AI Image Generators

Explore the best AI Image Generators — independent reviews, comparisons, pricing and step-by-step how-to guides, curated by Aizhi.

  • Light scanning photomacrography

    Light scanning photomacrography

    Light Scanning Photomacrography (LSP), also known as Scanning Light Photomacrography (SLP) or Deep-Field Photomacrography, is a photographic film technique that allows for high magnification light imaging with exceptional depth of field (DOF). This method overcomes the limitations of conventional macro photography, which typically only keeps a portion of the subject in acceptable focus at high magnifications. == Historical background == The principles of LSP were first documented in the early 1960s by Dan McLachlan Jr., who highlighted its capability for extreme focal depth in microscopy and in 1968 patented the process. The technique was revived and further developed in the 1980s by photographers such as Darwin Dale and Nile Root, a faculty member at the Rochester Institute of Technology. In the early 1990s, William Sharp and Charles Kazilek, both researchers at Arizona State University, also published articles describing their technique and system setup for capturing SLP images. == Predecessor to stack image photography == Light Scanning Photomacrography offered a powerful analog tool for high-detail imaging in the age of film photography. It provided a comprehensive depth of field, making it invaluable in scientific and biomedical photography. As technology and techniques continue to evolve, LSP has been replaced by digital image focus stacking. This technique uses a collection of images captured in series at different focal depths, which are then processed using computer software to create a single image with a greater focus depth than any single image. == LSP technique and results == LSP involves the use of a thin plane of light that scans across the subject, which is mounted on a stage moving perpendicular to the film plane. The technique utilizes traditional optics and is governed by the physical laws of depth of field. By moving the subject through a narrow band of illumination, the entire subject can be recorded in sharp focus from the nearest details to the farthest ones. This analog process produces sharp and detailed images by slowly recording the image on film as the specimen passes through the sheet of light that is thinner than the effective DOF. Because the image is captured at the same relative distance from the camera lens, the resulting images are axonometric rather than perspective projection, which is what the human eye sees and is typically captured by a film camera. Because all parts of an LSP image are captured at the same distance from the lens, relative measurements can be taken from an LSP photograph and can be used for comparison. == Equipment and setup == A typical LSP setup includes: A stage that can move the subject perpendicular to the film plane. Light sources, in some cases modified projectors, are used to project a thin plane of light. A camera mounted on a stable stand such as a tabletop copy stand. In 1991, Sharp and Kazilek described their SLP system that used three Kodak Ektagraphic slide projectors with zoom lenses to create a thin plane of light. The projectors each had a slide mount with two razor blades placed edge-to-edge to create a thin slit for the light to pass through. The image was captured using a Nikon FE-2 SLR camera mounted above the specimen. Kodachrome 25 slide film was used to record the image and to minimize film grain size and maximize image sharpness == Commercial systems == A commercial SLP instrument was produced by the Irvine Optical Corp. Their DYNAPHOT system was based on a photomacroscope and could capture images on 4x5 film. The instrument came with two or three illumination sources and a motorized specimen stage. The system advertised a 2X – 40X magnification range and the ability to capture images in black and white and color. Other systems have been developed by Nile Root and Theodore Clarke and reported higher magnification (up to 100X). == LSP process == Alignment and Focusing: The light sources are aligned and focused to project a thin, consistent plane of light across the subject. Stage Movement: The subject stage moves at a controlled speed, scanning through the plane of light. Image Capture: The camera shutter is set to a long exposure or can be opened and closed manually. As the subject moves through the illuminated plane, it is recorded on the film. This process is very much like painting an image onto the film using photons instead of paint. == Applications == LSP was particularly useful in biomedical photography, where it was used to document magnified subjects with increased depth of field over traditional macro and micro photography. It has been employed to capture detailed images of biological specimens, such as imaging small insects and their parts. SLP has been used to document shell collections for scientific documentation and research. Other applications include forensic science, mineralogy, and the imaging of fractured surfaces and parts == Advantages and challenges of LSP imaging == === Advantages === Exceptional depth of field: Subjects are rendered in sharp focus throughout. High magnification: Detailed images at significant magnification without sacrificing DOF. Analog precision: Provides a non-digital solution with accurate image representation. Versatility: Can be used for a range of subject sizes, from macro to non-macro scales. === Challenges === Technical complexity: Requires precise setup and alignment. Exposure time: Typically requires long exposure times due to the scanning process. Contrast control: The highly directional lighting can create harsh shadows and high contrast, which may need to be managed. Digital competition: Focus stacking has largely replaced LSP in the digital era due to convenience and flexibility. == DIY contributions == Enthusiasts and researchers have contributed to the development and accessibility of LSP by creating and sharing DIY guides. These contributions have enabled others to build their own LSP systems using readily available materials and components. Nile Root's publications provide detailed instructions and recommendations for constructing an LSP setup. These DIY systems have allowed a wider audience to explore and utilize the benefits of LSP imaging in various fields.

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  • Data integration

    Data integration

    Data integration is the process of combining, sharing, or synchronizing data from multiple sources to provide users with a unified view. There are a wide range of possible applications for data integration, from commercial (such as when a business merges multiple databases) to scientific (combining research data from different bioinformatics repositories). The decision to integrate data tends to arise when the volume, complexity (that is, big data) and need to share existing data explodes. It has become the focus of extensive theoretical work, and numerous open problems remain unsolved. Data integration encourages collaboration between internal as well as external users. The data being integrated must be received from a heterogeneous database system and transformed to a single coherent data store that provides synchronous data across a network of files for clients. A common use of data integration is in data mining when analyzing and extracting information from existing databases that can be useful for Business information. == History == Issues with combining heterogeneous data sources, often referred to as information silos, under a single query interface have existed for some time. In the early 1980s, computer scientists began designing systems for interoperability of heterogeneous databases. The first data integration system driven by structured metadata was designed in 1991 at the University of Minnesota for the Integrated Public Use Microdata Series (IPUMS). IPUMS used a data warehousing approach, which extracts, transforms, and loads data from heterogeneous sources into a unique view schema so data from different sources become compatible. By making thousands of population databases interoperable, IPUMS demonstrated the feasibility of large-scale data integration. The data warehouse approach offers a tightly coupled architecture because the data are already physically reconciled in a single queryable repository, so it usually takes little time to resolve queries. The data warehouse approach is less feasible for data sets that are frequently updated, requiring the extract, transform, load (ETL) process to be continuously re-executed for synchronization. Difficulties also arise in constructing data warehouses when one has only a query interface to summary data sources and no access to the full data. This problem frequently emerges when integrating several commercial query services like travel or classified advertisement web applications. A trend began in 2009 favoring the loose coupling of data and providing a unified query-interface to access real time data over a mediated schema (see Figure 2), which allows information to be retrieved directly from original databases. This is consistent with the SOA approach popular in that era. This approach relies on mappings between the mediated schema and the schema of original sources, and translating a query into decomposed queries to match the schema of the original databases. Such mappings can be specified in two ways: as a mapping from entities in the mediated schema to entities in the original sources (the "Global-as-View" (GAV) approach), or as a mapping from entities in the original sources to the mediated schema (the "Local-as-View" (LAV) approach). The latter approach requires more sophisticated inferences to resolve a query on the mediated schema, but makes it easier to add new data sources to a (stable) mediated schema. As of 2010, some of the work in data integration research concerns the semantic integration problem. This problem addresses not the structuring of the architecture of the integration, but how to resolve semantic conflicts between heterogeneous data sources. For example, if two companies merge their databases, certain concepts and definitions in their respective schemas like "earnings" inevitably have different meanings. In one database it may mean profits in dollars (a floating-point number), while in the other it might represent the number of sales (an integer). A common strategy for the resolution of such problems involves the use of ontologies which explicitly define schema terms and thus help to resolve semantic conflicts. This approach represents ontology-based data integration. On the other hand, the problem of combining research results from different bioinformatics repositories requires bench-marking of the similarities, computed from different data sources, on a single criterion such as positive predictive value. This enables the data sources to be directly comparable and can be integrated even when the natures of experiments are distinct. As of 2011, it was determined that current data modeling methods were imparting data isolation into every data architecture in the form of islands of disparate data and information silos. This data isolation is an unintended artifact of the data modeling methodology that results in the development of disparate data models. Disparate data models, when instantiated as databases, form disparate databases. Enhanced data model methodologies have been developed to eliminate the data isolation artifact and to promote the development of integrated data models. One enhanced data modeling method recasts data models by augmenting them with structural metadata in the form of standardized data entities. As a result of recasting multiple data models, the set of recast data models will now share one or more commonality relationships that relate the structural metadata now common to these data models. Commonality relationships are a peer-to-peer type of entity relationships that relate the standardized data entities of multiple data models. Multiple data models that contain the same standard data entity may participate in the same commonality relationship. When integrated data models are instantiated as databases and are properly populated from a common set of master data, then these databases are integrated. Since 2011, data hub approaches have been of greater interest than fully structured (typically relational) Enterprise Data Warehouses. Since 2013, data lake approaches have risen to the level of Data Hubs. (See all three search terms popularity on Google Trends.) These approaches combine unstructured or varied data into one location, but do not necessarily require an (often complex) master relational schema to structure and define all data in the Hub. In recent times, as the number of applications being used have increased many fold and application to application integration have become critical and this has given rise to [Unified APIs] that help application developers integrate their apps with other apps and more recently with [MCP - Model Context Protocol] taking it a step further for AI Agents. Data integration plays a big role in business regarding data collection used for studying the market. Converting the raw data retrieved from consumers into coherent data is something businesses try to do when considering what steps they should take next. Organizations are more frequently using data mining for collecting information and patterns from their databases, and this process helps them develop new business strategies to increase business performance and perform economic analyses more efficiently. Compiling the large amount of data they collect to be stored in their system is a form of data integration adapted for Business intelligence to improve their chances of success. == Example == Consider a web application where a user can query a variety of information about cities (such as crime statistics, weather, hotels, demographics, etc.). Traditionally, the information must be stored in a single database with a single schema. But any single enterprise would find information of this breadth somewhat difficult and expensive to collect. Even if the resources exist to gather the data, it would likely duplicate data in existing crime databases, weather websites, and census data. A data-integration solution may address this problem by considering these external resources as materialized views over a virtual mediated schema, resulting in "virtual data integration". This means application-developers construct a virtual schema—the mediated schema—to best model the kinds of answers their users want. Next, they design "wrappers" or adapters for each data source, such as the crime database and weather website. These adapters simply transform the local query results (those returned by the respective websites or databases) into an easily processed form for the data integration solution (see figure 2). When an application-user queries the mediated schema, the data-integration solution transforms this query into appropriate queries over the respective data sources. Finally, the virtual database combines the results of these queries into the answer to the user's query. This solution offers the convenience of adding new sources by simply constructing an adapter or an application software blade for them. It contrasts with ETL systems or with a si

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  • Critical security parameter

    Critical security parameter

    In cryptography, a critical security parameter (CSP) is information that is either user or system defined and is used to operate a cryptography module in processing encryption functions including cryptographic keys and authentication data, such as passwords, the disclosure or modification of which can compromise the security of a cryptographic module or the security of the information protected by the module.

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  • European Grid Infrastructure

    European Grid Infrastructure

    EGI (originally an initialism for European Grid Infrastructure) is a federation of computing and storage resource providers that deliver advanced computing and data analytics services for research and innovation. The Federation is governed by its participants represented in the EGI Council and coordinated by the EGI Foundation. As of 2024, the EGI Federation supports 160 scientific communities worldwide and over 95,000 users in their intensive data analysis. The most significant scientific communities supported by EGI in 2022 were Medical and Health Sciences, High Energy Physics, and Engineering and Technology. The EGI Federation provideds services through over 150 data centres, of which 25 are cloud sites, in 43 countries and 64 Research Infrastructures (4 of which are members of the Federation). == Name == Originally, EGI stood for European Grid Infrastructure. This reflected its focus on providing access to high-throughput computing resources across Europe using Grid computing techniques. However, as EGI's service offerings expanded beyond traditional grid computing, particularly with the incorporation of federated cloud services, the original meaning of the acronym became less accurate. To emphasise the broader scope of EGI's services and avoid any confusion associated with the outdated term "grid," it is recommended to refer to EGI simply as EGI. == Structure == === EGI Federation === The EGI Federation delivers a scalable digital research infrastructure (e-infrastructure), empowering tens of thousands of researchers across diverse scientific disciplines. Through the EGI Federation, researchers gain access to advanced computing and data analytics capabilities, including large-scale data analysis, while benefiting from the collaborative efforts of hundreds of service providers from both public and private sectors, consolidating resources from Europe and beyond. Overall, the EGI Federation offers a range of services, encompassing distributed high-throughput computing and cloud computing, storage and data management capabilities, co-development of new solutions, expert support, and comprehensive training opportunities. This ecosystem propels collaboration, scientific progress and innovation. === EGI Foundation === The EGI Foundation is the coordinating body of the EGI Federation. It was established in 2010 with headquarters in Amsterdam, Netherlands. The Foundation coordinates the research and innovation efforts of its members, spanning technical areas critical to data-intensive science, including large-scale data processing and analysis, distributed Artificial Intelligence/Machine Learning, federated Identity and access management and the application of digital twins for research. The day-to-day running of the EGI Foundation is supervised by the Executive Board. The board’s members work closely with the EGI Director on operational, technical and financial issues. The Executive Board’s members are appointed by the EGI Council for a two-year term. === EGI Council === The EGI Council is responsible for defining the strategic direction of the EGI Federation. The Council acts as the senior decision-making and supervisory authority of the EGI Foundation, with a mandate to define the strategic direction of the entire EGI ecosystem. === EGI Services === EGI offers a suite of services to support data-intensive research. These services include compute resources, orchestration tools, storage and data management solutions, training programmes, security and identity services, and applications. Compute resources encompass cloud compute, cloud container compute, high-throughput compute, and software distribution. Orchestration tools include the Workload Manager and infrastructure manager. Storage and data management solutions include online storage, data transfer, and DataHub. Training programmes cover FitSM, ISO 27001, and general training infrastructure. EGI Check-in and Secrets Store are key security and identity services, while applications such as Notebooks and Replay enhance research productivity. In addition to services for Research, EGI also provides services for Federation and Business. Services for Federation are designed to help resource providers and user communities collaborate and share resources. EGI also offers a range of services to support businesses in their digital transformation. Through the EGI Digital Innovation Hub (EGI DIH), companies can access advanced computing resources, networking, funding and training opportunities, collaborate with research institutions, and test solutions before investing. == History == In 2002, the first large-scale experimental facility was successfully demonstrated by the DataGrid project under the lead of CERN with tens of technical architects from the major High Energy Physics institutes in the world. For the first time, distributed computing was applied to data-intensive processing. It aimed at developing a large-scale computational grid to facilitate distributed data-intensive scientific computing across High Energy Physics, Earth Observation, and Biology science applications. On 28 February 2003, the first software release of LCG-MW was published. gLite, the Lightweight Middleware for Grid Computing and LCG, Large Hadron Collider Computing Grid, are the cornerstone of the Worldwide LHC Computing Grid, which expanded over time towards the EGI Federation. 2004 marks the year of the first pilot infrastructure, seeing the participation of CERN and data centres in the United Kingdom, Spain, Germany, the Netherlands, France, Canada, Russia, Bulgaria, the Asia-Pacific region and Switzerland. Over the years, the infrastructure has grown into a federation of 128 data centres and 25 cloud providers serving more than 95,000 users worldwide. In 2004, the first data processing tasks started being formally recorded in a central accounting system. The EGI Accounting Portal provides the accounting data for Compute, Storage and Data services gathered from the data centres of the EGI Federation. A few years later, in 2010, EGI was established as the coordinating body of the EGI Federation to build an integrated pan-European infrastructure to support European research communities primarily. In the same year, EGI launched the flagship project EGI Inspire. That project brought together European organisations to establish a sustainable European Grid Infrastructure for large-scale data analysis. The success of the project was due to the adoption of a distributed computing model to solve big data problems. Moreover, EGI-Inspire harmonised operational policies across its federation of affiliated data centres and cloud service providers worldwide, integrating e-infrastructures from 57 countries. The EGI Federation was the first to apply federation to cloud provisioning, opening a new avenue in large-scale interactive data analysis. In 2015, within EGI Engage, opening a new avenue in large-scale interactive data analysis. The EGI Federated Cloud is an IaaS-type cloud, incorporating academic and private clouds and virtualised resources built using open standards. Its development is driven by the needs of the scientific community, resulting in a novel research e-infrastructure that relies on well-established federated operational services, making EGI a dependable resource for scientific endeavours. In 2015, EGI, EUDAT, GÉANT, LIBER and OpenAIRE published a position paper on a 'European Open Science Cloud for Research'. With the EOSC-hub project in 2016, EGI started contributing in practice to shaping the services for the EOSC. The work continued with a series of projects, like EOSC Enhance, EOSC Life and EOSC Synergy. With EGI-ACE and its contribution to EOSC Future, EGI has continued developing the EOSC Core. In early 2024, EGI started providing services to the EOSC EU Node, and with EOSC Beyond it will provide new EOSC Core capabilities and pilot additional national and thematic nodes. In October 2024, EUDAT, GÉANT, OpenAIRE, PRACE and EGI signed a Memorandum of Understanding establishing the European e-Infrastructures Assembly. This collaboration will bolster the position and promote the services of e-Infrastructures, empowering researchers across Europe to drive innovation and advance scientific discovery.

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  • T-pose

    T-pose

    In computer animation, a T-pose is a default posing for a humanoid 3D model's skeleton before it is animated. It is called so because of its shape: the straight legs and arms of a humanoid model combine to form a capital letter T. When the arms are angled downwards, the pose is sometimes referred to as an A-pose instead. Likewise, if the arms are angled upward, it is called a Y-pose. Generic terms encompassing all these (especially for non-humanoid models) include bind pose, blind pose, and reference pose. == Usage == The T-pose is primarily used as the default armature pose for skeletal animation in 3D software, which is then manipulated to create animation. The purpose of the T-pose relates to the important elements of the body being axis-aligned, thereby making it easier to rig the model for animation, physics, and other controls. Depending on the exact geometry of the model, other poses such as the A-pose may be more suitable for vertex deformation around areas such as the shoulders. Outside of being default poses in animation software, T-poses are typically used as placeholders for animation not yet completed, particularly in 3D animated video games. In some motion capture software, a T-pose must be assumed by the actor in the motion capture suit before motion capturing can begin. There are other poses used, but the T-pose is the most common one. == As an Internet meme == Starting in 2016 and resurfacing in 2017, the T-pose has become a widespread Internet meme due to its bizarre and somewhat comedic appearance, especially in video game glitches where a character's animation is unexpectedly supplanted by a T-pose. In a prerelease video of the game NBA Elite 11, the demo was filled with glitches, notably one unintentionally showing a T-pose in place of the proper animation for the model of player Andrew Bynum. The glitch later gained fame as the "Jesus Bynum glitch". Publisher EA eventually cancelled the game as they found it unsatisfactory. A similar occurrence happened with Cyberpunk 2077. In the 2023 Formula One season, driver George Russell performed a T-pose in the opening credits of the series' TV broadcasts. This quickly became a meme within the motorsports community. Russell repeated the pose after claiming pole position at the 2024 Canadian Grand Prix and winning the 2024 Austrian Grand Prix.

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  • Virtual influencer

    Virtual influencer

    A virtual influencer, sometimes described as a virtual persona or virtual model, is a computer-generated fictional character that can be used for a variety of marketing-related purposes, but most frequently for social media marketing, in lieu of online human "influencers". Most virtual influencers are designed using computer graphics and motion capture technology to resemble real people in realistic situations. Common derivatives of virtual influencers include VTubers, which broadly refer to online entertainers and YouTubers who represent themselves using virtual avatars instead of their physical selves. == History == Virtual influencers are fundamentally synonymous with virtual idols, which originate from Japan's anime and Japanese idol culture that dates back to the 1980s. The first virtual idol created was Lynn Minmay, a fictional singer and main character of the anime television series Super Dimension Fortress Macross (1982) and the animated film adaptation Macross: Do You Remember Love? (1984). Minmay's success led to the production of more Japanese virtual idols, such as EVE from the Japanese cyberpunk anime Megazone 23 (1985), and Sharon Apple in Macross Plus (1994). Virtual idols were not always well received – in 1995, Japanese talent agency Horipro created Kyoko Date, which was inspired by the Macross franchise and dating sim games such as Tokimeki Memorial (1994). Date failed to gain commercial success despite drawing headlines for her debut as a CGI idol, largely due to technical limitations leading to issues such as unnatural movements, an issue also known as the uncanny valley. Since their inception, many virtual idols created have achieved continual success, with notable names including the Vocaloid singer Hatsune Miku, and the VTuber Kizuna AI. Technological advancements have also enabled production teams to use artificial intelligence and advanced techniques to customize the personalities and behavior of virtual idols. Due to modern-day advancements in technology, many virtual idols have held real-life tours and events. Notable ones include Hatsune Miku's titular tour Miku Expo and Hololive's concerts with many of their idols from their English, Japanese and Indonesian branches. Some notable events including virtual singers and influencers have included: Hatsune Miku opening for Lady Gaga in 2014 and Hoshimachi Suisei's concerts at the famous Budokan venue in Japan and her addition to the Forbes Japan list of '30 Under 30' individuals who are changing the world in their respective fields. == Benefits and criticism == From a branding perspective, virtual influencers are perceived to be much less likely to be mired in scandals. In China, celebrities caught in bad publicity such as singer Wang Leehom and entertainer Kris Wu have heightened the appeal of virtual influencers, since their existence relies entirely on computer-generated imagery and they are therefore unlikely to cause any damage to a brand's image by association. Some studies have also suggested that Generation Z consumers have a unique appetite for virtual idols and influencers, since they grew up in the age of the internet. Studies also show that human-like appearance of virtual influencers show higher message credibility than anime-like virtual influencers. Scholars and commentators have also questioned the ethics and cultural impact of virtual influencers, arguing that computer-generated personas can entrench unrealistic beauty standards while diffusing accountability for labor, identity, and consent. Business and marketing analysts have also warned that disclosure and governance remain inconsistent, recommending clearer guardrails and transparency when brands deploy synthetic spokespeople. In 2025, reporting highlighted concerns that AI-driven "virtual humans" could displace human creators and sales workers, intensifying debates over the future of creative labor and authenticity online. == Notable examples == === Virtual bands === Eternity - A South Korean virtual idol group formed by Pulse9. Gorillaz - A virtual band formed in 1998. K/DA - A virtual K-pop girl group created as part of the League of Legends video game franchise. MAVE: - A South Korean virtual girl group formed in 2023 by Metaverse Entertainment. Pentakill - A virtual heavy metal band created as part of the League of Legends video game franchise. Plave (band) - A South Korean virtual boy band formed by VLast. Squid Sisters and Off the Hook - Two virtual pop idol duos as part of the Splatoon series. Studio Killers - A Finnish-Danish-British virtual band formed in 2011. === Vocaloids === Hatsune Miku (modeled after Saki Fujita) Kagamine Rin/Len (modeled after Asami Shimoda) Megurine Luka (modeled after Yū Asakawa) Meiko (modeled after Meiko Haigō) Kaito (modeled after Naoto Fūga) === VTubers === Kano Kizuna AI Neuro-sama VShojo Ironmouse Projekt Melody Nijisanji Hololive Akai Haato Gawr Gura Hoshimachi Suisei Natsuiro Matsuri === Other examples === Ami Yamato Crazy Frog FN Meka IA Kuki AI Kyoko Date Kyra Miquela Naevis Shudu Gram

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  • CARE Principles for Indigenous Data Governance

    CARE Principles for Indigenous Data Governance

    The CARE Principles for Indigenous Data Governance are a set of principles intended to guide open data projects in engaging Indigenous Peoples rights and interests. CARE was created in 2019 by the International Indigenous Data Sovereignty Interest Group, a group that is a part of the Research Data Alliance. It outlines collective rights related to open data in the context of the United Nations Declaration on the Rights of Indigenous Peoples and Indigenous data sovereignty. CARE is an acronym which stands for Collective Benefit, Authority to Control, Responsibility, Ethics. The CARE Principles are 'people and purpose-oriented, reflecting the crucial role of data in advancing Indigenous innovation and self-determination', and intended as a complement to the data-oriented perspective of other standards such as FAIR data (findable, accessible, interoperable, reusable). The CARE principles have been embedded into the Beta version of Standardised Data on Initiatives (STARDIT). CARE principles were the basis of a submission to the UN's Global Digital Compact.

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  • Data verification

    Data verification

    Data verification is a process in which different types of data are checked for accuracy and inconsistencies after data migration is done. In some domains it is referred to Source Data Verification (SDV), such as in clinical trials. Data verification helps to determine whether data was accurately translated when data is transferred from one source to another, is complete, and supports processes in the new system. During verification, there may be a need for a parallel run of both systems to identify areas of disparity and forestall erroneous data loss. Methods for data verification include double data entry, proofreading and automated verification of data. Proofreading data involves someone checking the data entered against the original document. This is also time-consuming and costly. Automated verification of data can be achieved using one way hashes locally or through use of a SaaS based service such as Q by SoLVBL to provide immutable seals to allow verification of the original data.

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  • Learning curve (machine learning)

    Learning curve (machine learning)

    In machine learning (ML), a learning curve (or training curve) is a graphical representation that shows how a model's performance on a training set (and usually a validation set) changes with the number of training iterations (epochs) or the amount of training data. Typically, the number of training epochs or training set size is plotted on the x-axis, and the value of the loss function (and possibly some other metric such as the cross-validation score) on the y-axis. Synonyms include error curve, experience curve, improvement curve and generalization curve. More abstractly, learning curves plot the difference between learning effort and predictive performance, where "learning effort" usually means the number of training samples, and "predictive performance" means accuracy on testing samples. Learning curves have many useful purposes in ML, including: choosing model parameters during design, adjusting optimization to improve convergence, and diagnosing problems such as overfitting (or underfitting). Learning curves can also be tools for determining how much a model benefits from adding more training data, and whether the model suffers more from a variance error or a bias error. If both the validation score and the training score converge to a certain value, then the model will no longer significantly benefit from more training data. == Formal definition == When creating a function to approximate the distribution of some data, it is necessary to define a loss function L ( f θ ( X ) , Y ) {\displaystyle L(f_{\theta }(X),Y)} to measure how good the model output is (e.g., accuracy for classification tasks or mean squared error for regression). We then define an optimization process which finds model parameters θ {\displaystyle \theta } such that L ( f θ ( X ) , Y ) {\displaystyle L(f_{\theta }(X),Y)} is minimized, referred to as θ ∗ {\displaystyle \theta ^{}} . === Training curve for amount of data === If the training data is { x 1 , x 2 , … , x n } , { y 1 , y 2 , … y n } {\displaystyle \{x_{1},x_{2},\dots ,x_{n}\},\{y_{1},y_{2},\dots y_{n}\}} and the validation data is { x 1 ′ , x 2 ′ , … x m ′ } , { y 1 ′ , y 2 ′ , … y m ′ } {\displaystyle \{x_{1}',x_{2}',\dots x_{m}'\},\{y_{1}',y_{2}',\dots y_{m}'\}} , a learning curve is the plot of the two curves i ↦ L ( f θ ∗ ( X i , Y i ) ( X i ) , Y i ) {\displaystyle i\mapsto L(f_{\theta ^{}(X_{i},Y_{i})}(X_{i}),Y_{i})} i ↦ L ( f θ ∗ ( X i , Y i ) ( X i ′ ) , Y i ′ ) {\displaystyle i\mapsto L(f_{\theta ^{}(X_{i},Y_{i})}(X_{i}'),Y_{i}')} where X i = { x 1 , x 2 , … x i } {\displaystyle X_{i}=\{x_{1},x_{2},\dots x_{i}\}} === Training curve for number of iterations === Many optimization algorithms are iterative, repeating the same step (such as backpropagation) until the process converges to an optimal value. Gradient descent is one such algorithm. If θ i ∗ {\displaystyle \theta _{i}^{}} is the approximation of the optimal θ {\displaystyle \theta } after i {\displaystyle i} steps, a learning curve is the plot of i ↦ L ( f θ i ∗ ( X , Y ) ( X ) , Y ) {\displaystyle i\mapsto L(f_{\theta _{i}^{}(X,Y)}(X),Y)} i ↦ L ( f θ i ∗ ( X , Y ) ( X ′ ) , Y ′ ) {\displaystyle i\mapsto L(f_{\theta _{i}^{}(X,Y)}(X'),Y')}

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  • Social Media (Age-Restricted Users) Bill

    Social Media (Age-Restricted Users) Bill

    The Social Media (Age-Restricted Users) Bill is a member's bill by National Party Member of Parliament Catherine Wedd that seeks to ban children under the age of 16 years from accessing social media by forcing social media companies to implement age verification measures. It is modelled after the Australian government's Online Safety Amendment. In mid October 2025, the New Zealand Parliament confirmed plans to introduce the social media age restriction bill. == Background == In late November 2024, the Albanese government of Australia, with support from the opposition Coalition parties, passed the Online Safety Amendment creating a world-first age verification regime targeting social media platforms operating in the country. The ban targets several social media platforms including Facebook, Instagram, Kick, Reddit, Snapchat, Threads, TikTok, Twitch, X (formerly Twitter) and YouTube. These platforms were required to implement age verification systems and to remove under-age users by 10 December 2025, when the law change came into effect. == Draft provisions == The draft Social Media (Age-Restricted Users) Bill defines social media platforms as electronic platforms that enable social media interactions between two or more end-users, facilitates communication between multiple end-users and allows users to post content on the platform. The proposed bill requires social media companies to take action to prevent users under the age of 16 from creating accounts on their platforms. It also creates a framework for courts to impose fines on platforms that fail to take reasonable steps to prevent underaged users from accessing the platform. == Legislative history == === Draft legislation === On 6 May 2025, Wedd announced a private member's bill called the "Social Media (Age-Restricted Users) Bill" that would bar access to social media platforms for people under the age of 16 years. She said that she was motivated as the mother of four children to support families, parents and teachers' efforts to manage their children's online exposure and the passage of the Australian Online Safety Amendment legislation in December 2024. Since National's coalition partner ACT New Zealand had refused to support the bill, the Sixth National Government announce it as a member's bill rather than a government bill. Prime Minister Christopher Luxon has confirmed that National would seek cross-party support for the legislation. ACT MP and the Minister of Internal Affairs Brooke van Velden said that the Government would watch the implementation of the Australian social media age restriction policy. In October 2025, Wedd's bill was drawn from the parliamentary ballot. In addition, Labour Reuben Davidson drafted a similar member's bill that would hold social media providers responsible for restricting "harmful content" and imposed NZ$50,000 fines for non-compliance. In November 2025, Luxon reiterated his support for social media age restriction legislation and said the New Zealand government would introduce a bill in 2026 before the 2026 New Zealand general election. He also confirmed that Education Minister Erica Stanford was leading an investigation into what lessons could be learnt from the Australian legislation. At the request of ACT MP Parmjeet Parmar, Parliament's Education and Workforce Committee held an inquiry into a proposed social media ban in early October 2025. The committee was led by National MP Carl Bates and received 430 submissions from 400 groups and individuals. The committee also heard from 87 in-person submissions. On 10 December 2025, the committee made 12 recommendations including restricting social media access to persons under the age of 16, re-evaluating existing legislation such as the Films, Videos, and Publications Classification Act and the Harmful Digital Communications Act 2015, and regulating online platforms and Internet service providers. The ACT party released a dissenting view disagreeing with the need for a law restricting social media access to under-16 year olds. In mid-May 2026, the Government confirmed that work on the proposed bill to ban under-16 year olds from social media had been paused. The New Zealand Parliament held a debate on the proposed bill on 13 May following a select committee inquiry into the harms caused by social media platforms. While the opposition Labour Party has agreed to support the member's bill, the ACT and Green parties opposed the proposed bill on the grounds that the rules were easy to circumvent, that at-risk groups could become more isolated, and that social media also harmed other age groups. == Responses == === Academia and civil society === In late July 2025, the New Zealand Council for Civil Liberties (NZCCL) expressed concern that the proposed social media age restriction could infringe upon the New Zealand Bill of Rights Act 1990, the Privacy Act 2020 and the United Nations' Convention on the Rights of the Child. The NZCCL also questioned the practicality of age verification software, a social media age limit and whether it would fulfil its stated goal of combating online harm. In August 2025, University of Auckland criminologist and senior lecturer Claire Meehan expressed concern that the social media age restriction legislation would cut children from their friendship and support networks. She also said that children and young people were digital natives who could use VPNs to circumvent the ban. Similar sentiments were echoed by Victoria University of Wellington media and communications lecturer Alex Beattie and "Ocean Today" Instagram social media influencer "Charlie." In October 2025, New Zealand Initiative representative Dr Eric Crampton expressed concern that a social media age restriction would involve the introduction of digital IDs. He argued that a new law was unnecessary and said that parents could limit their children's exposure to social media via Google's Family Link and Apple's equivalent. Similarly, Institute of Economic Affairs public policy fellow Matthew Lesh and the British Free Speech Union expressed concerns that young people could use VPNs to circumvent a social media ban, citing the spike in VPN usage in the United Kingdom following the passage of the Online Safety Act 2023. The advocacy group B416's co-chair Anna Curzon advocated for a social media ban on underage users, stating that social media apps "are made to be addictive" and made it difficult for parents to relate with their children. In late November 2025, B416's co-founder Anna Mowbray expressed support for the Government's social media age restriction bill but expressed disappointment that Luxon had not timed his announcement with the launch of the group's campaign. Generation-Z Aotearoa co-founder Lola Fisher has called on the New Zealand Government to consult with young people on the development of the legislation. === Government agencies and departments === In early October 2025, Privacy Commissioner Michael Webster expressed concern that social media platforms requiring users to prove their age via digital IDs could raise privacy concerns. Webster suggested that age verification systems could relay on various documents including passports. He said that age estimation technologies had high error rates and that age inference technologies relied on data mining. === Political parties === In early May 2025, the National Party government expressed support for a social media age restriction legislation. By contrast, its coalition partner ACT has opposed such legislation. ACT leader David Seymour described the ban as hasty and unworkable since it did not involve parents. Meanwhile, New Zealand First leader Winston Peters expressed support for a social media age restriction but said the bill should be subject to a select committee inquiry. The opposition Labour Party leader Chris Hipkins has expressed interest in a social media age restriction legislation but emphasised the need for consensus. Meanwhile, Green Party co-leader Chlöe Swarbrick said she wanted to learn more about the bill but described it as simplistic. Fellow Greens co-leader Marama Davidson said that the proposed bill would punish children and young people for the harm caused by big tech platforms. === Tech companies === In early October 2025, representatives of TikTok and Meta Platforms cautioned against proposed social media ban on under-16 years olds. During a one-day parliamentary inquiry, Ella Woods-Joyce, TikTok's public policy lead for Australia and New Zealand, and Mia Garlick, Meta's regional director of policy, expressed concern that the social media age restriction could send children and young people to less regulated online spaces. Woods-Joyce highlighted TikTok's policy of closing down accounts belonging to users under the age of 13 years while Garlick highlighted Meta's policy of placing users under the age of 16 in private accounts by default. In early February 2026 Meta's vice president and global head of safety, Antigone Da

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  • Media engagement framework

    Media engagement framework

    The media engagement framework is a planning framework used by marketing professionals to understand the behavior of social media marketing-based audiences. The construct was introduced in the book, ROI of Social Media. Powell’s background in marketing ROI and Groves' experience and understanding of the applications of social media in business led to a collaboration. Dimos joined as a brand strategist for Litmus Group, a global management consulting firm. The media engagement framework consists of the definitions of personas (Individuals, Consumers and Influencers), referenced by the competitive set or constraint that applies to that persona and the measurement framework that might be applied to those personas. It is referenced at the center of the marketing process diagram, surrounded by the marketing functions of strategy, tactics, metrics and ROI. The marketing process diagram describes how the media engagement framework can apply to any strategic marketing activity but was developed to establish a completely integrated framework describing how both traditional and social media marketing activities can be planned, executed, measured and improved. == Application == The media engagement framework provides a strategic planning construct in which measurements and metrics play a crucial role. Applying the media engagement framework aids in the development and management of an effective online marketing presence leveraging social media to engage a market or audience. By first personifying the audience, the marketer is able to identify the limiting aspect of the engagements possible with that audience segment and then, understand the type of engagement metrics to apply. Each persona makes decisions differently about how he/she acts in the social media universe. A framework metric can be applied for each of these personas: Endorsement funnel for influencers Community engagement funnel for individuals Purchase funnel for consumers Individuals, influencers and consumers make decisions based on alternatives available to them and constraints put on them. To engage with an individual brands must realize they are competing against the time an individual spends on line. If they find something else more engaging, they will engage with that activity. Brands compete against other brands for the purchases of consumers acting in the category. Lastly, influencers have only so many endorsements they can make and therefore brands compete with other endorsers for the endorsement of an influencer. Creating engaging content by keeping target audience in mind like create content that audience find it funny, interesting, and relatable will encourage audience to share it on social networks. Which will be beneficial for you brand, getting more people to know about your business and brand. Contact Digilord to create engaging content for your brand. Use of listening tools (Google Alerts, Twitter Search, SocialMention.com, Veooz.com, Alterian SM2, Radian6, Sysomos, Buzzient etc.) can be employed within the model to help identify the members of the audience segment and to support the formation of other social engagement planning and management tools.

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  • Strategic Air Command Digital Information Network

    Strategic Air Command Digital Information Network

    The Strategic Air Command DIgital Network (SACDIN) was a United States military computer network that provided computerized record communications, replacing the Data Transmission Subsystem and part of the Data Display Subsystem of the SAC Automated Command and Control System. SACDIN enabled a rapid flow of communications from headquarters SAC to its fielded forces, such as B-52 bases and ICBM Launch Control Centers. == Logistics == Major portions of SACDIN were developed, engineered and installed by the International Telephone and Telegraph (ITT) company, under contract to the Electronic Systems Center. == Chronology == 1969 - Headquarters SAC submits a request to the Joint Chiefs of Staff to study an expanded communications system, known as the SAC Total Information Network (SATIN). It would interconnect Air Force Satellite Communications (AFSATCOM), Advanced Airborne Command Post (AABNCP), Airborne Command Post (ABNCP), high frequency/single sideband radio HF/SSB radio, SAC Automated Command and Control System (SACCS), Automatic Digital Information Network (AUTODIN), Survivable Low Frequency Communications System (SLFCS) and Command Data Buffer (CDB) 1977 1 November - SATIN IV was effectively terminated by Congress. The restructured program was renamed SAC Digital Network (SACDIN), and was formulated to meet SAC's minimum essential data communications requirements, but also had the capability to grow in a modular fashion. 1986 ?? ??? - SACDIN replaces much of the SAC Automated Command and Control System (SACCS) and the SAC Automated Total Information Network (SATIN)

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  • Automated Mathematician

    Automated Mathematician

    The Automated Mathematician (AM) is one of the earliest successful discovery systems. It was created by Douglas Lenat in Lisp, and in 1977 led to Lenat being awarded the IJCAI Computers and Thought Award. AM worked by generating and modifying short Lisp programs which were then interpreted as defining various mathematical concepts; for example, a program that tested equality between the length of two lists was considered to represent the concept of numerical equality, while a program that produced a list whose length was the product of the lengths of two other lists was interpreted as representing the concept of multiplication. The system had elaborate heuristics for choosing which programs to extend and modify, based on the experiences of working mathematicians in solving mathematical problems. == Controversy == Lenat claimed that the system was composed of hundreds of data structures called "concepts", together with hundreds of "heuristic rules" and a simple flow of control: "AM repeatedly selects the top task from the agenda and tries to carry it out. This is the whole control structure!" Yet the heuristic rules were not always represented as separate data structures; some had to be intertwined with the control flow logic. Some rules had preconditions that depended on the history, or otherwise could not be represented in the framework of the explicit rules. What's more, the published versions of the rules often involve vague terms that are not defined further, such as "If two expressions are structurally similar, ..." (Rule 218) or "... replace the value obtained by some other (very similar) value..." (Rule 129). Another source of information is the user, via Rule 2: "If the user has recently referred to X, then boost the priority of any tasks involving X." Thus, it appears quite possible that much of the real discovery work is buried in unexplained procedures. Lenat claimed that the system had rediscovered both Goldbach's conjecture and the fundamental theorem of arithmetic. Later critics accused Lenat of over-interpreting the output of AM. In his paper Why AM and Eurisko appear to work, Lenat conceded that any system that generated enough short Lisp programs would generate ones that could be interpreted by an external observer as representing equally sophisticated mathematical concepts. However, he argued that this property was in itself interesting—and that a promising direction for further research would be to look for other languages in which short random strings were likely to be useful. == Successor == This intuition was the basis of AM's successor Eurisko, which attempted to generalize the search for mathematical concepts to the search for useful heuristics.

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  • Upworthy

    Upworthy

    Upworthy is a media brand that focuses on positive storytelling. It was started in March 2012 by Eli Pariser, the former executive director of MoveOn, and Peter Koechley, the former managing editor of The Onion. One of Facebook's co-founders, Chris Hughes, was an early investor. At its peak between 2012 and 2014, it reached up to 100 million people a month. In 2017, the company was acquired by Good Worldwide. == History == Upworthy was launched in 2012 with a focus on aggregating positive content, which aligned with Facebook's algorithm. Originally, Upworthy curators searched the internet for existing content to feature on the site. Once selected as an option, curators brainstormed different headlines and shareable images for the content, and tested it with a small sample of Upworthy's visitors before sharing it on the site. The site popularized a clickbait style of two-phrase headlines. The company simplifies issues that are controversial by nature, which are presented from a politically liberal point of view and are heavily fact-checked for accuracy. In June 2013, an article in Fast Company called Upworthy "the fastest growing media site of all time". It had 8.7 million unique monthly visitors in the first six months, and in November 2013, had a high of 87 million unique visitors in a single month. In 2013, Facebook changed its algorithm, leading to a significant decline in readers from that platform. Upworthy fired one round of writers in 2015, and another in 2016, after an unionization effort by some of the staff. The union involved, the Writers Guild of America, East, has organized several online "viral" news publishers. In January 2017, Upworthy was acquired by media company GOOD Worldwide. The newsrooms of the two organizations would merge as part of the acquisition. About 20 staffers were laid off as part of the merger. In March 2020, Upworthy saw a 65% increase in Instagram followers and a 47% increased interest in positive content on-site page views as a result of increased interest in positive content during the COVID-19 pandemic. In January 2023, National Geographic Books bought Good People: Stories From the Best of Humanity from Upworthy, with a publication date of September 3, 2024. The book is described as "a heartwarming collection of first-person tales that will provide comfort and inspiration to anyone who could use a little dose of joy right now". It was created by two senior Upworthy team members, Gabriel Reilich and Lucia Knell, and features 101 stories from Upworthy's audience. The co-creators encouraged Upworthy followers to connect with the brand through questions on their posts, opening the door for organic and personal stories to be shared in the comment sections. The book debuted on The New York Times nonfiction bestseller list on September 22, 2024, and remained on the list for two weeks. The book is seen in the top 10 on Publishers Weekly Fall 2024 Adult Preview: Lifestyle and on The Washington Post's "5 feel-good books".

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  • Cambridge Semantics

    Cambridge Semantics

    Cambridge Semantics is a privately held company headquartered in Boston, Massachusetts with an office in San Diego, California. The company is an enterprise big data management and exploratory analytics software company. == History == Cambridge Semantics was founded in 2007 by Sean Martin, Lee Feigenbaum, Simon Martin, Rouben Meschian, Ben Szekely and Emmett Eldred who all previously worked at IBM's Advanced Technology Internet Group. In 2012, Cambridge Semantics appointed Chuck Pieper as chief executive. Pieper was previously at Credit Suisse. In January 2016, Cambridge Semantics acquired SPARQL City and its graph database intellectual property. On April 18, 2024, Altair Engineering acquired Cambridge Semantics. On 26 March 2025, Siemens announced the acquisition of Altair. == Products == Anzo Smart Data Lake uses Semantic Web Technologies. It allows IT departments and their business users to access data. AnzoGraph DB Graph database. AnzoGraph DB is a massively parallel processing (MPP) native graph database built for diverse data harmonization and analytics at scale (trillions of triples and more), speed and deep link insights. It is used for embedded analytics that require graph algorithms, graph views, named queries, aggregates, geospatial, built-in data science functions, data warehouse-style BI and reporting functions. It allows users to load and query RDF data using SPARQL or Cypher for OLAP-style analytics. == Marketing == Cambridge Semantics named SIIA Codie award 2018 finalist. Cambridge Semantics named 2018 Gold Stevie Award Winner for 'Big Data Solutions'. Cambridge Semantics named KMWorld’s 2018 ‘100 Companies That Matter in Knowledge Management’. Cambridge Semantics named to Database Trends and Applications' 'Trend-Setting Products in Data and Information Management for 2018'. Cambridge Semantics named to KMWorld Trend-Setting Products of 2017. Cambridge Semantics named to Database Trends and Applications 'DBTA 100: The Companies That Matter Most in Data'. Cambridge Semantics named SIIA Codie award 2017 winner for ‘Best Text Analytics and Semantic Technology Solution’. Cambridge Semantics named 2017 Silver Stevie Award Winner for 'Big Data Solutions'. Cambridge Semantics named KMWorld’s 2017 ‘100 Companies That Matter in Knowledge Management’. Cambridge Semantics named SIIA Codie award 2016 finalist. Cambridge Semantics named KMWorld’s 2016 ‘100 Companies That Matter in Knowledge Management’ and KMWorld Trend-Setting Products of 2015. Cambridge Semantics named 2016 Bio-IT World Best of Show People's Choice Award Contenders and 2015 Bio-IT best of show finalist. Anzo Insider Trading Investigation and Surveillance named 2015 CODiE Award finalist. Cambridge Semantics Selected as Finalist for 2014 MIT Sloan CIO Symposium's Innovation Showcase. Cambridge Semantics named SIIA CODiE Award 2014 finalist. Cambridge Semantics Win 2013 SIIA CODiE Award for best business intelligence and analytics solution. Cambridge Semantics wins KMWorld 2012 Promise Award. Cambridge Semantics wins Best of Show at 2012 Bio-IT World Conference.

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