the procedural design to be coded. The design should be assessed for quality as it is being created, not after the fact A variety of design concepts and design measures are available to assist the designer in assessing quality throughout the development process. The design should be reviewed to minimize conceptual (semantic) errors There is sometimes a tendency to focus on minutiae when the design is reviewed, missing the forest for the trees. A design team should ensure that major conceptual elements of the design (omissions, ambiguity, inconsistency) have been addressed before worrying about the syntax of the design model. == Design concepts == Design concepts provide a designer with a foundation from which more sophisticated methods can be applied. Design concepts include: Abstraction Reducing the information content of a concept or an observable phenomenon, typically to retain only information that is relevant for a particular purpose. It is an act of Representing essential features without including the background details or explanations. Architecture The overall structure of the software and the ways in which that structure provides conceptual integrity for a system. Good software architecture will yield a good return on investment with respect to the desired outcome of the project, e.g. in terms of performance, quality, schedule and cost. Control hierarchy A program structure that represents the organization of a program component and implies a hierarchy of control. Data structure Representing the logical relationship between elements of data. Design pattern A designer may identify a design aspect of the system that has solved in the past. The reuse of such patterns can increase software development velocity. Information hiding Modules should be specified and designed so that information contained within a module is inaccessible to other modules that have no need for such information. Modularity Dividing the solution into parts (modules). Refinement The process of elaboration. A hierarchy is developed by decomposing a macrosco

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  • Feed forward (control)

    Feed forward (control)

    A feed forward (sometimes written feedforward) is an element or pathway within a control system that passes a controlling signal from a source in its external environment to a load elsewhere in its external environment. This is often a command signal from an external operator. In control engineering, a feedforward control system is a control system that uses sensors to detect disturbances affecting the system and then applies an additional input to minimize the effect of the disturbance. This requires a mathematical model of the system so that the effect of disturbances can be properly predicted. A control system which has only feed-forward behavior responds to its control signal in a pre-defined way without responding to the way the system reacts; it is in contrast with a system that also has feedback, which adjusts the input to take account of how it affects the system, and how the system itself may vary unpredictably. In a feed-forward system, the control variable adjustment is not error-based. Instead it is based on knowledge about the process in the form of a mathematical model of the process and knowledge about, or measurements of, the process disturbances. Some prerequisites are needed for control scheme to be reliable by pure feed-forward without feedback: the external command or controlling signal must be available, and the effect of the output of the system on the load should be known (that usually means that the load must be predictably unchanging with time). Sometimes pure feed-forward control without feedback is called 'ballistic', because once a control signal has been sent, it cannot be further adjusted; any corrective adjustment must be by way of a new control signal. In contrast, 'cruise control' adjusts the output in response to the load that it encounters, by a feedback mechanism. These systems could relate to control theory, physiology, or computing. == Overview == With feed-forward or feedforward control, the disturbances are measured and accounted for before they have time to affect the system. In the house example, a feed-forward system may measure the fact that the door is opened and automatically turn on the heater before the house can get too cold. The difficulty with feed-forward control is that the effects of the disturbances on the system must be accurately predicted, and there must not be any unmeasured disturbances. For instance, if a window was opened that was not being measured, the feed-forward-controlled thermostat might let the house cool down. The term has specific meaning within the field of CPU-based automatic control. The discipline of feedforward control as it relates to modern, CPU based automatic controls is widely discussed, but is seldom practiced due to the difficulty and expense of developing or providing for the mathematical model required to facilitate this type of control. Open-loop control and feedback control, often based on canned PID control algorithms, are much more widely used. There are three types of control systems: open-loop, feed-forward, and feedback. An example of a pure open-loop control system is manual non-power-assisted steering of a motor car; the steering system does not have access to an auxiliary power source and does not respond to varying resistance to turning of the direction wheels; the driver must make that response without help from the steering system. In comparison, power steering has access to a controlled auxiliary power source, which depends on the engine speed. When the steering wheel is turned, a valve is opened which allows fluid under pressure to turn the wheels. A sensor monitors that pressure so that the valve only opens enough to cause the correct pressure to reach the wheel turning mechanism. This is feed-forward control where the output of the system, the change in direction of travel of the vehicle, plays no part in the system. See Model predictive control. If the driver is included in the system, then they do provide a feedback path by observing the direction of travel and compensating for errors by turning the steering wheel. In that case you have a feedback system, and the block labeled System in Figure(c) is a feed-forward system. In other words, systems of different types can be nested, and the overall system regarded as a black-box. Feedforward control is distinctly different from open-loop control and teleoperator systems. Feedforward control requires a mathematical model of the plant (process and/or machine being controlled) and the plant's relationship to any inputs or feedback the system might receive. Neither open-loop control nor teleoperator systems require the sophistication of a mathematical model of the physical system or plant being controlled. Control based on operator input without integral processing and interpretation through a mathematical model of the system is a teleoperator system and is not considered feedforward control. == History == Historically, the use of the term feedforward is found in works by Harold S. Black in US patent 1686792 (invented 17 March 1923) and D. M. MacKay as early as 1956. While MacKay's work is in the field of biological control theory, he speaks only of feedforward systems. MacKay does not mention feedforward control or allude to the discipline of feedforward controls. MacKay and other early writers who use the term feedforward are generally writing about theories of how human or animal brains work. Black also has US patent 2102671 invented 2 August 1927 on the technique of feedback applied to electronic systems. The discipline of feedforward controls was largely developed by professors and graduate students at Georgia Tech, MIT, Stanford and Carnegie Mellon. Feedforward is not typically hyphenated in scholarly publications. Meckl and Seering of MIT and Book and Dickerson of Georgia Tech began the development of the concepts of Feedforward Control in the mid-1970s. The discipline of Feedforward Controls was well defined in many scholarly papers, articles and books by the late 1980s. == Benefits == The benefits of feedforward control are significant and can often justify the extra cost, time and effort required to implement the technology. Control accuracy can often be improved by as much as an order of magnitude if the mathematical model is of sufficient quality and implementation of the feedforward control law is well thought out. Energy consumption by the feedforward control system and its driver is typically substantially lower than with other controls. Stability is enhanced such that the controlled device can be built of lower cost, lighter weight, springier materials while still being highly accurate and able to operate at high speeds. Other benefits of feedforward control include reduced wear and tear on equipment, lower maintenance costs, higher reliability and a substantial reduction in hysteresis. Feedforward control is often combined with feedback control to optimize performance. == Model == The mathematical model of the plant (machine, process or organism) used by the feedforward control system may be created and input by a control engineer or it may be learned by the control system. Control systems capable of learning and/or adapting their mathematical model have become more practical as microprocessor speeds have increased. The discipline of modern feedforward control was itself made possible by the invention of microprocessors. Feedforward control requires integration of the mathematical model into the control algorithm such that it is used to determine the control actions based on what is known about the state of the system being controlled. In the case of control for a lightweight, flexible robotic arm, this could be as simple as compensating between when the robot arm is carrying a payload and when it is not. The target joint angles are adjusted to place the payload in the desired position based on knowing the deflections in the arm from the mathematical model's interpretation of the disturbance caused by the payload. Systems that plan actions and then pass the plan to a different system for execution do not satisfy the above definition of feedforward control. Unless the system includes a means to detect a disturbance or receive an input and process that input through the mathematical model to determine the required modification to the control action, it is not true feedforward control. === Open system === In control theory, an open system is a feed forward system that does not have any feedback loop to control its output. In contrast, a closed system uses on a feedback loop to control the operation of the system. In an open system, the output of the system is not fed back into the input to the system for control or operation. == Applications == === Physiological feed-forward system === In physiology, feed-forward control is exemplified by the normal anticipatory regulation of heartbeat in advance of actual physical exertion by the central autonomic network. Feed-forward

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  • Drush

    Drush

    Drush (DRUpal SHell) is a computer software shell-based application used to control, manipulate, and administer Drupal websites. == Details == Drush was originally developed by Arto Bendiken for Drupal 4.7. In May 2007, it was partly rewritten and redesigned for Drupal 5 by Franz Heinzmann. Drush is maintained by Moshe Weitzman with the support of Owen Barton, greg.1.anderson, jonhattan, Mark Sonnabaum, Jonathan Hedstrom and Christopher Gervais.

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  • NCAA transfer portal

    NCAA transfer portal

    The NCAA transfer portal is a National Collegiate Athletic Association (NCAA) application, database, and compliance tool that facilitates student athletes' transfers between member institutions. It is intended to bring greater transparency to the transfer process and to enable student athletes to publicize their desire to transfer. The transfer portal is an NCAA-wide database covering all three NCAA divisions, although most media coverage of the transfer portal involves its use in the top-level Division I (D-I). The portal launched on October 15, 2018. Regulations adopted in 2021 allowed student-athletes in D-I football, men's and women's basketball, men's ice hockey, and baseball to transfer schools using the portal once without sitting out a year. In 2024, the NCAA authorized athletes unlimited transfers. == Process == For Divisions I and II, once an athlete desiring to transfer informs their school; the school must enter the athlete's name in the database within two business days. Then coaches and staff from other universities may contact the athlete about potentially transferring. Before the January 2026 NCAA convention, Division III schools were allowed, but not required, to enter such a student into the portal. A proposal to require use of the portal in that division was approved at the convention. The timeline for D-III members to enter athletes into the portal differs from that of the other divisions. Athletes wishing to enter the portal must first complete an educational module. Once completed, the school has seven calendar days to enter the athlete's transfer request into the portal. == Transfer windows == On August 31, 2022, the D-I board adopted a series of changes to transfer rules, introducing the concept of transfer windows, similar to those used in professional soccer worldwide. Student-athletes who wish to take advantage of the one-time transfer rule must, under normal circumstances, enter the portal within a designated window for their sport. These windows are slightly different for each NCAA sport, but are broadly grouped by the NCAA's three athletic "seasons". At that time, the windows were as follows: Fall sports – A 45-day winter window opening the day after championship selections are made in that sport, and a spring window from May 1–15. According to the NCAA, "reasonable accommodations" would be made for participants in football's FBS and FCS championship games (respectively the College Football Playoff National Championship and Division I Football Championship Game), both of which take place in early January. Participants in those games had a 14-day window opening on the day after the championship game, as well as the spring window. Winter sports – A 60-day window opening the day after championship selections are made in that sport. Spring sports – A winter window from December 1–15, and a 45-day spring window opening the day after championship selections are made in that sport. For sports included in the NCAA Emerging Sports for Women program, transfer windows are the same as those for fully recognized NCAA sports. As with fully recognized NCAA sports, transfer windows linked to championship events open on the day after selections are made for the generally recognized championship events in emerging sports. Student-athletes whose athletic aid is reduced, canceled, or not renewed by their school, as well as those affected by a university's elimination of a sports team, may enter the transfer portal at any time without penalty. A slightly different exception applies to those undergoing a head coaching change; student-athletes so affected in sports other than Division I football can enter the portal within 30 days of the change, starting on the day after the coach's departure is announced. The coaching change window also applied to Division I football before October 2025. Less than a month after transfer windows were adopted, the Division I Council adopted a change that affected only graduate transfers. Student-athletes who are set to graduate with remaining athletic eligibility, and plan to continue competition as postgraduate students, were exempt from transfer windows. They could enter the portal at any time during the academic year, and were not subject to the standard deadlines of May 1 for fall and winter sports and July 1 for spring sports. In April 2024, graduate transfers became subject to the same deadlines as all other transfer students. This change did not affect windows for student-athletes affected by a head coaching change, a loss of athletic aid, or the discontinuation of a team. Because the Ivy League allows neither redshirting nor athletic participation by graduate students, athletes at its member schools who are set to complete four years of attendance but still have remaining athletic eligibility may enter the portal at any time during their fourth academic year of attendance. In October 2024, the Division I Council reduced transfer windows in football and basketball to a total of 30 days. For FBS and FCS football, the fall window opened for 20 days, starting on the Monday after FBS conference championship games. Participants in postseason play had a 5-day window that opened on the day after each team's final game. A 10-day spring window opened in mid-April. In men's and women's basketball, a single 30-day window opens on the day after the second round of each Division I tournament concludes. The existing exceptions regarding head coaching changes, a loss of athletic aid, or the discontinuation of a team remained in place. Almost exactly a year later, Division I adopted more significant changes to the football transfer portal for both FBS and FCS. The previous two windows were abolished and replaced by a single window that opens from January 2–16. Participants in the College Football Playoff National Championship—the only game in FBS or FCS played after the closure of the new window—receive a 5-day window that opens on the day after that game. The window for players undergoing a head coaching change was also reduced. A new window of 15 days opens five calendar days after the hiring or public announcement of a new head coach. Should a school fail to hire or publicly announce a new head coach within 30 days after the previous coach's departure, the window will open on the 31st day after departure, provided that the 31st day is no earlier than January 3. This particular window, also open for 15 days, may open at any time before June 30. No change was announced to the exceptions for those affected by a loss of athletic aid or the discontinuation of a team. == Impact on high school recruiting == Effective July 1, 2025, the NCAA Division I Board of Directors implemented new DI roster limits following the court-approved House settlement. Additionally, according to the NCAA, "NCAA rules for Division I programs will no longer include sport-specific scholarship limits." As a result, many top Division I programs, especially those in power conferences, are relying heavily on the transfer portal to bring in conference- and national-level student-athletes. This shift in recruiting focus has already been exemplified across Division I men's and women's track and field especially, beginning in the recruitment cycle for 2025 college entries. Track and field coaches formerly managing rosters of 120-plus (60-plus men and 60-plus women) are now limited to 45 per side for a total of 90 roster spots across men's and women's track and field, meaning they are recruiting fewer student-athletes out of high school and more immediately impactful scholarship-worthy student-athletes via the transfer portal. Roster limits for track and field teams are even more stringent in the Southeastern Conference (SEC): 35 men and 35 women. For high school track and field athletes seeking opportunities with top DI programs, they no longer need to display potential to be point-scorers, but demonstrate the ability to contribute immediately, often by competing at a level aligned with conference scoring standards.

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  • KeyBase

    KeyBase

    KeyBase is a database and web application for managing and deploying interactive taxonomic keys for plants and animals developed by the Royal Botanic Gardens Victoria. KeyBase provides a medium where pathway keys which were traditionally developed for print and other classical types of media, can be used more effectively in the internet environment. The platform uses a concept called "keys" which can be easily linked together, joined with other keys, or merged into larger other seamless keys groups, with each still available to be browsed independently. Keys in the KeyBase database can be filtered and displayed in a variety of ways, filters, and formats.

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  • Language technology

    Language technology

    Language technology, often called human language technology (HLT), studies methods of how computer programs or electronic devices can analyze, produce, modify or respond to human texts and speech. Working with language technology often requires broad knowledge not only about linguistics but also about computer science. It consists of natural language processing (NLP) and computational linguistics (CL) on the one hand, many application oriented aspects of these, and more low-level aspects such as encoding and speech technology on the other hand. Note that these elementary aspects are normally not considered to be within the scope of related terms such as natural language processing and (applied) computational linguistics, which are otherwise near-synonyms. As an example, for many of the world's lesser known languages, the foundation of language technology is providing communities with fonts and keyboard setups so their languages can be written on computers or mobile devices. Other tools also are part of modern language technology and include machine translation, speech recognition, text processing and natural language processing. Large scale AI models have recently advanced the field and enhanced the ability of machines to interpret complex human context.

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  • Quickly (software)

    Quickly (software)

    Quickly is a framework for creating software programs for a Linux distribution using Python, PyGTK, Glade Interface Designer and Desktop Couch. It then allows for easy publishing using bzr and Launchpad. Quickly is designed to speed up the start of new projects with the use of templates, not only for programs but for any type of project. These templates are used to automate project configuration and maintenance. Delegating into templates and not into a specific library allows projects created using Quickly not to require dependencies on any particular library or runtime of Quickly itself. The project was started by Rick Spencer after his frustration as a beginner Ubuntu developer. == Updates == Last available software update is on 2013-01-31 for Ubuntu 11.04.

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  • OpenIO

    OpenIO

    OpenIO offered object storage for a wide range of high-performance applications. OpenIO was founded in 2015 by Laurent Denel (CEO), Jean-François Smigielski (CTO) and five other co-founders; it leveraged open source software, developed since 2006, based on a grid technology that enabled dynamic behaviour and supported heterogenous hardware. In October 2017 OpenIO was completed a $5 million funding rounds. In July 2020 OpenIO had been acquired by OVH and withdrawn from the market to become the core technology of OVHcloud object storage offering. == Software == OpenIO is a software-defined object store that supports S3 and can be deployed on-premises, cloud-hosted or at the edge, on any hardware mix. It has been designed from the beginning for performance and cost-efficiency at any scale, and it has been optimized for Big Data, HPC and AI. OpenIO stores objects within a flat structure within a massively distributed directory with indirections, which allows the data query path to be independent of the number of nodes and the performance not to be affected by the growth of capacity. Servers are organized as a grid of nodes massively distributed, where each node takes part in directory and storage services, which ensures that there is no single point of failure and that new nodes are automatically discovered and immediately available without the need to rebalance data. The software is built on top of a technology that ensures optimal data placement based on real-time metrics and allows the addition or removal of storage devices with automatic performance and load impact optimization. For data protection OpenIO has synchronous and asynchronous replication with multiple copies, and an erasure coding implementation based on Reed-Solomon that can be deployed in one data center or geo-distributed or stretched clusters. The software has a feature that catches all events that occur in the cluster and can pass them up in the stack or to applications running on OpenIO nodes. This enables event-driven computing directly into the storage infrastructure. The open source code is available on Github and it is licensed under AGPL3 for server code and LGPL3 for client code. == Performance == OpenIO claimed in 2019 to have reached 1.372 Tbit/s write speed (171 GB/s) on a cluster of 350 physical machines. The benchmark scenario, conducted under production conditions with standard hardware (commodity servers with 7200 rpm HDDs), consisted in backing up a 38 PB Hadoop datalake via the DistCp command. This level of performance marked, according to analysts, the arrival of a new generation of object storage technologies oriented toward high performance and hyper-scalability.

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