Google AI Image Generator

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

  • Autognostics

    Autognostics

    Autognostics is a new paradigm that describes the capacity for computer networks to be self-aware. It is considered one of the major components of Autonomic Networking. == Introduction == One of the most important characteristics of today's Internet that has contributed to its success is its basic design principle: a simple and transparent core with intelligence at the edges (the so-called "end-to-end principle"). Based on this principle, the network carries data without knowing the characteristics of that data (e.g., voice, video, etc.) - only the end-points have application-specific knowledge. If something goes wrong with the data, only the edge may be able to recognize that since it knows about the application and what the expected behavior is. The core has no information about what should happen with that data - it only forwards packets. Although an effective and beneficial attribute, this design principle has also led to many of today's problems, limitations, and frustrations. Currently, it is almost impossible for most end-users to know why certain network-based applications do not work well and what they need to do to make it better. Also, network operators who interact with the core in low-level terms such as router configuration have problems expressing their high-level goals into low-level actions. In high-level terms, this may be summarized as a weak coupling between the network and application layers of the overall system. As a consequence of the Internet end-to-end principle, the network performance experienced by a particular application is difficult to attribute based on the behavior of the individual elements. At any given moment, the measure of performance between any two points is typically unknown and applications must operate blindly. As a further consequence, changes to the configuration of given element, or changes in the end-to-end path, cannot easily be validated. Optimization and provisioning cannot then be automated except against only the simplest design specifications. There is an increasing interest in Autonomic Networking research, and a strong conviction that an evolution from the current networking status quo is necessary. Although to date there have not been any practical implementations demonstrating the benefits of an effective autonomic networking paradigm, there seems to be a consensus as to the characteristics which such implementations would need to demonstrate. These specifically include continuous monitoring, identifying, diagnosing and fixing problems based on high-level policies and objectives. Autognostics, as a major part of the autonomic networking concept, intends to bring networks to a new level of awareness and eliminate the lack of visibility which currently exists in today's networks. == Definition == Autognostics is a new paradigm that describes the capacity for computer networks to be self-aware, in part and as a whole, and dynamically adapt to the applications running on them by autonomously monitoring, identifying, diagnosing, resolving issues, subsequently verifying that any remediation was successful, and reporting the impact with respect to the application's use (i.e., providing visibility into the changes to networks and their effects). Although similar to the concept of network awareness, i.e., the capability of network devices and applications to be aware of network characteristics (see References section below), it is noteworthy that autognostics takes that concept one step further. The main difference is the auto part of autognostics, which entails that network devices are self-aware of network characteristics, and have the capability to adapt themselves as a result of continuous monitoring and diagnostics. == Path to autognostics == Autognostics, or in other words deep self-knowledge, can be best described as the ability of a network to know itself and the applications that run on it. This knowledge is used to autonomously adapt to dynamic network and application conditions such as utilization, capacity, quality of service/application/user experience, etc. In order to achieve autognosis, networks need a means to: Continuously monitor/test the network for application-specific performance Analyze the monitoring/test data to detect problems (e.g., performance degradation) Diagnose, identify and localize sources of degradation Automatically take actions to resolve problems via remediation/provisioning Verify the problems have been resolved (potentially rolling back changes if ineffective) Subsequently, continue to monitor/test for performance

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  • Scalable Video Coding

    Scalable Video Coding

    Scalable Video Coding (SVC) is a video compression standard developed jointly by the ITU-T and the ISO/IEC. The two organizations formed the Joint Video Team (JVT) to create the H.264/MPEG-4 AVC standard (ITU-T Rec. H.264 | ISO/IEC 14496-10 AVC). SVC aims to provide adaptable or scalable content, allowing a single encoded video stream to be decoded at various bitrates, resolutions, and quality levels, thus catering to diverse devices and network conditions. == History == In October 2003, the Moving Picture Experts Group (MPEG) issued a Call for Proposals on SVC Technology. Fourteen proposals were submitted, twelve of which utilized wavelet compression, while the remaining two were extensions of H.264/MPEG-4 AVC. The proposal from the Heinrich-Hertz-Institut (HHI) was selected by MPEG as the foundation for the SVC standardization project. In January 2005, MPEG and the Video Coding Experts Group (VCEG) agreed to finalize SVC as an amendment to the H.264/MPEG-4 AVC standard. In November 2008, Google launched Gmail Video Chat, which employed an H.264/SVC codec, marking the first consumer application of the standard. This service was succeeded by Google+ Hangouts in 2012. In 2011, Google Code highlighted SVC as the successor to the open-source RVC video chat engine, noting its prominence in 2010. == Principles of scalability == === Overview === Scalability refers to the ability to represent a video signal at multiple levels of detail within a single encoded bitstream. This enables decoding of a base layer for basic quality and additional enhancement layers for progressively higher quality. SVC defines three types of scalability: Spatial scalability: Supports multiple resolution levels. Temporal scalability: Enables varying frame rates. Quality scalability: Provides different image quality levels. === Spatial scalability === Spatial scalability allows the reconstruction of video at different resolutions, such as QCIF, CIF, or SD. This is achieved through a pyramidal decomposition into multiple spatial layers. === Temporal scalability === Temporal scalability adjusts the frame rate of the decoded video stream. Various frame rates are supported using a hierarchical structure of video frames. === Quality scalability === Quality scalability, or Signal-to-Noise Ratio (SNR) scalability, improves the signal-to-noise ratio of a layer, reducing quantization distortion between the original and reconstructed images. SVC supports two approaches: Fine Grain Scalability (FGS) and Coarse Grain Scalability (CGS). ==== Coarse Grain Scalability (CGS) ==== CGS incorporates quality scalability across spatial resolutions. Each spatial resolution is encoded as a separate layer, refining texture and motion data. For a given resolution, quality scalability is achieved by encoding multiple quality layers with progressively finer quantization steps, starting from a base layer with minimal quality. ==== Fine Grain Scalability (FGS) ==== FGS enables progressive refinement of transformed coefficients within a single spatial layer. The base quality layer is encoded using the AVC standard with an initial quantization parameter (QP) ensuring minimal acceptable quality. Subsequent refinement layers reduce the QP by six, halving the quantization step. The refinement data stream can be truncated at any point, allowing fine-grained quality scalability.

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  • Digital zombie

    Digital zombie

    A digital zombie is a person so engaged with digital technology or social media they are unable to separate themselves from a persistent online presence. Writing in 2017, University of Sydney researcher Andrew Campbell expressed concerns over whether or not the individual can truly live a full and healthy life while they are preoccupied with the digital world. Other individuals have also begun referencing certain types of behaviour with being a digital zombie. Stefanie Valentic, managing editor of EHS Today, refers to it as people hunting digital creatures through their smartphones in public spaces, always fixed on their phones. The University of Warwick has used the term to argue that further research needs to be done with people who exist in digital form after death to help people grieve their loss. == Modern applications == === Distracted walking === The term digital zombie can refer to a person performing distracted walking, which has been labelled dangerous by the American Academy of Orthopaedic Surgeons. They created the "Digital Deadwalkers" campaign after physicians became aware of the risks associated with walking across intersections and sidewalks while paying attention only to smartphones and not one's surroundings. Also stating that the name is derived from the fact that "they're oblivious to everyone else, so it's like they're dead-walking, sleepwalking." === Living through media === The Department of Sociology, University of Warwick has also identified the term, digital zombie, to refer to an individual who has died but is digitally resurrected, reanimated and socially active. These digital zombies do things in death they did not do when they were alive as they "live" again through a digital self on a digital medium. Dead celebrities sometimes become digital zombies when they are reanimated to appear in commercial advertisements (such as Audrey Hepburn and Bob Monkhouse). Other accidental digital zombies include Tupac Shakur and Michael Jackson who were both digitally resurrected and recreated to perform "live" on stage years after their death. Researchers at the University of Warwick have carried out research into the area of human-computer interaction. in an effort to understand the affect these digital zombies have on grief and bereavement. === Mobile gaming === Writer for EHS Today, Stefanie Valentic, has made observations with the mobile phone video game Pokémon Go, which offers players the experience to hunt and collect digital creatures called Pokémon through their smartphone in real world. Players can be observed simultaneously gazing at their phone while also obliviously walking around their environments looking for Pokémon. Stefanie references these individuals as "digital zombies" since they walk around with no cognition of their surroundings while engaged with their phone. == Health risks == === Heavy use of technology === Research by the University of Sydney has begun looking at how new technology such as digital media and smartphones impact our lives and questioning whether they can create new compulsions and obsessions. The research demonstrates that increased heavy technological use can have negative health consequences similar to drugs, smoking, and alcohol. Marcel O'Gorman, an associate professor of English at the University of Waterloo, has commented on the body of research examining how technology impacts cognition, stating currently that there is no empirical evidence to support any theories that suggest that technology can damage memory and attention span. === Heightened risk to children === Manfred Spitzer, a German psychiatrist, has raised concerns with providing digital devices to children. During the early childhood stage while their brains are rapidly growing, increased exposure to digital devices may deprive them of necessary development required to facilitate brain growth. These concerns are also shared by Korean doctors who believe giving digital devices, like smartphones to children, limits their cognitive development.

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  • Fifth Estate

    Fifth Estate

    The Fifth Estate is a socio-cultural reference to groupings of outlier viewpoints in contemporary society, and is most associated with bloggers, journalists publishing in non-mainstream media outlets, and online social networks. The "Fifth" Estate extends the sequence of the three classical estates (clergy (first), nobility (second), commoners (third)) and the preceding Fourth Estate, essentially the common press. The use of "fifth estate" dates to the 1960s counterculture, and in particular the influential Fifth Estate, an underground newspaper first published in Detroit in 1965. Web-based technologies have enhanced the scope and power of the Fifth Estate far beyond the modest and boutique conditions of its beginnings. Nimmo and Combs asserted in 1992 that political pundits constitute a Fifth Estate. Media researcher Stephen D. Cooper argued in 2006 that bloggers are the Fifth Estate. In 2009, William Dutton argued that the Fifth Estate is not just the blogging community, nor an extension of the media, but "networked individuals" enabled by the Internet, e.g. social media, in ways that can hold the other estates accountable.

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  • Legendre moment

    Legendre moment

    In mathematics, Legendre moments are a type of image moment and are achieved by using the Legendre polynomial. Legendre moments are used in areas of image processing including: pattern and object recognition, image indexing, line fitting, feature extraction, edge detection, and texture analysis. Legendre moments have been studied as a means to reduce image moment calculation complexity by limiting the amount of information redundancy through approximation. == Legendre moments == Source: With order of m + n, and object intensity function f(x,y): L m n = ( 2 m + 1 ) ( 2 n + 1 ) 4 ∫ − 1 1 ∫ − 1 1 P m ( x ) P n ( y ) f ( x , y ) d x d y {\displaystyle L_{mn}={\frac {(2m+1)(2n+1)}{4}}\int \limits _{-1}^{1}\int \limits _{-1}^{1}P_{m}(x)P_{n}(y)f(x,y)\,dx\,dy} where m,n = 1, 2, 3, ...∞ with the nth-order Legendre polynomials being: P n ( x ) = ∑ k = 0 n a k , n x k = ( − 1 ) n 2 n n ! ( d d x ) [ ( 1 − x 2 ) n ] {\displaystyle P_{n}(x)=\sum _{k=0}^{n}a_{k,n}x^{k}={\frac {(-1)^{n}}{2^{n}n!}}\left({\frac {d}{dx}}\right)[(1-x^{2})^{n}]} which can also be written: P n ( x ) = ∑ k = 0 D ( n ) ( − 1 ) k ( 2 n − 2 k ) ! 2 n k ! ( n − k ) ! ( n − 2 k ) ! x n − 2 k = ( 2 n ) ! 2 n ( n ! ) 2 x n − ( 2 n − 2 ) ! 2 n 1 ! ( n − 1 ) ! ( n − 2 ) ! x n − 2 + ⋯ {\displaystyle {\begin{aligned}P_{n}(x)&=\sum _{k=0}^{D(n)}(-1)^{k}{\frac {(2n-2k)!}{2^{n}k!(n-k)!(n-2k)!}}x^{n-2k}\\[5pt]&={\frac {(2n)!}{2^{n}(n!)^{2}}}x^{n}-{\frac {(2n-2)!}{2^{n}1!(n-1)!(n-2)!}}x^{n-2}+\cdots \end{aligned}}} where D(n) = floor(n/2). The set of Legendre polynomials {Pn(x)} form an orthogonal set on the interval [−1,1]: ∫ − 1 1 P n ( x ) P m ( x ) d x = 2 2 n + 1 δ n m {\displaystyle \int _{-1}^{1}P_{n}(x)P_{m}(x)\,dx={\frac {2}{2n+1}}\delta _{nm}} A recurrence relation can be used to compute the Legendre polynomial: ( n + 1 ) P n + 1 ( x ) − ( 2 n + 1 ) x P n ( x ) + n P n − 1 ( x ) = 0 {\displaystyle (n+1)P_{n+1}(x)-(2n+1)xP_{n}(x)+nP_{n-1}(x)=0} f(x,y) can be written as an infinite series expansion in terms of Legendre polynomials [−1 ≤ x,y ≤ 1.]: f ( x , y ) = ∑ m = 0 ∞ ∑ n = 0 ∞ λ m n P m ( x ) P n ( y ) {\displaystyle f(x,y)=\sum _{m=0}^{\infty }\sum _{n=0}^{\infty }\lambda _{mn}P_{m}(x)P_{n}(y)}

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  • Amplified conference

    Amplified conference

    An amplified conference is a conference or similar event in which the talks and discussions at the conference are 'amplified' through use of networked technologies in order to extend the reach of the conference deliberations. The term was originally coined by Lorcan Dempsey in a blog post. The term is now widely used within the academic and research community with Wankel proposing the following definition: The extension of a physical event (or a series of events) through the use of social media tools for expanding access to (aspects of) the event beyond physical and temporal bounds. Such amplification takes place in the context of intent to make the most of the intellectual content, discussion, networking, and discovery initiated by the event through the process of sharing with co-attendees, colleagues, friends and wider informed publics. A paper by Haider and others illustrates how amplified conferences are becoming mainstream in a discussion on "how social media have been employed as part of the project, particularly around event amplification". As described by Guy in the Ariadne ejournal the term is not a prescriptive one, but rather describes a pattern of behaviors which initially took place at IT and Web-oriented conferences once WiFi networks started to become available at conference venues and delegates started to bring with them networked devices such as laptops and, more recently, PDAs and mobile phones. == Different Approaches to 'Amplification' of Conferences == There are a number of ways in which conferences can be amplified through use of networked technologies: Amplification of the audiences' voice: Prior to the availability of real time chat technologies at events (whether use of IRC, Twitter, instant messaging clients, etc.) it was only feasible to discuss talks with immediate neighbours, and even then this may be considered rude. Amplification of the speaker's talk: The availability of video and audio-conferencing technologies make it possible for a speaker to be heard by an audience which isn't physically present at the conference. Although use of video technologies has been available to support conferences for some time, this has normally been expensive and require use of dedicated video-conferencing technologies. However the availability of lightweight desktop tools make it much easier to deploy such technologies, without even, requiring the involvement of conference organisers. Amplification across time: Video and audio technologies can also be used to allow a speaker's talk to be made available after the event, with use of podcasting or videocasting technologies allowing the talks to be easily syndicated to mobile devices as well as accessed on desktop computers. Amplification of the speaker's slides: The popularity of global repository services for slides, such as SlideShare, enable the slides used by a speaker to be more easily found, embedded on other Web sites and commented upon, in ways that were not possible when the slides, if made available at all, were only available on a conference Web site. Amplification of feedback to the speaker: Micro-blogging technologies, such as Twitter, are being used not only as a discussion channel for conference participants but also as a way of providing real-time feedback to a speaker during a talk. We are also now seeing dedicated microblogging technologies, such as Coveritlive and Scribblelive, being developed which aim to provide more sophisticated 'back channels' for use at conferences. Amplification of a conference's collective memory: The popularity of digital cameras and the photographic capabilities of many mobile phones is leading to many photographs being taken at conferences. With such photographs often being uploaded to popular photographic sharing services, such as Flickr, and such collections being made more easy to discover through agreed use of tags, we are seeing amplification of the memories of an event though the sharing of such resources. The ability of such photographic resources to be 'mashed up' with, say, accompanying music, can similarly help to enrich such collective experiences. Amplification of the learning: The ability to be able to follow links to resources and discuss the points made by a speaker during a talk can enrich the learning which takes place at an event, as described by Shabajee's article on "'Hot' or Not? Welcome to real-time peer review" published in the Times Higher Education Supplement in May 2003. Long term amplification of conference outputs: The availability in a digital format of conference resources, including 'official' resources such as slides, video and audio recordings, etc. which have been made by the conference organisers with the approval of speakers, together with more nebulous resources such as archives of conference back channels, and photographs and unofficial recordings taken at the event may help to provide a more authentic record of an event, which could potentially provide a valuable historical record. The amplification of conferences can be viewed as an example of how new technologies are altering standard practice. By using these techniques a different type of interaction is created at the conference itself, but also the boundaries around the conference can be seen as permeable, with remote participants engaging in discussion. An amplified conference also provides a considerably altered archive compared with a 'traditional' one. For the latter, the printed proceedings will be the main record, but for an amplified event this record is distributed across many media and takes in a wider range of content types, including the papers, videos of the presentations (for example on YouTube), the slides (e.g. on Slideshare), photos of the event (Flickr), interaction between participants (Twitter), reflections and comments (blogs), etc. The amplified conference represents an example of changing practice in digital scholarship.

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  • Web content development

    Web content development

    Web content development is the process of researching, writing, gathering, organizing, and editing information for publication on websites. Website content may consist of prose, graphics, pictures, recordings, movies, or other digital assets that could be distributed by a hypertext transfer protocol server, and viewed by a web browser. == Web developers and content developers == When the World Wide Web began, web developers either developed online content themselves, or modified existing documents and coded them into hypertext markup language (HTML). In time, the field of website development came to encompass many technologies, so it became difficult for website developers to maintain so many different skills. Content developers are specialized website developers who have content generation skills such as graphic design, multimedia development, professional writing, and documentation. They can integrate content into new or existing websites without using information technology skills such as script language programming and database programming. Content developers or technical content developers can also be technical writers who produce technical documentation that helps people understand and use a product or service. This documentation includes online help, manuals, white papers, design specifications, developer guides, deployment guides, release notes, etc. == Search engine optimization == Content developers may also be search engine optimization specialists, or internet marketing professionals. High quality, unique content is what search engines are looking for. Content development specialists, therefore, have a very important role to play in the search engine optimization process. One issue currently plaguing the world of web content development is keyword-stuffed content which are prepared solely for the purpose of manipulating search engine rankings. The effect is that content is written to appeal to search engine (algorithms) rather than human readers. Search engine optimization specialists commonly submit content to article directories to build their website's authority on any given topic. Most article directories allow visitors to republish submitted content with the agreement that all links are maintained. This has become a method of search engine optimization for many websites today. If written according to SEO copywriting rules, the submitted content will bring benefits to the publisher (free SEO-friendly content for a webpage) as well as to the author (a hyperlink pointing to his/her website, placed on an SEO-friendly webpage). == New content types == Web content is no longer restricted to text. Search engines now index audio/visual media, including video, images, PDFs, and other elements of a web page. Website owners sometimes use content protection networks to scan for plagiarized content.

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  • The Holocaust and social media

    The Holocaust and social media

    The representation of the Holocaust on social media has been a subject of scholarly inquiry and media attention. == Selfies at Holocaust memorial sites == Some visitors take selfies at Holocaust memorials, which has been the subject of controversy. In 2018, Rhian Sugden, a British model, received criticism after posting a selfie at the Memorial to the Murdered Jews of Europe in Berlin with the caption "ET phone home". She later removed the caption, but defended taking the photograph. Other celebrities have also been criticised for photographs at the Berlin memorial, including Indian actress Priyanka Chopra and US politician Pete Buttigieg, whose husband posted a photograph of him at the memorial on a personal social media account. The Israeli artist and satirist Shahak Shapira set up the website yolocaust.de in 2017 to expose people who take inappropriate selfies at the Holocaust memorial in Berlin. Shapira went through thousands of selfies posted to social media sites such as Facebook, Instagram, Tinder, and Grindr, choosing the twelve that he found most offensive. When the images were moused over, the website replaces the memorial backdrop with black and white images of Nazi victims. "Yolocaust" is a portmanteau of "Holocaust" and YOLO, an acronym for "you only live once". The website went viral, receiving 1.2 million views in the first 24 hours after its launch. Shapira honored requests to take down all of the photographs, which he had used without permission, and the website remains with only a textual documentation of the project. In an analysis of comments by Internet users on the project, Christoph Bareither estimated that 75% were positive. However, the memorial's architect, Peter Eisenman, criticized the website. In his 2018 book Postcards from Auschwitz, Grinnell professor Daniel P. Reynolds defends the practice of selfie-taking at Holocaust sites. In 2019, the Auschwitz-Birkenau State Museum requested that visitors not take inappropriate selfies, although the museum's staff acknowledged that other visitors take selfies in a thoughtful and respectful manner, which they did not criticize. In an academic paper, Gemma Commane and Rebekah Potton analyze the use of Instagram to share tourist photographs at Holocaust sites and conclude that "Instagram encourages conversation and empathy, keeping the Holocaust visible in youth discourses". According to their analysis, most images are tagged with respectful hashtags such as #tragic, #remembrance, and #sadness. The Auschwitz museum has an official Instagram account, auschwitzmemorial, which it uses to share selected appropriate Instagram posts. However, the image feed for the hashtag "Auschwitz" includes potentially offensive images such as an image of "Nazi Vs. Jews #beerpong". This image, according to the authors, expresses "mockery and contempt" for Holocaust victims. They also document offensive memes using images of Holocaust atrocities and shared on Instagram. Some social media users post in order to criticize what they see as inappropriate behavior at Holocaust sites, with one commenting, "Taking photos posing next to razor wire, selfies with victim's hair in the background, and even group shots in front of the crematoria had to be seen to be believed." == Assessment of tourism == Social media posts have been used by researchers to analyze the phenomenon of Holocaust-related tourism. == Social media groups == People have created groups on Facebook to discuss issues related to the Holocaust. One paper analyses two such groups, "The Holocaust and My Family" and "The Descendants of the Victims and Survivors of the Holocaust" in which people engage in collective trauma processing. == Eva.stories == In 2019, Israeli high-tech entrepreneur Mati Kochavi created a fictitious Instagram account for Eva Heyman, a Hungarian-Jewish girl who was murdered in Auschwitz concentration camp. The project met with mixed reception. Israeli prime minister Benjamin Netanyahu praised the project, saying that it "exposes the immense tragedy of our people through the story of one girl". == Holocaust denial == The issue of Holocaust denial on social media has also attracted attention. In October 2020, Facebook reversed its policy and banned Holocaust denial from the platform. Founder Mark Zuckerberg had previously argued that such content should not be banned on freedom of speech grounds.

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  • Physics-informed neural networks

    Physics-informed neural networks

    In machine learning, physics-informed neural networks (PINNs), also referred to as theory-trained neural networks (TTNs), are a type of universal function approximator that can embed the knowledge of any physical laws that govern a given data-set in the learning process, and can be described by partial differential equations (PDEs). Low data availability for some biological and engineering problems limit the robustness of conventional machine learning models used for these applications. The prior knowledge of general physical laws acts in the training of neural networks (NNs) as a regularization agent that limits the space of admissible solutions, increasing the generalizability of the function approximation. This way, embedding this prior information into a neural network results in enhancing the information content of the available data, facilitating the learning algorithm to capture the right solution and to generalize well even with a low amount of training examples. Because they process continuous spatial and time coordinates and output continuous PDE solutions, they can be categorized as neural fields. == Function approximation == Most of the physical laws that govern the dynamics of a system can be described by partial differential equations. For example, the Navier–Stokes equations are a set of partial differential equations derived from the conservation laws (i.e., conservation of mass, momentum, and energy) that govern fluid mechanics. The solution of the Navier–Stokes equations with appropriate initial and boundary conditions allows the quantification of flow dynamics in a precisely defined geometry. However, these equations cannot be solved exactly and therefore numerical methods must be used (such as finite differences, finite elements and finite volumes). In this setting, these governing equations must be solved while accounting for prior assumptions, linearization, and adequate time and space discretization. Recently, solving the governing partial differential equations of physical phenomena using deep learning has emerged as a new field of scientific machine learning (SciML), leveraging the universal approximation theorem and high expressivity of neural networks. In general, deep neural networks could approximate any high-dimensional function given that sufficient training data are supplied. However, such networks do not consider the physical characteristics underlying the problem, and the level of approximation accuracy provided by them is still heavily dependent on careful specifications of the problem geometry as well as the initial and boundary conditions. Without this preliminary information, the solution is not unique and may lose physical correctness. To remedy this, Physics-Informed Neural Networks (PINNs) leverage governing physical equations in neural network training. Namely, PINNs are designed to be trained to satisfy the given training data as well as the imposed governing equations. In this fashion, a neural network can be guided with training datasets that do not necessarily need to be large or complete. An accurate solution of partial differential equations can potentially be found without knowing the boundary conditions. Therefore, with some knowledge about the physical characteristics of the problem and some form of training data (even sparse and incomplete), PINNs may be used for finding an optimal solution with high fidelity. PINNs can be applied to a wide range of problems in computational science, and are a pioneering technology leading to the development of new classes of numerical solvers for PDEs. PINNs can be thought of as a mesh-free alternative to traditional approaches (e.g., CFD for fluid dynamics), and new data-driven approaches for model inversion and system identification. Notably, a trained PINN network can be used to predict values on simulation grids of different resolutions without needing to be retrained. Additionally, the derivatives used in the partial differential equations can be computed using automatic differentiation (AD), which is assessed to be superior to numerical or symbolic differentiation. == Modeling and computation == A general nonlinear partial differential equation can be written as: u t + N [ u ; λ ] = 0 , x ∈ Ω , t ∈ [ 0 , T ] {\displaystyle u_{t}+{\mathcal {N}}[u;\lambda ]=0,\quad x\in \Omega ,\quad t\in [0,T]} where u ( t , x ) {\displaystyle u(t,x)} denotes the solution, N [ ⋅ ; λ ] {\displaystyle {\mathcal {N}}[\cdot ;\lambda ]} is a nonlinear operator parameterized by λ {\displaystyle \lambda } , and Ω {\displaystyle \Omega } is a subset of R D {\displaystyle \mathbb {R} ^{D}} . This general form of governing equations summarizes a wide range of problems in mathematical physics, such as conservative laws, diffusion process, advection-diffusion systems, and kinetic equations. Given noisy measurements of a generic dynamic system described by the equation above, PINNs can be designed to solve two classes of problems: data-driven solutions of partial differential equations data-driven discovery of partial differential equations === Data-driven solution of partial differential equations === The data-driven solution of PDE computes the hidden state u ( t , x ) {\displaystyle u(t,x)} of the system given boundary data and/or measurements z {\displaystyle z} , and fixed model parameters λ {\displaystyle \lambda } . We solve: u t + N [ u ] = 0 , x ∈ Ω , t ∈ [ 0 , T ] {\displaystyle u_{t}+{\mathcal {N}}[u]=0,\quad x\in \Omega ,\quad t\in [0,T]} . by defining the residual f ( t , x ) {\displaystyle f(t,x)} as: f := u t + N [ u ] {\displaystyle f:=u_{t}+{\mathcal {N}}[u]} , and approximating u ( t , x ) {\displaystyle u(t,x)} by a deep neural network. This network can be differentiated using automatic differentiation. The parameters of u ( t , x ) {\displaystyle u(t,x)} and f ( t , x ) {\displaystyle f(t,x)} can be then learned by minimizing the following loss function L tot {\displaystyle L_{\text{tot}}} : L tot = L u + L f {\displaystyle L_{\text{tot}}=L_{u}+L_{f}} where: L u = ‖ u − z ‖ Γ {\displaystyle L_{u}=\Vert u-z\Vert _{\Gamma }} is the error between the PINN u ( t , x ) {\displaystyle u(t,x)} and the set of boundary conditions and measured data on the set of points Γ {\displaystyle \Gamma } where the boundary conditions and data are defined. L f = ‖ f ‖ Γ {\displaystyle L_{f}=\Vert f\Vert _{\Gamma }} is the mean-squared error of the residual function. This second term encourages the PINN to learn the structural information expressed by the PDE during the training process. This approach has been used to yield computationally efficient physics-informed surrogate models with applications in the forecasting of physical processes, model predictive control, multi-physics and multi-scale modeling, and simulation. It has been shown to converge to the solution of the PDE. === Data-driven discovery of partial differential equations === Given noisy and incomplete measurements z {\displaystyle z} of the state of the system, the data-driven discovery of PDEs results in computing the unknown state u ( t , x ) {\displaystyle u(t,x)} and learning model parameters λ {\displaystyle \lambda } that best describe the observed data: u t + N [ u ; λ ] = 0 , x ∈ Ω , t ∈ [ 0 , T ] {\displaystyle u_{t}+{\mathcal {N}}[u;\lambda ]=0,\quad x\in \Omega ,\quad t\in [0,T]} By defining f ( t , x ) {\displaystyle f(t,x)} as: f := u t + N [ u ; λ ] = 0 {\displaystyle f:=u_{t}+{\mathcal {N}}[u;\lambda ]=0} , and approximating u ( t , x ) {\displaystyle u(t,x)} by a deep neural network, f ( t , x ) {\displaystyle f(t,x)} results in a PINN. This network can be derived using automatic differentiation. The parameters of u ( t , x ) {\displaystyle u(t,x)} and f ( t , x ) {\displaystyle f(t,x)} , together with the parameter λ {\displaystyle \lambda } of the differential operator can be then learned by minimizing the following loss function L tot {\displaystyle L_{\text{tot}}} : L tot = L u + L f {\displaystyle L_{\text{tot}}=L_{u}+L_{f}} where: L u = ‖ u − z ‖ Γ {\displaystyle L_{u}=\Vert u-z\Vert _{\Gamma }} , with u {\displaystyle u} and z {\displaystyle z} state solutions and measurements at sparse location Γ {\displaystyle \Gamma } , respectively. L f = ‖ f ‖ Γ {\displaystyle L_{f}=\Vert f\Vert _{\Gamma }} is the residual function. This second term requires the structured information represented by the partial differential equations to be satisfied in the training process. This strategy allows for discovering dynamic models described by nonlinear PDEs assembling computationally efficient and fully differentiable surrogate models that may find application in predictive forecasting, control, and data assimilation. == Extensions and applications == === For piece-wise function approximation === PINNs are unable to approximate PDEs that have strong non-linearity or sharp gradients (such as those that commonly occur in practical fluid flow problems). Piecewise approximation has been an old practic

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  • Hardware security

    Hardware security

    Hardware security is a discipline originated from the cryptographic engineering and involves hardware design, access control, secure multi-party computation, secure key storage, ensuring code authenticity, measures to ensure that the supply chain that built the product is secure among other things. A hardware security module (HSM) is a physical computing device that safeguards and manages digital keys for strong authentication and provides cryptoprocessing. These modules traditionally come in the form of a plug-in card or an external device that attaches directly to a computer or network server. Some providers in this discipline consider that the key difference between hardware security and software security is that hardware security is implemented using "non-Turing-machine" logic (raw combinatorial logic or simple state machines). One approach, referred to as "hardsec", uses FPGAs to implement non-Turing-machine security controls as a way of combining the security of hardware with the flexibility of software. Hardware backdoors are backdoors in hardware. Conceptionally related, a hardware Trojan (HT) is a malicious modification of electronic system, particularly in the context of integrated circuit. A physical unclonable function (PUF) is a physical entity that is embodied in a physical structure and is easy to evaluate but hard to predict. Further, an individual PUF device must be easy to make but practically impossible to duplicate, even given the exact manufacturing process that produced it. In this respect it is the hardware analog of a one-way function. The name "physical unclonable function" might be a little misleading as some PUFs are clonable, and most PUFs are noisy and therefore do not achieve the requirements for a function. Today, PUFs are usually implemented in integrated circuits and are typically used in applications with high security requirements. Many attacks on sensitive data and resources reported by organizations occur from within the organization itself.

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  • Digital backlot

    Digital backlot

    A digital backlot or virtual backlot is a motion-picture set that is neither a genuine location nor a constructed studio; the shooting takes place entirely on a stage with a blank background (often a greenscreen) that will later on project an artificial environment put in during post-production. Digital backlots are mainly used for genres such as science fiction, where building a real set would be too expensive or outright impossible. == Notable films == Among the first films to introduce the technique was Mini Moni the Movie by Shinji Higuchi in 2002, predated by Rest In Peace by Stolpskott Film (2000). Others include: === Released === Rest in Peace (Sweden, 2000) – Shot entirely with green-screen. Some sections fully CGI. Casshern (Japan, 2004) – Shot on celluloid. A few practical set pieces used. Able Edwards (United States, 2004) – Shot digitally on Canon XL1 cameras. Immortal (France, 2004) – Shot on celluloid. Also showed CGI characters interacting with live actors. Sky Captain and the World of Tomorrow (United States, 2004) – Shot digitally on Sony CineAlta cameras. Sin City (United States, 2005) – Shot digitally on CineAlta cameras. Three practical sets used. MirrorMask (United States/United Kingdom, 2005) – Shot on celluloid. 80% of film uses digital backlot. Some practical set pieces used. The Cabinet of Dr. Caligari (United States, 2005) – Shot digitally. 300 (United States, 2007) – Shot on celluloid. Two practical sets used. Speed Racer (United States, 2008) – Directed by the Wachowskis. Three practical sets used. The Spirit (United States, 2008) – Director Frank Miller shot the film with the same techniques he and Robert Rodriguez used on Sin City. Avatar (United States, 2009) – Directed by James Cameron. Two practical sets used. Goemon (Japan, 2009) – The second film from Casshern helmer Kazuaki Kiriya. Alice in Wonderland (United States, 2010) – Directed by Tim Burton. Practical sets used. Sin City: A Dame to Kill For (United States 2014) – Co-directed by Robert Rodriguez and Frank Miller. Sequel to Sin City. === Upcoming === Tribes of October

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  • PureWow

    PureWow

    PureWow is an American digital media company that publishes women's lifestyle content. Acquired by Gary Vaynerchuk in 2017 as part of Gallery Media Group, PureWow tailors lifestyle topics for Millennials and Generation X, including fashion, beauty, home decor, recipes, entertainment, travel, technology, literature, wellness and money. == History == PureWow was founded by Ryan Harwood in September 2010, along with Bob Pittman's Pilot Group and the women of wowOwow Joni Evans, Mary Wells Lawrence, Whoopi Goldberg, Liz Smith, Candice Bergen, and Lesley Stahl, among others. In January 2013, PureWow hired former Real Simple editor Mary Kate McGrath as its first editor-in-chief. In August 2014, PureWow was listed as no. 352 on Inc. Magazine's 2014 list of the top 500 fastest-growing privately owned companies. In May 2015, PureWow raised $2.5 million. In 2017, serial entrepreneur Gary Vaynerchuk and Miami Dolphins' owner Stephen Ross' venture firm, RSE Ventures, acquired PureWow to form Gallery Media Group as a creative agency and media firm. PureWow's CEO, Ryan Harwood serves as the chief executive of Gallery Media Group. == Editions == PureWow publishes national content as well as local content for New York City, Los Angeles, Chicago, San Francisco, Dallas, and the Hamptons. The company publishes content across fashion, beauty, homecare topics, technology, entertainment, books, wellness and finances. PureWow articles are distributed via its website PureWow.com, email, and over social media channels.

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  • Snapshot isolation

    Snapshot isolation

    In databases, and transaction processing (transaction management), snapshot isolation is a guarantee that all reads made in a transaction will see a consistent snapshot of the database (in practice it reads the last committed values that existed at the time it started), and the transaction itself will successfully commit only if no updates it has made conflict with any concurrent updates made since that snapshot. Snapshot isolation has been adopted by several major database management systems, such as InterBase, Firebird, Oracle, MySQL, PostgreSQL, SQL Anywhere, MongoDB and Microsoft SQL Server (2005 and later). The main reason for its adoption is that it allows better performance than serializability, yet still avoids most of the concurrency anomalies that serializability avoids (but not all). In practice snapshot isolation is implemented within multiversion concurrency control (MVCC), where generational values of each data item (versions) are maintained: MVCC is a common way to increase concurrency and performance by generating a new version of a database object each time the object is written, and allowing transactions' read operations of several last relevant versions (of each object). Snapshot isolation has been used to criticize the ANSI SQL-92 standard's definition of isolation levels, as it exhibits none of the "anomalies" that the SQL standard prohibited, yet is not serializable (the anomaly-free isolation level defined by ANSI). In spite of its distinction from serializability, snapshot isolation is sometimes referred to as serializable by Oracle. == Definition == A transaction executing under snapshot isolation appears to operate on a personal snapshot of the database, taken at the start of the transaction. When the transaction concludes, it will successfully commit only if the values updated by the transaction have not been changed externally since the snapshot was taken. Such a write–write conflict will cause the transaction to abort. In a write skew anomaly, two transactions (T1 and T2) concurrently read an overlapping data set (e.g. values V1 and V2), concurrently make disjoint updates (e.g. T1 updates V1, T2 updates V2), and finally concurrently commit, neither having seen the update performed by the other. Were the system serializable, such an anomaly would be impossible, as either T1 or T2 would have to occur "first", and be visible to the other. In contrast, snapshot isolation permits write skew anomalies. As a concrete example, imagine V1 and V2 are two balances held by a single person, Phil. The bank will allow either V1 or V2 to run a deficit, provided the total held in both is never negative (i.e. V1 + V2 ≥ 0). Both balances are currently $100. Phil initiates two transactions concurrently, T1 withdrawing $200 from V1, and T2 withdrawing $200 from V2. If the database guaranteed serializable transactions, the simplest way of coding T1 is to deduct $200 from V1, and then verify that V1 + V2 ≥ 0 still holds, aborting if not. T2 similarly deducts $200 from V2 and then verifies V1 + V2 ≥ 0. Since the transactions must serialize, either T1 happens first, leaving V1 = −$100, V2 = $100, and preventing T2 from succeeding (since V1 + (V2 − $200) is now −$200), or T2 happens first and similarly prevents T1 from committing. If the database is under snapshot isolation(MVCC), however, T1 and T2 operate on private snapshots of the database: each deducts $200 from an account, and then verifies that the new total is zero, using the other account value that held when the snapshot was taken. Since neither update conflicts, both commit successfully, leaving V1 = V2 = −$100, and V1 + V2 = −$200. Some systems built using multiversion concurrency control (MVCC) may support (only) snapshot isolation to allow transactions to proceed without worrying about concurrent operations, and more importantly without needing to re-verify all read operations when the transaction finally commits. This is convenient because MVCC maintains a series of recent history consistent states. The only information that must be stored during the transaction is a list of updates made, which can be scanned for conflicts fairly easily before being committed. However, MVCC systems (such as MarkLogic) will use locks to serialize writes together with MVCC to obtain some of the performance gains and still support the stronger "serializability" level of isolation. == Workarounds == Potential inconsistency problems arising from write skew anomalies can be fixed by adding (otherwise unnecessary) updates to the transactions in order to enforce the serializability property. Materialize the conflict Add a special conflict table, which both transactions update in order to create a direct write–write conflict. Promotion Have one transaction "update" a read-only location (replacing a value with the same value) in order to create a direct write–write conflict (or use an equivalent promotion, e.g. Oracle's SELECT FOR UPDATE). In the example above, we can materialize the conflict by adding a new table which makes the hidden constraint explicit, mapping each person to their total balance. Phil would start off with a total balance of $200, and each transaction would attempt to subtract $200 from this, creating a write–write conflict that would prevent the two from succeeding concurrently. However, this approach violates the normal form. Alternatively, we can promote one of the transaction's reads to a write. For instance, T2 could set V1 = V1, creating an artificial write–write conflict with T1 and, again, preventing the two from succeeding concurrently. This solution may not always be possible. In general, therefore, snapshot isolation puts some of the problem of maintaining non-trivial constraints onto the user, who may not appreciate either the potential pitfalls or the possible solutions. The upside to this transfer is better performance. == Terminology == Snapshot isolation is called "serializable" mode in Oracle and PostgreSQL versions prior to 9.1, which may cause confusion with the "real serializability" mode. There are arguments both for and against this decision; what is clear is that users must be aware of the distinction to avoid possible undesired anomalous behavior in their database system logic. == History == Snapshot isolation arose from work on multiversion concurrency control databases, where multiple versions of the database are maintained concurrently to allow readers to execute without colliding with writers. Such a system allows a natural definition and implementation of such an isolation level. InterBase, later owned by Borland, was acknowledged to provide SI rather than full serializability in version 4, and likely permitted write-skew anomalies since its first release in 1985. Unfortunately, the ANSI SQL-92 standard was written with a lock-based database in mind, and hence is rather vague when applied to MVCC systems. Berenson et al. wrote a paper in 1995 critiquing the SQL standard, and cited snapshot isolation as an example of an isolation level that did not exhibit the standard anomalies described in the ANSI SQL-92 standard, yet still had anomalous behaviour when compared with serializable transactions. In 2008, Cahill et al. showed that write-skew anomalies could be prevented by detecting and aborting "dangerous" triplets of concurrent transactions. This implementation of serializability is well-suited to multiversion concurrency control databases, and has been adopted in PostgreSQL 9.1, where it is known as Serializable Snapshot Isolation (SSI). When used consistently, this eliminates the need for the above workarounds. The downside over snapshot isolation is an increase in aborted transactions. This can perform better or worse than snapshot isolation with the above workarounds, depending on workload.

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  • Hardware security

    Hardware security

    Hardware security is a discipline originated from the cryptographic engineering and involves hardware design, access control, secure multi-party computation, secure key storage, ensuring code authenticity, measures to ensure that the supply chain that built the product is secure among other things. A hardware security module (HSM) is a physical computing device that safeguards and manages digital keys for strong authentication and provides cryptoprocessing. These modules traditionally come in the form of a plug-in card or an external device that attaches directly to a computer or network server. Some providers in this discipline consider that the key difference between hardware security and software security is that hardware security is implemented using "non-Turing-machine" logic (raw combinatorial logic or simple state machines). One approach, referred to as "hardsec", uses FPGAs to implement non-Turing-machine security controls as a way of combining the security of hardware with the flexibility of software. Hardware backdoors are backdoors in hardware. Conceptionally related, a hardware Trojan (HT) is a malicious modification of electronic system, particularly in the context of integrated circuit. A physical unclonable function (PUF) is a physical entity that is embodied in a physical structure and is easy to evaluate but hard to predict. Further, an individual PUF device must be easy to make but practically impossible to duplicate, even given the exact manufacturing process that produced it. In this respect it is the hardware analog of a one-way function. The name "physical unclonable function" might be a little misleading as some PUFs are clonable, and most PUFs are noisy and therefore do not achieve the requirements for a function. Today, PUFs are usually implemented in integrated circuits and are typically used in applications with high security requirements. Many attacks on sensitive data and resources reported by organizations occur from within the organization itself.

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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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