Google AI Image Generator

Google AI Image Generator — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Color histogram

    Color histogram

    In image processing and photography, a color histogram is a representation of the distribution of colors in an image. For digital images, a color histogram represents the number of pixels that have colors in each of a fixed list of color ranges that span the image's color space (the set of all possible colors). A color histogram can be built for any kind of color space, although the term is more often used for three-dimensional spaces such as RGB or HSV. For monochromatic images, the term intensity histogram may be used instead. For multi-spectral images, where each pixel is represented by an arbitrary number of measurements (for example, beyond the three measurements in RGB), a color histogram is N-dimensional, with N being the number of measurements taken. Each measurement has its own wavelength range of the light spectrum, some of which may be outside the visible spectrum. If the set of possible color values is sufficiently small, each of those colors may be placed on a range by itself; then the histogram is merely the count of pixels that have each possible color. Most often, the space is divided into an appropriate number of ranges, often arranged as a regular grid, each containing many similar color values. A color histogram may also be represented and displayed as a smooth function defined over the color space that approximates the pixel counts. Like other kinds of histograms, a color histogram is a statistic that can be viewed as an approximation of an underlying continuous distribution of color values. == Overview == Color histograms are flexible constructs that can be built from images in various color spaces, whether RGB, rg chromaticity or any other color space of any dimension. A histogram of an image is produced first by discretization of the colors in the image into a number of bins, and counting the number of image pixels in each bin. For example, a red–blue chromaticity histogram can be formed by first normalizing color pixel values by dividing RGB values by R+G+B, then quantizing the normalized R and B coordinates into N bins each. A two-dimensional histogram of red–blue chromaticity divided into four bins (N=4) may yield a histogram similar to this table: A histogram can be N-dimensional. Although harder to display, a three-dimensional color histogram for the above example could be thought of as four separate red–blue histograms, where each of the four histograms contains the red–blue values for a bin of green (0–63, 64–127, 128–191, and 192–255). The histogram provides a compact summarization of the distribution of data in an image. A color histogram of an image is relatively invariant with translation and rotation about the viewing axis, and varies only slowly with the angle of view. By comparing histogram signatures of two images and matching the color content of one image with the other, a color histogram is particularly well suited for the problem of recognizing an object of unknown position and rotation within a scene. Importantly, translation of an RGB image into the illumination invariant rg-chromaticity space allows the histogram to operate well in varying light levels. 1. What is a histogram? A histogram is a graphical representation of the number of pixels in an image. In a more simple way to explain, a histogram is a bar graph, whose X-axis represents the tonal scale (black at the left and white at the right), and Y-axis represents the number of pixels in an image in a certain area of the tonal scale. For example, the graph of a luminance histogram shows the number of pixels for each brightness level (from black to white), and when there are more pixels, the peak at the certain luminance level is higher. 2. What is a color histogram? A color histogram of an image represents the distribution of the composition of colors in the image. It shows different types of colors appeared and the number of pixels in each type of the colors appeared. The relation between a color histogram and a luminance histogram is that a color histogram can be also expressed as “three luminance histograms”, each of which shows the brightness distribution of each individual red/green/blue color channel. == Characteristics of a color histogram == A color histogram focuses only on the proportion of the number of different types of colors, regardless of the spatial location of the colors. The values of a color histogram are from statistics. They show the statistical distribution of colors and the essential tone of an image. In general, as the color distributions of the foreground and background in an image are different, there might be a bimodal distribution in the histogram. For the luminance histogram alone, there is no perfect histogram and in general, the histogram can tell whether it is over-exposure or not, but there are times when you might think the image is over exposed by viewing the histogram; however, in reality it is not. == Principles of the formation of a color histogram == The formation of a color histogram is rather simple. From the definition above, we can simply count the number of pixels for each 256 scales in each of the 3 RGB channel, and plot them on 3 individual bar graphs. In general, a color histogram is based on a certain color space, such as RGB or HSV. When we compute the pixels of different colors in an image, if the color space is large, then we can first divide the color space into certain numbers of small intervals. Each of the intervals is called a bin. This process is called color quantization. Then, by counting the number of pixels in each of the bins, we get a color histogram of the image. The concrete steps of the principles can be viewed in Example 1. == Examples == === Example 1 === Given the following image of a cat (an original version and a version that has been reduced to 256 colors for easy histogram purposes), the following data represents a color histogram in the RGB color space, using four bins. Bin 0 corresponds to intensities 0–63 Bin 1 is 64–127 Bin 2 is 128–191 and Bin 3 is 192–255. === Example 2 === Application in camera: Nowadays, some cameras have the ability to show the 3 color histograms when we take photos. We can examine clips (spikes on either the black or white side of the scale) in each of the 3 RGB color histograms. If we find one or more clipping on a channel of the 3 RGB channels, then this would result in a loss of detail for that color. To illustrate this, consider this example: We know that each of the three R, G, B channels has a range of values from 0 to 255 (8 bit). So consider a photo that has a luminance range of 0–255. Assume the photo we take is made of 4 blocks that are adjacent to each other and we set the luminance scale for each of the 4 blocks of original photo to be 10, 100, 205, 245. Thus, the image looks like the topmost figure on the right. Then, we overexpose the photo a little, say, the luminance scale of each block is increased by 10. Thus, the luminance scale for each of the 4 blocks of new photo is 20, 110, 215, 255. Then, the image looks like the second figure on the right. There is not much difference between both figures, all we can see is that the whole image becomes brighter (the contrast for each of the blocks remain the same). Now, we overexpose the original photo again, this time the luminance scale of each block is increased by 50. Thus, the luminance scale for each of the 4 blocks of the new photo is 60, 150, 255, 255. The new image now looks like the third figure on the right. Note that the scale for the last block is 255 instead of 295, for 255 is the top scale and thus the last block has clipped. When this happens, we lose the contrast of the last 2 blocks, and thus we cannot recover the image no matter how we adjust it. To conclude, when taking photos with a camera that displays histograms, always keep the brightest tone in the image below the largest scale 255 on the histogram in order to avoid losing details. == Drawbacks and other approaches == The main drawback of histograms for classification is that the representation is dependent on the color of the object being studied, ignoring its shape and texture. Color histograms can potentially be identical for two images with different object content which happens to share color information. Conversely, without spatial or shape information, similar objects of different color may be indistinguishable based solely on color histogram comparisons. There is no way to distinguish a red and white cup from a red and white plate. Put it another way: histogram-based algorithms have no concept of a generic 'cup', and a model of a red and white cup is no use when given an otherwise identical blue and white cup. Another problem is that color histograms have high sensitivity to noisy interference such as lighting intensity changes and quantization errors. High dimensionality (bins) color histograms are also another issue. Some color histogram feature spaces often occupy more than one hundred di

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  • Event cinema

    Event cinema

    Event cinema sometimes called alternative content cinema or livecasts refers to the use of movie theaters to display a varied range of live and recorded entertainment excluding traditional films, such as sport, opera, musicals, ballet, music, one-off TV specials, current affairs, comedy and religious services. == History and development == Event Cinema was set up at the start of the century with rock concerts by Bon Jovi (2001), David Bowie (2003), and Robbie Williams (2005) bringing non-film audiences into cinemas that had newly installed digital equipment. The Metropolitan Opera in New York through their partnership with Fathom Events is acknowledged as the trailblazer in this area, aggressively seeking out new markets and setting high standards for live broadcasts via satellite. Emulated by other opera houses worldwide such as the Royal Opera House following a close second, Glyndebourne, La Scala and the Sydney Opera House the genre of opera within the 'Event Cinema' industry has been a huge success, and has brought new, younger audiences into cash-strapped opera houses depended on state funding and wealthy benefactors for the first time - an unforeseen and happy consequence of digitisation. Ballet and theater have also been very successful, as have rock concerts, both live and recorded. The UK's National Theatre has been a huge success here with their season of live broadcasts under the banner 'NT Live', featuring big name casts such as Helen Mirren, whose recent turn as Queen Elizabeth II in The Audience was a sell out everywhere. (This was in partnership with another West End theatre and the NT are keen to help other theatres maximise their potential through live broadcasts). The Globe and the Royal Shakespeare Company are also producing work for live broadcast and recorded exhibition. As digitisation of cinemas matures, the Event Cinema industry is growing. The strongest territory is the US, followed by the UK and mainland European territories. Latin America is also a very strong market. Recent additions include Pompeii Live, a unique exhibition by the UK's British Museum, featuring celebrities and curators taking the audience on a live tour around the recreated set of Pompeii within the museum itself, and they are also exploring the schools market for the first time, following the live broadcast on June 18 with a daytime broadcast aimed at UK schools for the first time. If successful this will no doubt prove a model for future museums to emulate. An added incentive for exhibitors is the ability to show alternative content, i.e. alternative to mainstream, studio-driven content, such as live special events, sports, pre-show advertising and other digital or video content. In industry terms this has become known as 'Alternative Content', but has recently become known more widely as 'Event Cinema'. === Expanding markets === Some low-budget films that would normally not have a theatrical release because of distribution costs might be shown in smaller engagements than the typical large release studio pictures. The cost of duplicating a digital "print" is very low, so adding more theaters to a release has a small additional cost to the distributor. Movies that start with a small release could scale to a much larger release quickly if they were sufficiently successful, opening up the possibility that smaller movies could achieve box office success previously out of their reach. ==== Technical specifications ==== Event Cinema is also finding a market in 3rd world countries in which the higher costs and quality of DCI equipment are not yet affordable, as crucially there are no DCI specifications for Alternative Content as there is in mainstream [studio] content. This has led to an explosion in the variety of content on offer, but a lack of standardisation has led to questionable quality at times. As the industry matures, this lack of regulation is expected to change and there are moves afoot to introduce codes of practice and technical specifications. Recorded content complements mainstream studio content by maximising the 'downtime' that plagues the cinema industry, where screens worldwide spend a large proportion of their time in darkness and cinemas empty. Some cinema chains have targeted pensioners in particular, offering free tea and coffee for afternoon matinees of recorded opera, for example. Digital Cinema Packages (DCPs) have been useful to cinemas not yet equipped with satellite broadcasting capability and has enabled exhibitors to build their Event Cinema audience, which is not generally the 18-24 demographic that multiplexes are targeting. ==== New Audiences ==== Event Cinema has seen a return of an older, affluent audience, previously turned off by the multiplex experience, and cinemas are starting to capitalise on this by offering waiter-serviced, high class finger food and alcoholic beverages, complete with bars and restaurants, a world away from the traditional popcorn/soft drink model; art house cinemas are increasingly marketing themselves as 'destination' venues for an evening's entertainment, somewhere to spend an entire evening, rather than just a couple of hours. As exhibition admissions have plateau'd in recent years due to the explosion in VOD, tablet and mobile content technology, this new revenue stream has been a surprise and welcome addition to the cinema industry, though the US studios have been cautious in embracing the change as yet. The thrill of Live broadcasts means they are generally regarded as more popular than recorded events, but there are exceptions; artists with a loyal cult or teenage following tend to do particularly well in this area, as concert films featuring artists such as the Grateful Dead, Pearl Jam, JLS, Led Zeppelin and the Rolling Stones have shown. ==== The Future ==== As more and more distributors are emerging, offering an increasingly broad range of content to cinemas worldwide, the landscape itself is shifting: screen advertising companies, technical providers, and exhibitors themselves are reinventing themselves as Alternative Content or Event Cinema distributors, and the industry is witnessing a re-evaluation of business models and practices worldwide. Predictions are that this industry could be work in excess of US$1bn by 2015. An illustration of the growth of this industry is the news the establishment of a European trade association promoting the industry to the general public and supporting those involved in it and the Event Cinema Association.

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  • Prix Ars Electronica

    Prix Ars Electronica

    The Prix Ars Electronica is one of the best known and longest running yearly prizes in the field of electronic and interactive art, computer animation, digital culture and music. It has been awarded since 1987 by Ars Electronica (Linz, Austria). In 2005, the Golden Nica, the highest prize, was awarded in six categories: "Computer Animation/Visual Effects," "Digital Musics," "Interactive Art," "Net Vision," "Digital Communities" and the "u19" award for "freestyle computing." Each Golden Nica came with a prize of €10,000, apart from the u19 category, where the prize was €5,000. In each category, there are also Awards of Distinction and Honorary Mentions. The Golden Nica trophy is a replica of the Greek Nike of Samothrace. It is a handmade gold-plated wooden statuette that is approximately 35 cm high with a wingspan of about 20 cm. "Prix Ars Electronica" is a phrase composed of French, Latin and Spanish words, loosely translated as "Electronic Arts Prize." == Golden Nica winners == === Computer animation / film / vfx === The "Computer Graphics" category (1987–1994) was open to different kinds of computer images. The "Computer Animation" (1987–1997) was replaced by the current "Computer Animation/Visual Effects" category in 1998. ==== Computer Graphics ==== 1987 – Figur10 by Brian Reffin Smith, UK 1988 – The Battle by David Sherwin, US 1989 – Gramophone by Tamás Waliczky, HU 1990 – P-411-A by Manfred Mohr, Germany 1991 – Having encountered Eve for the second time, Adam begins to speak by Bill Woodard, US 1992 – RD Texture Buttons by Michael Kass and Andrew Witkin, US 1993 – Founders Series by Michael Tolson, US 1994 – Jellylife / Jellycycle / Jelly Locomotion by Michael Joaquin Grey, US ==== Computer Animation ==== 1987 – Luxo Jr. by John Lasseter, US 1988 – Red's Dream by John Lasseter, US 1989 – Broken Heart by Joan Staveley, US 1990 – Footprint by Mario Sasso and Nicola Sani, IT 1991 – Panspermia by Karl Sims, US 1992 – Liquid Selves / Primordial Dance by Karl Sims, US 1993 – Lakmé by Pascal Roulin, BE 1994 – Jurassic Park by Dennis Muren, Mark Dippé and Steve Williams, US/CA Distinction: Quarxs by Maurice Benayoun, FR Distinction: K.O. Kid by Marc Caro, FR 1995 – God's Little Monkey by David Atherton and Bob Sabiston, US 1996 – Toy Story by John Lasseter, Lee Unkrich and Ralph Eggleston, US 1997 – Dragonheart by Scott Squires, Industrial Light & Magic (ILM), US ==== Computer Animation/Visual Effects ==== 1998 – The Sitter by Liang-Yuan Wang, TW Titanic by Robert Legato and Digital Domain, US 1999 – Bunny by Chris Wedge, US What Dreams May Come by Mass Illusions, POP, Digital Domain, Vincent Ward, Stephen Simon and Barnet Bain, US 2000 – Maly Milos by Jakub Pistecky, CA Maaz by Christian Volckman, FR 2001 – Le Processus by Xavier de l’Hermuzičre and Philippe Grammaticopoulos, FR 2002 – Monsters, Inc. by Andrew Stanton, Lee Unkrich, Pete Docter and David Silverman, US 2003 – Tim Tom by Romain Segaud and Cristel Pougeoise, FR 2004 – Ryan by Chris Landreth, US. Distinction: Parenthèse from Francois Blondeau, Thibault Deloof, Jérémie Droulers, Christophe Stampe, France Distinction: Birthday Boy from Sejong Park, Australia 2005 – Fallen Art by Tomek Baginski, Poland. Distinction: The Incredibles from Pixar Distinction: City Paradise by Gaëlle Denis (UK), Passion Pictures (FR) 2006 – 458nm by Jan Bitzer, Ilija Brunck, Tom Weber, Filmakademie Baden-Württemberg, Germany. Distinction: Kein platz Für Gerold by Daniel Nocke / Studio Film Bilder, Germany Distinction: Negadon, the monster from Mars, by Jun Awazu, Japan 2007 – Codehunters by Ben Hibon, (UK) 2008 – Madame Tutli-Putli by Chris Lavis, Maciek Szczerbowski. (Directors), Jason Walker (Special Visual Effects), National Film Board of Canada 2009 – HA'Aki by Iriz Pääbo, National Film Board of Canada 2010 – Nuit Blanche by Arev Manoukian (Director), Marc-André Gray (Visual Effects Artist), National Film Board of Canada 2011 – Metachaos by Alessandro Bavari (IT) 2012 – Rear Window Loop by Jeff Desom (LU) Distinction: Caldera by Evan Viera/Orchid Animation (US) Distinction: Rise of the Planet of the Apes by Weta Digital (NZ)/Twentieth Century Fox 2013 – Forms by Quayola (IT), Memo Akten (TR) Distinction: Duku Spacemarines by La Mécanique du Plastique (FR) Distinction: Oh Willy… by Emma De Swaef (BE), Marc James Roels (BE) / Beast Animation 2014 – Walking City by Universal Everything (UK) 2015 – Temps Mort by Alex Verhaest (BE)[1] Distinction: Bär by Pascal Floerks (DE) Distinction: The Reflection of Power by Mihai Grecu (RO/HU) === Digital Music === This category is for those making electronic music and sound art through digital means. From 1987 to 1998 the category was known as "Computer music." Two Golden Nicas were awarded in 1987, and none in 1990. There was no Computer Music category in 1991. 1987 – Peter Gabriel and Jean-Claude Risset 1988 – Denis Smalley 1989 – Kaija Saariaho 1990 – None 1991 – Category omitted 1992 – Alejandro Viñao 1993 – Bernard Parmegiani 1994 – Ludger Brümmer Distinction: Jonathan Impett 1995 – Trevor Wishart 1996 – Robert Normandeau 1997 – Matt Heckert 1998 – Peter Bosch and Simone Simons (joint award) 1999 – Come to Daddy by Aphex Twin (Richard D. James) and Chris Cunningham (joint award) Distinction: Birthdays by Ikue Mori (JP) Distinction: Mego (label), Hotel Paral.lel by Christian Fennesz, Seven Tons For Free by Peter Rehberg (a.k.a. Pita) 2000 – 20' to 2000 by Carsten Nicolai Distinction: Minidisc by Gescom Distinction: Outside the Circle of Fire by Chris Watson 2001 – Matrix by Ryoji Ikeda 2002 – Man'yo Wounded 2001 by Yasunao Tone 2003 – Ami Yoshida, Sachiko M and Utah Kawasaki (joint award) 2004 – Banlieue du Vide by Thomas Köner 2005 – TEO! A Sonic Sculpture by Maryanne Amacher 2006 – L'île ré-sonante by Éliane Radigue 2007 – Reverse-Simulation Music by Mashiro Miwa 2008 – Reactable by Sergi Jordà (ES), Martin Kaltenbrunner (AT), Günter Geiger (AT) and Marcos Alonso (ES) 2009 – Speeds of Time versions 1 and 2 by Bill Fontana (US) 2010 – rheo: 5 horizons by Ryoichi Kurokawa (JP) 2011 – Energy Field by Jana Winderen (NO) 2012 – "Crystal Sounds of a Synchrotron" by Jo Thomas (GB) 2013 – frequencies (a) by Nicolas Bernier (CA) Distinction: SjQ++ by SjQ++ (JP) Distinction: Borderlands Granular by Chris Carlson (US) 2015 – Chijikinkutsu by Nelo Akamatsu (JP) Distinction: Drumming is an elastic concept by Josef Klammer (AT) Distinction: Under Way by Douglas Henderson (DE) 2017 – Not Your World Music: Noise In South East Asia by Cedrik Fermont (CD/BE/DE), Dimitri della Faille (BE/CA) Distinction: Gamelan Wizard by Lucas Abela (AU), Wukir Suryadi (ID) und Rully Shabara (ID) Distinction: Corpus Nil by Marco Donnarumma (DE/IT) === Hybrid art === 2007 – Symbiotica 2008 – Pollstream – Nuage Vert by Helen Evans (FR/UK) and Heiko Hansen (FR/DE) HeHe 2009 – Natural History of the Enigma by Eduardo Kac (US) 2010 – Ear on Arm by Stelarc (AU) 2011 – May the Horse Live in me by Art Orienté Objet (FR) 2012 – Bacterial radio by Joe Davis (US) Distinction: Free Universal Construction Kit (F.U.C.K.) by Golan Levin and Shawn Sims 2013 – Cosmopolitan Chicken Project, Koen Vanmechelen (BE) 2015 – Plantas Autofotosintéticas, Gilberto Esparza (MX) 2017 – K-9_topology, Maja Smrekar (SI) === [the next idea] voestalpine Art and Technology Grant === 2009 – Open_Sailing by Open_Sailing Crew led by Cesar Harada. 2010 – Hostage by [Frederik De Wilde]. 2011 – Choke Point Project by P2P Foundation (NL). 2012 – qaul.net – tools for the next revolution by Christoph Wachter & Mathias Jud 2013 – Hyperform by Marcelo Coelho (BR), Skylar Tibbits (US), Natan Linder (IL), Yoav Reaches (IL) Honorary Mentions: GravityLight by Martin Riddiford (GB), Jim Reeves (GB) 2014 – BlindMaps by Markus Schmeiduch, Andrew Spitz and Ruben van der Vleuten 2015 – SOYA C(O)U(L)TURE by XXLab (ID) – Irene Agrivina Widyaningrum, Asa Rahmana, Ratna Djuwita, Eka Jayani Ayuningtias, Atinna Rizqiana === Interactive Art === Prizes in the category of interactive art have been awarded since 1990. This category applies to many categories of works, including installations and performances, characterized by audience participation, virtual reality, multimedia and telecommunication. 1990 – Videoplace installation by Myron Krueger 1991 – Think About the People Now project by Paul Sermon 1992 – Home of the Brain installation by Monika Fleischmann and Wolfgang Strauss 1993 – Simulationsraum-Mosaik mobiler Datenklänge (smdk) installation by Knowbotic Research 1994 – A-Volve environment by Christa Sommerer and Laurent Mignonneau 1995 – the concept of Hypertext, attributed to Tim Berners-Lee 1996 – Global Interior Project installation by Masaki Fujihata 1997 – Music Plays Images X Images Play Music concert by Ryuichi Sakamoto and Toshio Iwai 1998 – World Skin, a Photo Safari in the Land of War installation by Jean-Baptiste Barrière and Maurice Benayoun 1999 – Difference Engine #3 by construct and Lynn Hershman 2000 – Vectorial Elevati

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  • Digital scrapbooking

    Digital scrapbooking

    Digital scrapbooking is the term for the creation of a new 2D artwork by re-combining various graphic elements. It is a form of scrapbooking that is done using a personal computer, digital or scanned photos and computer graphics software. It is a relatively new form of the traditional print scrapbooking. Recent advances in technology now enable the craft to be pursued on tablets and smart devices utilising imaging apps as well as hobby specific apps, some of which have been created specifically by brands for use with their own image products. Digital scrapbooking kits are available to purchase and download at many websites that specialize in the craft. Kits contain graphics and word-art and are usually themed and color-coordinated. They usually consist of a mix of background images and "cut out" [extracted] images containing alpha channels. Once a kit has been downloaded to the computer or device, it can then be used over and over again to make new scrapbook pages (scrapbook layouts) within the software program that one chooses to use, often in combination with the users's own family photographs, scanned keepsakes and other unique personal elements scanned on a flatbed scanner. Scanning is usually done at 300dpi, to make the resulting images suitable for print. == Licensing and Copyright == Kits are sometimes licensed differently from other forms of traditional royalty-free stock images that may be purchased per-item or in sets at online stock photography sites. Some kit packs will be wholly royalty-free, but some kit makers may restrict usage to non-commercial work only. Some may specifically forbid the use of their work in projects for commercial gain, for example greetings cards and gift tags that may be made with their kits. Licensing often varies from kit to kit, even from the same maker. Some kits include derivative works of public domain material. In contrast to stock, creators of digital scrapbooking kits often require a credit or byline to indicate that their image elements have been used in a new creation. == Uses == Some artistic individuals combine digital scrapbooking with traditional scrapbooking to create what's known as hybrid scrapbooking projects. Hybrid scrapbooking involves creating layouts on the computer using digital supplies that will then be printed and combined with traditional supplies such as buttons, ribbons and other elements. Conversely, a hybrid scrapbook project may also be created using traditional paper supplies and augmented with digital elements that have been printed and cut out specifically for use on the project. Journaling may be done within the software programs to accompany images and to create digital storybooks, or scrapbooks, which are then published in photo books via various popular print-on-demand services, printed and added to traditional scrapbooks, burned to CDs or posted on the Web. Digital Scrapbooking may also be done online by uploading photos to a specialist scrapbooking website and utilising their custom built platforms and decorative image elements to complete the projects for print to finished products, for example photo books and holiday greeting cards. == Market Size == The traditional scrapbooking market appeared to decline somewhat in the USA since 2010, probably due to the 2008 financial crisis, and the digital scrapbooking market (being potentially a much cheaper form of scrapbooking) may have increased accordingly. Both markets currently appear to have recovered lost ground and expanded since the beginning of the COVID-19 pandemic as many people sought to productively fill their time during lockdowns, quarantines and self-isolation / stay at home directions. == Digital scrapbooking software == The main software programs that are typically used are Adobe Photoshop, Adobe Photoshop Elements, paint.net (freeware), Filter Forge, Corel Paintshop Pro, and GIMP. Additionally Adobe offer the Photoshop iOS product using the same code base as the desktop version to drive the app version. == Digital scrapbooking supplies == Digital scrapbooking supplies are downloaded from the Internet and then stored on a computer or external hardrive, DVD or CD media, SD cards, or in the cloud, to be used as needed. Both paid and free digital scrapbooking supplies available from numerous designers on their blogs or in e-commerce stores either as solo designers or as part of a wide cohort of designers working cooperatively in large full service e-commerce websites. Usually designed at 300ppi image resolution, digital scrapbooking product offerings and supplies often include: Full coordinated kits containing digital background “papers”, decorative alphabets, and diverse embellishments generally containing a mixture of .JPG and .PNG files; "Quick pages", flattened files containing a completed page layout with transparent photo windows in .PNG file format; Digital templates, fully layered layouts i.e. pages that have had the composition pre-designed ready for use in an imaging program or app, fully customizable for color schemes, kit choices, photographs and other embellishments, generally supplied in either .PSD or .TIF file format; Hybrid “quick pages”, i.e. layouts that are both fully designed and fully layered for customization, generally supplied in either .PSD or .TIF file format; Adobe Photoshop actions, brushes, custom shapes, paths and styles, saved in their respective native Photoshop file formats; and Corel PaintShop Pro equivalent tools.

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  • RCUDA

    RCUDA

    rCUDA, which stands for Remote CUDA, is a type of middleware software framework for remote GPU virtualization. Fully compatible with the CUDA application programming interface (API), it allows the allocation of one or more CUDA-enabled GPUs to a single application. Each GPU can be part of a cluster or running inside of a virtual machine. The approach is aimed at improving performance in GPU clusters that are lacking full utilization. GPU virtualization reduces the number of GPUs needed in a cluster, and in turn, leads to a lower cost configuration – less energy, acquisition, and maintenance. The recommended distributed acceleration architecture is a high performance computing cluster with GPUs attached to only a few of the cluster nodes. When a node without a local GPU executes an application needing GPU resources, remote execution of the kernel is supported by data and code transfers between local system memory and remote GPU memory. rCUDA is designed to accommodate this client-server architecture. On one end, clients employ a library of wrappers to the high-level CUDA Runtime API, and on the other end, there is a network listening service that receives requests on a TCP port. Several nodes running different GPU-accelerated applications can concurrently make use of the whole set of accelerators installed in the cluster. The client forwards the request to one of the servers, which accesses the GPU installed in that computer and executes the request in it. Time-multiplexing the GPU, or in other words sharing it, is accomplished by spawning different server processes for each remote GPU execution request. == rCUDA v20.07 == The rCUDA middleware enables the concurrent usage of CUDA-compatible devices remotely. rCUDA employs either the InfiniBand network or the socket API for the communication between clients and servers. rCUDA can be useful in three different environments: Clusters. To reduce the number of GPUs installed in High Performance Clusters. This leads to energy savings, as well as other related savings like acquisition costs, maintenance, space, cooling, etc. Academia. In commodity networks, to offer access to a few high performance GPUs concurrently to many students. Virtual Machines. To enable the access to the CUDA facilities on the physical machine. The current version of rCUDA (v20.07) supports CUDA version 9.0, excluding graphics interoperability. rCUDA v20.07 targets the Linux OS (for 64-bit architectures) on both client and server sides. CUDA applications do not need any change in their source code in order to be executed with rCUDA.

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  • Common-mode signal

    Common-mode signal

    In electrical engineering, a common-mode signal is the identical component of voltage present at both input terminals of an electrical device. In telecommunication, the common-mode signal on a transmission line is also known as longitudinal voltage. Common-mode interference (CMI) is a type of common-mode signal. Common-mode interference is interference that appears on both signal leads, or coherent interference that affects two or more elements of a network. In most electrical circuits, desired signals are transferred by a differential voltage between two conductors. If the voltages on these conductors are U1 and U2, the common-mode signal is the average of the voltages: U cm = U 1 + U 2 2 {\displaystyle U_{\text{cm}}={\frac {U_{1}+U_{2}}{2}}} When referenced to the local common or ground, a common-mode signal appears on both lines of a two-wire cable, in phase and with equal amplitudes. Technically, a common-mode voltage is one-half the vector sum of the voltages from each conductor of a balanced circuit to local ground or common. Such signals can arise from one or more of the following sources: Radiated signals coupled equally to both lines, An offset from signal common created in the driver circuit, or A ground differential between the transmitting and receiving locations. Noise induced into a cable, or transmitted from a cable, usually occurs in the common mode, as the same signal tends to be picked up by both conductors in a two-wire cable. Likewise, RF noise transmitted from a cable tends to emanate from both conductors. Elimination of common-mode signals on cables entering or leaving electronic equipment is important to ensure electromagnetic compatibility. Unless the intention is to transmit or receive radio signals, an electronic designer generally designs electronic circuits to minimise or eliminate common-mode effects. == Methods of eliminating common-mode signals == Differential amplifiers or receivers that respond only to voltage differences, e.g. those between the wires that constitute a pair. This method is particularly suited for instrumentation where signals are transmitted through DC bias. For sensors with very high output impedance that require very high common-mode rejection ratio, a differential amplifier is combined with input buffers to form an instrumentation amplifier. An inductor where a pair of signaling wires follow the same path through the inductor, e.g. in a bifilar winding configuration such as used in Ethernet magnetics. Useful for AC and DC signals, but will filter only higher frequency common-mode signals. A transformer, which is useful for AC signals only, and will filter any form of common-mode noise, but may be used in combination with a bifilar wound coil to eliminate capacitive coupling of higher frequency common-mode signals across the transformer. Used in twisted pair Ethernet. Common-mode filtering may also be used to prevent egress of noise for electromagnetic compatibility purposes: High frequency common-mode signals (e.g., RF noise from a computing circuit) may be blocked using a ferrite bead clamped to the outside of a cable. These are often observable on laptop computer power supplies near the jack socket, and good quality mouse or printer USB cables and HDMI cables. Switch mode power supplies include common and differential mode filtering inductors to block the switching signal noise returning into mains wiring. Common-mode rejection ratio is a measure of how well a circuit eliminates common-mode interference.

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  • Modulation error ratio

    Modulation error ratio

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

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  • Cyber-Duck

    Cyber-Duck

    Cyber-Duck is a digital transformation agency founded in 2005 and based in Elstree, United Kingdom. The company specialises in user experience (UX), software development and digital optimisation. The company employs over 90 staff in the UK and Europe. It works with clients from the financial, pharmaceutical, sport, motoring and security sectors, among others. These include the Bank of England, Cancer Research UK, GOV.UK Verify partner CitizenSafe, The Commonwealth of Nations and Sport England. == History == Cyber-Duck was founded in 2005 by Danny Bluestone in his flat in Mill Hill, United Kingdom. After a few months, the firm moved into its first office in Borehamwood. Projects with Ogilvy, London Creative and Wisteria followed before Cyber-Duck moved to offices in Devonshire House, Borehamwood. In 2010, the firm was commissioned to develop a website for the European Commission in the UK. In 2011, the company moved to a self-contained premises in Elstree, Hertfordshire. Shortly afterward, Cyber-Duck was listed on the Deloitte Technology Fast 500 EMEA in recognition of its substantial revenue growth over the previous five years. As the company grew, its expertise also broadened. This resulted in guest spots on several television shows. Cyber-Duck was featured in an episode of the Gadget Show in 2011, and Chief Production Officer Matt Gibson appeared on BBC Watchdog in 2013 to assist in researching websites and their checkout processes. The firm continued to attract business from companies in London, so the decision was made to open a new office in central London. The Farringdon office opened in 2015, and was followed by a rebrand. In 2016, Cyber-Duck went on to work with the Bank of England. Ahead of the launch of the new polymer £5 note, featuring Winston Churchill, the company was tasked with creating a user-friendly website to showcase the new banknote and promote public awareness. The success of the campaign led to further commissions, including 2017's website the New Ten and a redesign of the Bank of England's main website. The firm underwent significant growth in 2020, beginning working partnerships with Sport England and the College of Policing. During this time they also launched DevOps as a new service. In 2022, the Farringdon office closed and was relocated to a new office space in Holborn. The Laravel, Drupal and DevOps teams expanded, and Cyber-Duck became the lead Digital Agency for Worcester, Bosch Group. Several members of the team appeared on The Digital Society on Sky UK. == Awards and accreditations == Cyber-Duck is known for its focus on process accreditation as a driver of creativity. In 2011, the company obtained its first ISO 9241 accreditation in Human Centred Design for interactive systems. Two years later, Cyber-Duck obtained a further certification, the ISO 9001 for Quality Management Systems. It acquired another certification in 2016 with the ISO 27001 – the focus of this accreditation was Information Security Management. In 2022, Cyber-Duck gained the ISO 14001 certification in Environmental Management. Cyber-Duck's digital products have won numerous Wirehive 100, BIMA and Webby awards. Notably, the company's UX Companion, a free iOS and Android app that is a glossary of UX theories, featured in Usability Geek and Smashing Magazine. In 2021 they were awarded as one of the UK's 100 Best Small Companies to work for, and BIMA10 shortlisted for their work with Sport England and This Girl Can.

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  • Adobe PhotoDeluxe

    Adobe PhotoDeluxe

    PhotoDeluxe was a consumer-oriented image editing software line published by Adobe Systems from 1996 until July 8, 2002. At that time it was replaced by Adobe's newly launched consumer-oriented image editing software Photoshop Elements. Adobe no longer provides technical support for the PhotoDeluxe software line. PhotoDeluxe had a range of image processing capabilities for the home photographer and image handler. These included removing red-eye, cropping, and adjusting brightness, contrast, and sharpness. It also included software to extract pictures from an image scanner. Among the functionality included was the ability to dynamically resize photos and export them in a wide range of formats. It also had a range of printing options including printing multiple copies of an image on the same page. It was often bundled free with Epson scanners or as free software with new computers. == Features == Despite the critical concerns regarding the quality of the setup, Photo Deluxe supports layering, blurs, sharpening, cloning, gradient fills, color and background switches, color variations, resizing options, and many other features. Another drawback of PhotoDeluxe was that it was designed for Mac computers, so working on Windows PC was a problem for those who were unable to customize their preferences. == Versions == === Adobe PhotoDeluxe 1.0 === The first version was released in 1996 for Windows and Macintosh computers. In one year, it sold over one million copies. === Adobe PhotoDeluxe 2.0 === The new version was released in 1997 and had added features such as a Clone Tool, red-eye removal, and sample templates for making posters, cards, and calendars. It also had new special effect features. === Adobe PhotoDeluxe 3.0 === The 3rd version was released in 1998. The new features included customizable clipart settings, the ability to import photos on the web, enhanced repair activities following Guided Activities, and Adobe Connectables to add new activities. === Adobe PhotoDeluxe Home Edition (4.0) === Version 4.0 was created by the makers of Photoshop. It had advanced abilities such as tools to add animation, voice, and music to a picture. It also had features to restore photos to their original position. == History == Adobe PhotoDeluxe 1.0 was released in 1996 for Macintosh computers, initially retailing for an MSRP of $49. The software did quite well, reportedly selling over a million copies by February of the next year, primarily due to bundles with companies like Apple and Hewlett-Packard. PhotoDeluxe was primarily advertised to consumers as a way to do basic photo manipulation, such as cropping and rotating images, or creating simple cards and calendars. PhotoDeluxe 2.0 was released in 1997, and was the last version of PhotoDeluxe that Adobe made that worked on Macs. PhotoDeluxe 2.0 became the "number one selling consumer photo-editing software product in the world." PhotoDeluxe 3.0 was released in 1998, where it was rebranded as "3.0 Home Edition", as Adobe released PhotoDeluxe Business Edition later that year for a higher price. PhotoDeluxe Home Edition, unofficially called PhotoDeluxe 4.0, was released in 1999 and was the last version of PhotoDeluxe to be released. Adobe officially cancelled PhotoDeluxe on July 8, 2002, citing the presence of Photoshop and Photoshop Elements, with support being officially cancelled in mid-2003. No version of PhotoDeluxe is compatible with Windows 10, rendering the program obsolete. == Pricing == All home versions of PhotoDeluxe retailed for an MSRP of $49. PhotoDeluxe 2.0 and onwards allowed users to upgrade from a previous version of PhotoDeluxe or a competing piece of graphics software for $39. Additionally PhotoDeluxe Business Edition allowed a similar deal, allowing users to upgrade from other versions of PhotoDeluxe or a competing software for $59, instead of its normal price of $99. Adobe also offered a bundle allowing users of 1.0 or 2.0 to get 3.0 and Business Edition for $79.

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  • Cardiovascular health awareness in Nepal

    Cardiovascular health awareness in Nepal

    Cardiovascular health awareness in Nepal has improved in recent times. It has emerged as a cost-effective tool for prevention of heart disease in recent years. == Background == Cardiovascular diseases in Nepal is responsible for maximum number of deaths and rapid urbanization possess extra threat in this situation emphasizing need for widespread awareness campaigns. Efforts to enhance cardiovascular health awareness among the general public, particularly through social media platforms, have proven pivotal in motivating individuals to adopt healthier lifestyle choices and improve heart health in Nepal in recent years. These awareness initiatives, often organized on special occasions such as World Heart Day of World Heart Federation, World Hypertension Day, and World Health Day of World Health Organization, have garnered active participation from the public, reflecting a growing interest in health-related information. Notably, various hospitals, organizations, and health professionals actively contribute to cardiovascular health awareness in Nepal. The prevalence of heart health-related content on social media platforms indicates a substantial dissemination of information. The engagement of a large number of followers underscores the audience's keen interest in health matters, evident in the significant engagement on various social media accounts and pages. During an event of cardiovascular health awareness a Guinness World Record was achieved on World Heart Day 2023. A Facebook live awareness programme on heart health prevention attracted 11,212 viewers during the 30-minute presentation and was awarded the "Most viewers for a cardiovascular health awareness live stream on Facebook" by Guinness World Record signifying depth of public involvement and importance of social media use in health awareness. In 2014, a 11-day heart camp was conducted in Nepal to raise awareness . In 2015, a is a heart health education program " Mission to Save Heart" was conducted to empower health professionals to manage heart attacks and reduce heart disease deaths.

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  • Daylight Computer Co.

    Daylight Computer Co.

    Daylight Computer Co. is a Public Benefit Company that designs and manufactures devices that do not emit blue light or flicker. Anjan Katta, the company's founder and CEO, stated that he started the company to reduce his personal eyestrain and the distraction that came with conventional devices. The first device that the company released is the Daylight DC-1, a tablet using a monochrome transflective liquid-crystal display designed for outdoor use, while also being usable indoors with an amber backlight. The company's goal is to create a "healthy computer." == History == In June 2018, Anjan Katta began the process of designing a device that did not emit blue light or flicker. He was inspired by the Kindle stating that he wanted to create a device that was, "an analog object that happens to have digital magical capabilities.” By 2020, he created his first scientific prototype and created the first proof-of-concept prototype in 2021. In the early research and development stages of the device, Katta had spent $300,000 of his own money. Eventually, Katta obtained a $12 million investment from current and former executives of companies such as Oculus, Pinterest, and Dropbox. In 2024, the company held a launch party at the Conservatory of Flowers in Golden Gate Park for the Daylight DC1, the company's first device. The event had roughly 200 attendees. Later that year, Daylight sold out its first run of 5,000 devices. The Daylight DC1 is a 1.2 pound tablet that runs its own operating system, SolOS, based on Android 13. It has a refresh rate of 60 Hz, fast enough to process video. In 2025, the product was demonstrated by Danny Jones on the Joe Rogan Experience. The company has been described by outlets such as Wired and VentureBeat as a "returning computing to hippie ideals" and being a product for "techno-hippies." The company is headquartered in San Francisco, California.

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  • Locative media

    Locative media

    Locative media or location-based media (LBM) is a virtual medium of communication functionally bound to a location. The physical implementation of locative media, however, is not bound to the same location to which the content refers. Location-based media delivers multimedia and other content directly to the user of a mobile device dependent upon their location. Location information determined by means such as mobile phone tracking and other emerging real-time locating system technologies like Wi-Fi or RFID can be used to customize media content presented on the device. Locative media are digital media applied to real places and thus triggering real social interactions. While mobile technologies such as the Global Positioning System (GPS), laptop computers and mobile phones enable locative media, they are not the goal for the development of projects in this field. == Description == Media content is managed and organized externally of the device on a standard desktop, laptop, server, or cloud computing system. The device then downloads this formatted content with GPS or other RTLS coordinate-based triggers applied to each media sequence. As the location-aware device enters the selected area, centralized services trigger the assigned media, designed to be of optimal relevance to the user and their surroundings. Use of locative technologies "includes a range of experimental uses of geo-technologies including location-based games, artistic critique of surveillance technologies, experiential mapping, and spatial annotation." Location based media allows for the enhancement of any given environment offering explanation, analysis and detailed commentary on what the user is looking at through a combination of video, audio, images and text. The location-aware device can deliver interpretation of cities, parklands, heritage sites, sporting events or any other environment where location based media is required. The content production and pre-production are integral to the overall experience that is created and must have been performed with ultimate consideration of the location and the users position within that location. The media offers a depth to the environment beyond that which is immediately apparent, allowing revelations about background, history and current topical feeds. == Locative, ubiquitous and pervasive computing == The term 'locative media' was coined by Karlis Kalnins. Locative media is closely related to augmented reality (reality overlaid with virtual reality) and pervasive computing (computers everywhere, as in ubiquitous computing). Whereas augmented reality strives for technical solutions, and pervasive computing is interested in embedded computers, locative media concentrates on social interaction with a place and with technology. Many locative media projects have a social, critical or personal (memory) background. While strictly spoken, any kind of link to additional information set up in space (together with the information that a specific place supplies) would make up location-dependent media, the term locative media is strictly bound to technical projects. Locative media works on locations and yet many of its applications are still location-independent in a technical sense. As in the case of digital media, where the medium itself is not digital but the content is digital, in locative media the medium itself might not be location-oriented, whereas the content is location-oriented. Japanese mobile phone culture embraces location-dependent information and context-awareness. It is projected that in the near future locative media will develop to a significant factor in everyday life. == Enabling technologies == Locative media projects use technology such as Global Positioning System (GPS), laptop computers, the mobile phone, Geographic Information System (GIS), and web map services such as Mapbox, OpenStreetMap, and Google Maps among others. Whereas GPS allows for the accurate detection of a specific location, mobile computers allow interactive media to be linked to this place. The GIS supplies arbitrary information about the geological, strategic or economic situation of a location. Web maps like Google Maps give a visual representation of a specific place. Another important new technology that links digital data to a specific place is radio-frequency identification (RFID), a successor to barcodes like Semacode. Research that contributes to the field of locative media happens in fields such as pervasive computing, context awareness and mobile technology. The technological background of locative media is sometimes referred to as "location-aware computing". == Creative representation == Place is often seen as central to creativity; in fact, "for some—regional artists, citizen journalists and environmental organizations for example—a sense of place is a particularly important aspect of representation, and the starting point of conversations." Locative media can propel such conversations in its function as a "poetic form of data visualization," as its output often traces how people move in, and by proxy, make sense of, urban environments. Given the dynamism and hybridity of cities and the networks which comprise them, locative media extends the internet landscape to physical environments where people forge social relations and actions which can be "mobile, plural, differentiated, adventurous, innovative, but also estranged, alienated, impersonalized." Moreover, in using locative technologies, users can expand how they communicate and assert themselves in their environment and, in doing so, explore this continuum of urban interactions. Furthermore, users can assume a more active role in constructing the environments they are situated in accordingly. In turn, artists have been intrigued with locative media as a means of "user-led mapping, social networking and artistic interventions in which the fabric of the urban environment and the contours of the earth become a 'canvas.'" Such projects demystify how resident behaviors in a given city contribute to the culture and sense of personality that cities are often perceived to take on. Design scholars Anne Galloway and Matthew Ward state that "various online lists of pervasive computing and locative media projects draw out the breadth of current classification schema: everything from mobile games, place-based storytelling, spatial annotation and networked performances to device-specific applications." A prominent use of locative media is in locative art. A sub-category of interactive art or new media art, locative art explores the relationships between the real world and the virtual or between people, places or objects in the real world. == Examples == Notable locative media projects include Bio Mapping by Christian Nold in 2004, locative art projects such as the SpacePlace ZKM/ZKMax bluecasting and participatory urban media access in Munich in 2005 and Britglyph by Alfie Dennen in 2009, and location-based games such as AR Quake by the Wearable Computer Lab at the University of South Australia and Can You See Me Now? in 2001 by Blast Theory in collaboration with the Mixed Reality Lab at the University of Nottingham. In 2005, the Silicon Valley–based collaborators of C5 first exhibited the C5 Landscape Initiative, a suite of four GPS inspired projects that investigate perception of landscape in light of locative media. In William Gibson's 2007 novel Spook Country, locative art is one of the main themes and set pieces in the story. Narrative projects which engage with locative media are sometimes referred to as Location-Aware Fiction, as explored in "Data and Narrative: Location Aware Fiction" a 2003 essay by Kate Armstrong. This location-aware fiction is also known as locative literature, where locative stories and poems can be experienced via digital portals, apps, QR codes and e-books, as well as via analogue forms such as labelling tape, Scrabble tiles, fridge magnets or Post-It notes, and these are forms often used by the writer and artist Matt Blackwood. The Transborder Immigrant Tool by the Electronic Disturbance Theater is a locative media project aimed at providing life saving directions to water for people trying to cross the US / Mexico border. The project attracted global media attention in 2009 and 2010. Articles included a Los Angeles Times cover story focusing on Ricardo Dominguez and an AP story interviewing Micha Cárdenas and Brett Stalbaum. The articles focused on concerns over the legality of the project and the ensuing investigations of the group, which are still underway. The Transborder Immigrant Tool has recently been included in a number of major exhibitions including Here, Not There at the Museum of Contemporary Art San Diego and the 2010 California Biennial at the Orange County Museum of Art. Invisible Threads by Stephanie Rothenberg and Jeff Crouse is a locative media project aimed at creating embodied awareness of sweatshops and just-in-time production t

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  • MLOps

    MLOps

    MLOps or ML Ops is a paradigm that aims to deploy and maintain machine learning models in production reliably and efficiently. It bridges the gap between machine learning development and production operations, ensuring that models are robust, scalable, and aligned with business goals. The word is a compound of "machine learning" and the continuous delivery practice (CI/CD) of DevOps in the software field. Machine learning models are tested and developed in isolated experimental systems. When an algorithm is ready to be launched, MLOps is practiced between data scientists, DevOps, and machine learning engineers to transition the algorithm to production systems. Similar to DevOps or DataOps approaches, MLOps seeks to increase automation and improve the quality of production models, while also focusing on business and regulatory requirements. While MLOps started as a set of best practices, it is slowly evolving into an independent approach to ML lifecycle management. MLOps applies to the entire lifecycle - from integrating with model generation (software development lifecycle, continuous integration/continuous delivery), orchestration, and deployment, to health, diagnostics, governance, and business metrics. == Definition == MLOps is a paradigm, including aspects like best practices, sets of concepts, as well as a development culture when it comes to the end-to-end conceptualization, implementation, monitoring, deployment, and scalability of machine learning products. Most of all, it is an engineering practice that leverages three contributing disciplines: machine learning, software engineering (especially DevOps), and data engineering. MLOps is aimed at productionizing machine learning systems by bridging the gap between development (Dev) and operations (Ops). Essentially, MLOps aims to facilitate the creation of machine learning products by leveraging these principles: CI/CD automation, workflow orchestration, reproducibility; versioning of data, model, and code; collaboration; continuous ML training and evaluation; ML metadata tracking and logging; continuous monitoring; and feedback loops. == History == Interest in operationalizing machine learning systems began to grow in the mid-2010s as ML projects started moving from experimentation to production use. The challenges associated with sustaining such systems were highlighted in a 2015 paper. The predicted growth in machine learning included an estimated doubling of ML pilots and implementations from 2017 to 2018, and again from 2018 to 2020. Reports show a majority (up to 88%) of corporate machine learning initiatives are struggling to move beyond test stages. However, those organizations that actually put machine learning into production saw a 3–15% profit margin increases. The MLOps market size was USD 2,191.8 Million in 2024, and is projected to be USD 16,613.4 Million in 2030. == Architecture == Machine Learning systems can be categorized in eight different categories: data collection, data processing, feature engineering, data labeling, model design, model training and optimization, endpoint deployment, and endpoint monitoring. Each step in the machine learning lifecycle is built in its own system, but requires interconnection. These are the minimum systems that enterprises need to scale machine learning within their organization. == Goals == There are a number of goals enterprises want to achieve through MLOps systems successfully implementing ML across the enterprise, including: Deployment and automation Reproducibility of models and predictions Diagnostics Governance and regulatory compliance Scalability Collaboration Business uses Monitoring and management A standard practice, such as MLOps, takes into account each of the aforementioned areas, which can help enterprises optimize workflows and avoid issues during implementation. Vendors such as Adaptive ML deliver commercial reinforcement learning operations (RLOps) and MLOps-infrastructure, targeting organizations deploying large language models in production. A common architecture of an MLOps system would include data science platforms where models are constructed and the analytical engines where computations are performed, with the MLOps tool orchestrating the movement of machine learning models, data and outcomes between the systems.

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  • Account verification

    Account verification

    Account verification is the process of verifying that a new or existing account is owned and operated by a specified real individual or organization. A number of websites, for example social media websites, offer account verification services. Verified accounts are often visually distinguished by check mark icons or badges next to the names of individuals or organizations. Account verification can enhance the quality of online services, mitigating sockpuppetry, bots, trolling, spam, vandalism, fake news, disinformation and election interference. == History == Account verification was introduced by Twitter in June 2009, initially as a feature for public figures and accounts of interest, individuals in "music, acting, fashion, government, politics, religion, journalism, media, sports, business and other key interest areas". A similar verification system was adopted by Google+ in 2011, Facebook page in October 2015 (Available in United States, Canada, United Kingdom, Australia and New Zealand) Facebook profile and Facebook page in 2018 (Available in Worldwide) Instagram in 2014, and Pinterest in 2015. On YouTube, users are able to submit a request for a verification badge once they obtain 100,000 or more subscribers. It also has an "official artist" badge for musicians and bands. In July 2016, Twitter announced that, beyond public figures, any individual would be able to apply for account verification. This was temporarily suspended in February 2018, following a backlash over the verification of one of the organisers of the far-right Unite the Right rally due to a perception that verification conveys "credibility" or "importance". In March 2018, during a live-stream on Periscope, Jack Dorsey, co-founder and CEO of Twitter, discussed the idea of allowing any individual to get a verified account. Twitter reopened account verification applications in May 2021 after revamping their account verification criteria. This time offering notability criteria for the account categories of government, companies, brands, and organizations, news organizations and journalists, entertainment, sports and activists, organizers, and other influential individuals. Instagram began allowing users to request verification in August 2018. In April 2018, Mark Zuckerberg, co-founder and CEO of Facebook, announced that purchasers of political or issue-based advertisements would be required to verify their identities and locations. He also indicated that Facebook would require individuals who manage large pages to be verified. In May 2018, Kent Walker, senior vice president of Google, announced that, in the United States, purchasers of political-leaning advertisements would need to verify their identities. In November 2022, Elon Musk included a blue verification check mark with a paid Twitter Blue monthly membership. Prior to Musk's acquisition of Twitter, Twitter offered this check mark at no charge to confirmed high profile users. On December 19, 2022, Twitter introduced two new check mark colors: gold for accounts from official businesses and organizations, and grey for accounts from governments or multilateral organizations. The type of check mark can be confirmed by visiting the profile page, then clicking or tapping on the check mark. == Techniques == === Identity verification services === Identity verification services are third-party solutions which can be used to ensure that a person provides information which is associated with the identity of a real person. Such services may verify the authenticity of identity documents such as drivers licenses or passports, called documentary verification, or may verify identity information against authoritative sources such as credit bureaus or government data, called nondocumentary verification. === Identity documents verification === The uploading of scanned or photographed identity documents is a practice in use, for example, at Facebook. According to Facebook, there are two reasons that a person would be asked to send a scan of or photograph of an ID to Facebook: to show account ownership and to confirm their name. In January 2018, Facebook purchased Confirm.io, a startup that was advancing technologies to verify the authenticity of identification documentation. === Biometric verification === === Behavioral verification === Behavioral verification is the computer-aided and automated detection and analysis of behaviors and patterns of behavior to verify accounts. Behaviors to detect include those of sockpuppets, bots, cyborgs, trolls, spammers, vandals, and sources and spreaders of fake news, disinformation and election interference. Behavioral verification processes can flag accounts as suspicious, exclude accounts from suspicion, or offer corroborating evidence for processes of account verification. === Bank account verification === Identity verification is required to establish bank accounts and other financial accounts in many jurisdictions. Verifying identity in the financial sector is often required by regulation such as Know Your Customer or Customer Identification Program. Accordingly, bank accounts can be of use as corroborating evidence when performing account verification. Bank account information can be provided when creating or verifying an account or when making a purchase. === Postal address verification === Postal address information can be provided when creating or verifying an account or when making and subsequently shipping a purchase. A hyperlink or code can be sent to a user by mail, recipients entering it on a website verifying their postal address. === Telephone number verification === A telephone number can be provided when creating or verifying an account or added to an account to obtain a set of features. During the process of verifying a telephone number, a confirmation code is sent to a phone number specified by a user, for example in an SMS message sent to a mobile phone. As the user receives the code sent, they can enter it on the website to confirm their receipt. === Email verification === An email account is often required to create an account. During this process, a confirmation hyperlink is sent in an email message to an email address specified by a person. The email recipient is instructed in the email message to navigate to the provided confirmation hyperlink if and only if they are the person creating an account. The act of navigating to the hyperlink confirms receipt of the email by the person. The added value of an email account for purposes of account verification depends upon the process of account verification performed by the specific email service provider. === Multi-factor verification === Multi-factor account verification is account verification which simultaneously utilizes a number of techniques. === Multi-party verification === The processes of account verification utilized by multiple service providers can corroborate one another. OpenID Connect includes a user information protocol which can be used to link multiple accounts, corroborating user information. == Account verification and good standing == On some services, account verification is synonymous with good standing. Twitter reserves the right to remove account verification from users' accounts at any time without notice. Reasons for removal may reflect behaviors on and off Twitter and include: promoting hate and/or violence against, or directly attacking or threatening other people on the basis of race, ethnicity, national origin, sexual orientation, gender, gender identity, religious affiliation, age, disability, or disease; supporting organizations or individuals that promote the above; inciting or engaging in the harassment of others; violence and dangerous behavior; directly or indirectly threatening or encouraging any form of physical violence against an individual or any group of people, including threatening or promoting terrorism; violent, gruesome, shocking, or disturbing imagery; self-harm, suicide; and engaging in other activity on Twitter that violates the Twitter Rules. In April 2023, Blue ticks were removed from all Twitter accounts that had not subscribed to Twitter Blue.

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  • FreePBX Distro

    FreePBX Distro

    The FreePBX Distro was a freeware unified communications software system that consisted of FreePBX, a graphical user interface (GUI) for configuring, controlling and managing Asterisk PBX software. The FreePBX Distro included packages that offer VoIP, PBX, Fax, IVR, voice-mail and email functions. The FreePBX Distro Linux distribution was based on CentOS, which maintains binary compatibility with Red Hat Enterprise Linux. FreePBX has contributed to the popularity of Asterisk. As a result of CentOS Linux being discontinued and the last version of CentOS 7 going out of support on June 30, 2024, FreePBX 17 has moved over to and is supported on Debian Linux. FreePBX will no longer be providing a pre-configured FreePBX Distro, but will provide a script to install FreePBX on a fresh install of Debian Linux. In-place migration will not be possible, but will be possible by restoring a backup on the new version from the previous version. As FreePBX 16 will be supported until the release of FreePBX 18, FreePBX on this distribution will still work and be supported, however, there will be no further support for the underlying operating system. == Installation == The Official FreePBX Distro is installed from a ISO image available by web download, that includes the system CentOS, Asterisk, FreePBX GUI and assorted dependencies. This can then either be burned to DVD or written to a USB stick for installation == Support for telephony hardware == The FreePBX Distro has built-in support for cards from multiple vendors, including Digium, OpenVox, Alto, Rhino Equipment, Xorcom and Sangoma. The FreePBX Distro supports a large number of phone models via open-source modules. Supported VoIP phone manufacturers include Algo, AND, AudioCodes, Cisco, Cyberdata, Digium, Grandstream, Mitel/Aastra, Nortel/Avaya, Panasonic, Polycom, Sangoma, Snom, Xorcom and Yealink. == Development == FreePBX made its debut in 2004 as the AMP project (Asterisk Management Portal). The FreePBX Distro was released in 2011 as an turnkey solution for building a PBX using Asterisk, CentOS and FreePBX. FreePBX has over 1 million active production PBXs and over 20,000 new systems added each month. The core telephony engine is Asterisk, as configured by the Open Source FreePBX GUI. The last stable release is FreePBX Distro Stable SNG7-PBX16-64bit-2302-1 based on these main components: FreePBX 16 CentOS 7.8 Asterisk 16, 18, 19 (20 supported by upgrade once installed)

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