Google AI Image Generator

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

  • BulSemCor

    BulSemCor

    The Bulgarian Sense-annotated Corpus (BulSemCor) (Bulgarian: Български семантично анотиран корпус (БулСемКор)) is a structured corpus of Bulgarian texts in which each lexical item is assigned a sense tag. BulSemCor was created by the Department of Computational Linguistics at the Institute for Bulgarian Language of the Bulgarian Academy of Sciences. == Structure == BulSemCor was created as part of a nationally funded project titled "BulNet – A lexico-semantic network for the Bulgarian Language" (2005–2010). It follows the general methodology of SemCor combined with some specific principles. The corpus for annotation consists of 101,791 tokens covering an excerpt from the Bulgarian "Brown" Corpus modelled on the Brown Corpus.Francis Kucera An important feature of BulSemCor is that the samples are selected using heuristics that provide optimal coverage of ambiguous lexis. BulSemCor is manually sense-annotated according to the Bulgarian WordNet. Its size is comparable to that of other contemporary semantically annotated corpora or pool of acceptable linguistic components. The semantic annotation consists in associating each lexical item in the corpus with exactly one synonym set (synset) in the Bulgarian WordNet that best describes its sense in the particular context. The selection of the best match among the suggested candidates is based on a set of procedures, such as the other synset members, the synset gloss (explanatory definition) and the position of a given candidate in the WordNet structure. == Scale == The number of annotated tokens is 99,480 (the difference in the number of tokens compared to the initial corpus is due to the fact that some of them are not linguistic items). The simple word count is 86,842 and multiword expressions (MWE) are 5,797 (12,638 tokens). == Specific features == All words in BulSemCor are assigned a sense, while according to established practice only simple content words or content word classes (typically nouns and verbs) are annotated. Since 2000 the development of language resources, has broadened to include annotation of function words and multiword expressions covering particular senses or types of words and expressions. In this respect, BulSemCor's annotation is more exhaustive and hence provides greater opportunities for linguistic observations and non-linear programming (NLP) applications. Annotated items inherit the linguistic information associated with the corresponding synset, which along with morphological and semantic tags may include annotation on one or more of the following additional levels: Partial information about the syntactic structure of MWE types – particularly, information about syntactic heads and their dependents; Information about the category of the named entities – names, locations, organisations, dates, numbers, etc.; Information about the taxonomic category of adverbs, such as time, place, manner, degree, quantity, etc.; Information about the type of the syntactic relationships – coordination or subordination – expressed by conjunctions; Information about the original part-of-speech of substantivised words (non-nouns that act as nouns in a particular context); Stylistic/register, grammatical and other information about synsets or individual synset members;

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  • WebGL

    WebGL

    WebGL (short for Web Graphics Library) is a JavaScript API for rendering interactive 2D and 3D graphics within any compatible web browser without the use of plug-ins. WebGL is fully integrated with other web standards, allowing GPU-accelerated usage of physics, image processing, and effects in the HTML canvas. WebGL elements can be mixed with other HTML elements and composited with other parts of the page or page background. WebGL programs consist of control code written in JavaScript, and shader code written in OpenGL ES Shading Language (GLSL ES, sometimes referred to as ESSL), a language similar to C or C++. WebGL code is executed on a computer's GPU. WebGL is designed and maintained by the non-profit Khronos Group. On February 9, 2022, Khronos Group announced WebGL 2.0 support from all major browsers. From 2024, a new graphics API, WebGPU, is being developed to supersede WebGL. WebGPU provides extended capabilities, a more modern interface, and direct GPU access, which is useful for demanding graphics as well as AI applications. == Design == WebGL 1.0 is based on OpenGL ES 2.0 and provides an API for 3D graphics. It uses the HTML5 canvas element and is accessed using Document Object Model (DOM) interfaces. WebGL 2.0 is based on OpenGL ES 3.0. It guarantees the availability of many optional extensions of WebGL 1.0, and exposes new APIs. Automatic memory management is provided implicitly by JavaScript. Like OpenGL ES 2.0, WebGL lacks the fixed-function APIs introduced in OpenGL 1.0 and deprecated in OpenGL 3.0. This functionality, if required, has to be implemented by the developer using shader code and JavaScript. Shaders in WebGL are written in GLSL and passed to the WebGL API as text strings. The WebGL implementation compiles these strings to GPU code. This code is executed for each vertex sent through the API and for each pixel rasterized to the screen. == History == WebGL evolved out of the Canvas 3D experiments started by Vladimir Vukićević at Mozilla. Vukićević first demonstrated a Canvas 3D prototype in 2006. By the end of 2007, both Mozilla and Opera had made their own separate implementations. In early 2009, the non-profit technology consortium Khronos Group started the WebGL Working Group, with initial participation from Apple, Google, Mozilla, Opera, and others. Version 1.0 of the WebGL specification was released March 2011. An early application of WebGL was Zygote Body. In November 2012 Autodesk announced that they ported most of their applications to the cloud running on local WebGL clients. These applications included Autodesk Fusion and AutoCAD. Development of the WebGL 2 specification started in 2013 and finished in January 2017. The specification is based on OpenGL ES 3.0. First implementations are in Firefox 51, Chrome 56 and Opera 43. == Implementations == === Almost Native Graphics Layer Engine === Almost Native Graphics Layer Engine (ANGLE) is an open source graphic engine which implements WebGL 1.0 (2.0 which closely conforms to ES 3.0) and OpenGL ES 2.0 and 3.0 standards. It is a default backend for both Google Chrome and Mozilla Firefox on Windows platforms and works by translating WebGL and OpenGL calls to available platform-specific APIs. ANGLE currently provides access to OpenGL ES 2.0 and 3.0 to desktop OpenGL, OpenGL ES, Direct3D 9, and Direct3D 11 APIs. ″[Google] Chrome uses ANGLE for all graphics rendering on Windows, including the accelerated Canvas2D implementation and the Native Client sandbox environment.″ == Software == WebGL is widely supported by modern browsers. However, its availability depends on other factors, too, like whether the GPU supports it. The official WebGL website offers a simple test page. More detailed information (like what renderer the browser uses, and what extensions are available) can be found at third-party websites. === Desktop browsers === Source: Google Chrome – WebGL 1.0 has been enabled on all platforms that have a capable graphics card with updated drivers since version 9, released in February 2011. By default on Windows, Chrome uses the ANGLE (Almost Native Graphics Layer Engine) renderer to translate OpenGL ES to Direct X 9.0c or 11.0, which have better driver support. However, on Linux and Mac OS X, the default renderer is OpenGL. It is also possible to force OpenGL as the renderer on Windows. Since September 2013, Chrome also has a newer Direct3D 11 renderer, which requires a newer graphics card. Chrome 56+ supports WebGL 2.0. Firefox – WebGL 1.0 has been enabled on all platforms that have a capable graphics card with updated drivers since version 4.0. Since 2013 Firefox also uses DirectX on the Windows platform via ANGLE. Firefox 51+ supports WebGL 2.0. Safari – Safari 6.0 and newer versions installed on OS X Mountain Lion, Mac OS X Lion and Safari 5.1 on Mac OS X Snow Leopard implemented support for WebGL 1.0, which was disabled by default before Safari 8.0. Safari version 12 (available in MacOS Mojave) has available support for WebGL 2.0 as an "Experimental" feature. Safari 15 enables WebGL 2.0 for all users. Opera – WebGL 1.0 has been implemented in Opera 11 and 12, but was disabled by default in 2014. Opera 43+ supports WebGL 2.0. Internet Explorer – WebGL 1.0 is partially supported in Internet Explorer 11. Internet Explorer initially failed most of the official WebGL conformance tests, but Microsoft later released several updates. The latest 0.94 WebGL engine currently passes ≈97% of Khronos tests. WebGL support can also be manually added to earlier versions of Internet Explorer using third-party plugins such as IEWebGL. Microsoft Edge – For Microsoft Edge Legacy, the initial stable release supports WebGL version 0.95 (context name: "experimental-webgl") with an open source GLSL to HLSL transpiler. Version 10240+ supports WebGL 1.0 as prefixed. Latest Chromium-based Edge supports WebGL 2.0. === Mobile browsers === Google Chrome – WebGL 1.0 is supported on Android as of Chrome 25. WebGL 2.0 is supported on Android as of Chrome 58. Chrome is used for the Android system webview as of Android 5. Firefox for mobile – WebGL 1.0 is available for Android devices since Firefox 4. Safari on iOS – WebGL 1.0 is available for mobile Safari in iOS 8. WebGL 2.0 is available for mobile Safari in iOS 15. Microsoft Edge – Prefixed WebGL 1.0 was available on Windows 10 Mobile.. Latest Chromium-based Edge supports WebGL 2.0. Opera Mobile – Opera Mobile 12 supports WebGL 1.0 (on Android only). Sailfish OS – WebGL 1.0 is supported in the default Sailfish browser. Tizen – WebGL 1.0 is supported == Tools and ecosystem == === Utilities === The low-level nature of the WebGL API, which provides little on its own to quickly create desirable 3D graphics, motivated the creation of higher-level libraries that abstract common operations (e.g. loading scene graphs and 3D objects in certain formats; applying linear transformations to shaders or view frustums). Some such libraries were ported to JavaScript from other languages. Examples of libraries that provide high-level features include A-Frame (VR), BabylonJS, PlayCanvas, three.js, OSG.JS, Google’s model-viewer and CopperLicht. Web3D also made a project called X3DOM to make X3D and VRML content run on WebGL. === Games === There has been an emergence of 2D and 3D game engines for WebGL, such as Unreal Engine 4 and Unity. The Stage3D/Flash-based Away3D high-level library also has a port to WebGL via TypeScript. A more light-weight utility library that provides just the vector and matrix math utilities for shaders is sylvester.js. It is sometimes used in conjunction with a WebGL specific extension called glUtils.js. There are also some 2D libraries built atop WebGL, like Cocos2d-x or Pixi.js, which were implemented this way for performance reasons in a move that parallels what happened with the Starling Framework over Stage3D in the Flash world. The WebGL-based 2D libraries fall back to HTML5 canvas when WebGL is not available. Removing the rendering bottleneck by giving almost direct access to the GPU has exposed performance limitations in the JavaScript implementations. Some were addressed by asm.js and WebAssembly (similarly, the introduction of Stage3D exposed performance problems within ActionScript, which were addressed by projects like CrossBridge). === Content creation === As with any other graphics API, creating content for WebGL scenes requires using a 3D content creation tool and exporting the scene to a format that is readable by the viewer or helper library. Desktop 3D authoring software such as Blender, Autodesk Maya or SimLab Composer can be used for this purpose. In particular, Blend4Web allows a WebGL scene to be authored entirely in Blender and exported to a browser with a single click, even as a standalone web page. There are also some WebGL-specific software such as CopperCube and the online WebGL-based editor Clara.io. Online platforms such as Sketchfab and Clara.io allow users to directly upload their 3D models

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  • MADI

    MADI

    Multichannel Audio Digital Interface (MADI) standardized as AES10 by the Audio Engineering Society (AES) defines the data format and electrical characteristics of an interface that carries multiple channels of digital audio. The AES first documented the MADI standard in AES10-1991 and updated it in AES10-2003 and AES10-2008. The MADI standard includes a bit-level description and has features in common with the two-channel AES3 interface. MADI supports serial digital transmission over coaxial cable or fibre-optic lines of 28, 56, 32, or 64 channels; and sampling rates to 96 kHz and beyond with an audio bit depth of up to 24 bits per channel. Like AES3 and ADAT Lightpipe, it is a unidirectional interface from one sender to one receiver. == Development and applications == MADI was developed by AMS Neve, Solid State Logic, Sony and Mitsubishi and is widely used in the audio industry, especially in the professional audio sector. It provides advantages over other audio digital interface protocols and standards such as AES3, ADAT Lightpipe, TDIF (Tascam Digital Interface), and S/PDIF (Sony/Philips Digital Interface). These advantages include: Support for a greater number of channels per line Use of coaxial and optical fiber media that support transmission of audio signals over 100 meters, up to 3000 meters over multi-mode and 40,000 meters over single-mode optical fiber The original specification (AES10-1991) defined the MADI link as a 56-channel transport for linking large-format mixing consoles to digital multitrack recording devices. Large broadcast studios also adopted it for routing multi-channel audio throughout their facilities. The 2003 revision (AES10-2003) adds a 64-channel capability by removing varispeed operation and supports 96 kHz sampling frequency with reduced channel capacity. The latest AES10-2008 standard includes minor clarifications and updates to correspond to the current AES3 standard. Audio over Ethernet of various types is the primary alternative to MADI for transport of many channels of professional digital audio. == Transmission format == MADI links use a transmission format similar to Fiber Distributed Data Interface (FDDI) networking. Since MADI is most often transmitted on copper links via 75-ohm coaxial cables, it more closely compares to the FDDI specification for copper-based links, called CDDI. AES10-2003 recommends using BNC connectors with coaxial cables and SC connectors with optic fibers. MADI over fibre can support a range of up to 2 km. The basic data rate is 100 Mbit/s of data using 4B5B encoding to produce a 125 MHz physical baud rate. Unlike AES3, this clock is not synchronized to the audio sample rate, and the audio data payload is padded using JK sync symbols. Sync symbols may be inserted at any subframe boundary, and must occur at least once per frame. Though the standard disassociates the transmission clock from the audio sample rate, and thus requires a separate word clock connection to maintain synchronization, some vendors do give the option of locking to parts of the transmission timing information for purposes of deriving a word clock. The audio data is almost identical to the AES3 payload, though with more channels. Rather than letters, MADI assigns channel numbers from 0–63. Frame synchronization is provided by sync symbols outside the data itself, rather than an embedded preamble sequence, and the first four time slots of each sub-channel are encoded as normal data, used for sub-channel identification: Bit 0: Set to 1 to mark channel 0, the first channel in each frame Bit 1: Set to 1 to indicate that this channel is active (contains interesting data) Bit 2: notA/B channel marker, used to mark left (0) and right (1) channels. Generally, even channels are A and odd channels are B. Bit 3: Set to 1 to mark the beginning of a 192-sample data block == Sampling frequency == The original AES10-1991 specification allowed 56 channels at sample rates from 32 to 48 kHz with an additional vari-speed range of ± 12.5%. This leads to a total range of 28 to 54 kHz. At the highest frequency, this produces a total of 56 × 32 × 54 = 96768 kbit/s, leaving 3.232% of the channel for synchronization marks and transmit clock error. The 2003 revision specifies different relations between sampling frequency and number of channels. 32 kHz to 48 kHz ± 12.5%, 56 channels; 32 kHz to 48 kHz nominal, 64 channels; 64 kHz to 96 kHz ± 12.5%, 28 channels. With a 48 kHz sampling frequency, 64 channels take 64 × 32 × 48000 = 98.304 Mbit/s. Adding the minimum 8 × 58 kbit/s of framing produces 98688 bit/s, leaving 1.312% free for timing variation and other overhead. Both versions of the standard accommodate higher sampling frequencies (for example, 96 kHz or 192 kHz) by using two or more channels per audio sample on the link.

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  • Vinyl cutter

    Vinyl cutter

    A vinyl cutter is an entry-level machine for making signs. Computer-designed vector files with patterns and letters are directly cut on the roll of vinyl which is mounted and fed into the vinyl cutter through USB or serial cable. Vinyl cutters are mainly used to make signs, banners and advertisements. Advertisements seen on automobiles and vans are often made with vinyl cut letters. While these machines were designed for cutting vinyl, they can also cut through computer and specialty papers, as well as thicker items like thin sheets of magnet. In addition to sign business, vinyl cutters are commonly used for apparel decoration. To decorate apparel, a vector design needs to be cut in mirror image, weeded, and then heat applied using a commercial heat press or a hand iron for home use. Some businesses use their vinyl cutter to produce both signs and custom apparel. Many crafters also have vinyl cutters for home use. These require little maintenance, and the vinyl can be bought in bulk relatively cheaply. Vinyl cutters are also often used by stencil artists to create single use or reusable stencil art and lettering == How it works == A vinyl cutter is a type of computer-controlled machine tool. The computer controls the movement of a sharp blade over the surface of the material as it would the nozzles of an ink-jet printer. This blade is used to cut out shapes and letters from sheets of thin self-adhesive plastic (vinyl). The vinyl can then be stuck to a variety of surfaces depending on the adhesive and type of material. To cut out a design, a vector-based image must be created using vector drawing software. Some vinyl cutters are marketed to small in-home businesses and require download and use of a proprietary editing software. The design is then sent to the cutter where it cuts along the vector paths laid out in the design. The cutter is capable of moving the blade on an X and Y axis over the material, cutting it into the required shapes. The vinyl material comes in long rolls allowing projects with significant length like banners or billboards to be easily cut. A major limitation with vinyl cutters is that they can only cut shapes from solid colours of vinyl, paper, card or thin plastic sheets such as Mylar. The type and thickness of material will vary for each cutter and how much downforce the cutter is capable of. If the material has no backing, a backing sheet, material or cutting mat and a temporary adhesive are needed to allow the cutter to cut through the material. A design with multiple colours must have each colour cut separately and then layered on top of each other as it is applied to the substrate. This is a process that is often applied in stencil art. Also, since the shapes are cut out of solid colours, photographs and gradients cannot be reproduced with a stand-alone cutter. === Design creation === Designs are created using vector-based software like Adobe Illustrator, FlexiSign, EasyCutPro, or other software. Vector artwork is either drawn with lines, shapes and text or images are vectorized thus create vector shapes. Most cutters (also called plotters) require special software to load/edit the artwork and communicate with the cutter. Computer designed images are loaded onto the vinyl cutter via a wired connection or over a wireless protocol. Then the vinyl is loaded into the machine where it is automatically fed through and cut to follow the set design. The vinyl can be placed on an adhesive mat to stabilize the vinyl when cutting smaller designs. === Types of vinyl === Adhesive vinyl is the type of vinyl used for store windows, car decals, signage, and more. Adhesive vinyl is applied with a transfer medium often called "transfer tape" or "carrier sheet". Heat transfer vinyl is the type of vinyl used to apply a design to fabric including t-shirts, tea towels, canvas bags, and more. Heat Transfer vinyl can be applied using a heat press or an iron, though the constant pressure and heat from a heat press is recommended by experts. === Using other materials === In addition to vinyl some cutters are capable of cutting other materials such as paper, card, plastic sheets and even thin wood. The thickness and type of material that can be cut will depend on the model of the cutter and heavily depends on the downforce. Cricut is a popular home cutter used by arts and craft enthusiasts since it allows for a wide use of different materials and is similar in size to a household printer and has strong downforce for its size. === Backing and cutting mat === If you cut material that doesn't have an adhesive backing you will require a cutting mat that you need to attach your material to. Some cutting mats are sticky, others will require you to use a temporary adhesive and/or masking tape to keep the material in place when cutting. === Cutting === The vinyl cutter uses a small knife or blade to precisely cut the outline of figures into a sheet or piece of vinyl, but not the release liner. The process of cutting vinyl material without penetrating it completely is referred to as "kiss cutting". The knife moves side to side and turns, while the vinyl is moved beneath the knife. The results from the cut process is an image cut into the material. === Weeding === The material is then 'weeded' where the excess parts of the figures are removed from the release liner. It is possible to remove the positive parts, which would give a negative decal, or remove the negative parts, giving a positive decal. Removing the figure would be like removing the positive, giving a negative image of the figures. === Transfer tape === A sheet of transfer tape with an adhesive backing is laid on the weeded vinyl when necessary. Heat Transfer vinyl often does not require use of a separate transfer tape. A roller is applied to the tape, causing it to adhere to the vinyl. The transfer tape and the weeded vinyl is pulled off the release liner, and applied to a substrate, such as a sheet of aluminium. This results in an aluminium sign with vinyl figures. == Uses == In addition to the capabilities of the cutter itself, adhesive vinyl comes in a wide variety of colors and materials including gold and silver foil, vinyl that simulates frosted glass, holographic vinyl, reflective vinyl, thermal transfer material, and even clear vinyl embedded with gold leaf. (Often used in the lettering on fire trucks and rescue vehicles.) As the vinyl film is supplied by the manufacturer, it comes attached to a release liner. == Challenges when cutting on a vinyl cutter == Cutting on a vinyl cutter requires careful calibration to achieve clean and accurate results, especially when the goal is to cut through only the top layer of material while leaving the backing intact. One of the most common challenges is setting the correct cutting depth. If the blade is not lowered enough, the vinyl material may not separate properly; if it goes too deep, it can cut through the backing layer and potentially damage the cutting mat. The cutting depth on the vinyl cutter machines typically does not exceed 1 mm. Another frequent issue is the mismatch between the blade and the type of material being processed. Using an inappropriate blade can lead to uneven cuts, premature dulling of the edge, and torn or frayed material. The overall quality of the output also depends on factors such as the cutting speed, blade sharpening and cutting angle, and the material the knife is made of.

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  • Hallucination (artificial intelligence)

    Hallucination (artificial intelligence)

    In the field of artificial intelligence (AI), a hallucination or artificial hallucination (also called bullshitting, confabulation, or delusion) is a response generated by AI that contains false or misleading information presented as fact. This term draws a loose analogy with human psychology, where a hallucination typically involves false percepts. For example, a chatbot powered by large language models (LLMs), like ChatGPT, may embed plausible-sounding random falsehoods within its generated content. Detecting and mitigating errors and hallucinations pose significant challenges for practical deployment and reliability of LLMs in high-stakes scenarios, such as chip design, supply chain logistics, and medical diagnostics. Some software engineers and statisticians have criticized the specific term "AI hallucination" for unreasonably anthropomorphizing computers. Symbolic artificial intelligence models generally do not produce hallucinations, unlike large language models. == Term == === Origin === Since the 1980s, the term "hallucination" has been used in computer vision with a positive connotation to describe the process of adding detail to an image. For example, the task of generating high-resolution face images from low-resolution inputs is called face hallucination. The first documented use of the term "hallucination" in this sense is in the PhD thesis of Eric Mjolsness in 1986. A notable work is the face hallucination algorithm by Simon Baker and Takeo Kanade published in 1999. In the 2000s, hallucinations were described in statistical machine translation as a failure mode. Since the 2010s, the term has undergone a semantic shift to signify the generation of factually incorrect or misleading outputs by AI systems in tasks like machine translation and object detection. In 2015, hallucinations were identified in visual semantic role labeling tasks by Saurabh Gupta and Jitendra Malik. In 2015, computer scientist Andrej Karpathy used the term "hallucinated" in a blog post to describe his recurrent neural network (RNN) language model generating an incorrect citation link. In 2017, Google researchers used the term to describe the responses generated by neural machine translation (NMT) models when they are not related to the source text, and in 2018, the term was used in computer vision to describe instances where non-existent objects are erroneously detected because of adversarial attacks. In July 2021, Meta warned during its release of BlenderBot 2 that the system is prone to "hallucinations", which Meta defined as "confident statements that are not true". Following OpenAI's ChatGPT release in beta version in November 2022, some users complained that such chatbots often seem to pointlessly embed plausible-sounding random falsehoods within their generated content. Many news outlets, including The New York Times, started to use the term "hallucinations" to describe these models' frequently incorrect or inconsistent responses. In 2023, the Cambridge dictionary updated its definition of hallucination to include this new sense specific to the field of AI. Some researchers have highlighted a lack of consistency in how the term is used, but also identified several alternative terms in the literature, such as confabulations, fabrications, and factual errors. === Definitions and alternatives === Uses, definitions and characterizations of the term "hallucination" in the context of LLMs include: "a tendency to invent facts in moments of uncertainty" (OpenAI, May 2023) "a model's logical mistakes" (OpenAI, May 2023) "fabricating information entirely, but behaving as if spouting facts" (CNBC, May 2023) "making up information" (The Verge, February 2023) "probability distributions" (in scientific contexts) Journalist Benj Edwards, in Ars Technica, writes that the term "hallucination" is controversial, but that some form of metaphor remains necessary; Edwards suggests "confabulation" as an analogy for processes that involve "creative gap-filling". In July 2024, a White House report on fostering public trust in AI research mentioned hallucinations only in the context of reducing them. Notably, when acknowledging David Baker's Nobel Prize-winning work with AI-generated proteins, the Nobel committee avoided the term entirely, instead referring to "imaginative protein creation". Hicks, Humphries, and Slater, in their article in Ethics and Information Technology, argue that the output of LLMs is "bullshit" under Harry Frankfurt's definition of the term, and that the models are "in an important way indifferent to the truth of their outputs", with true statements only accidentally true, and false ones accidentally false. Some researchers also use the derogatory term "botshit", often referring to uncritical use of AI. === Criticism === In the scientific community, some researchers avoid the term "hallucination", seeing it as potentially misleading. It has been criticized by Usama Fayyad, executive director of the Institute for Experimental Artificial Intelligence at Northeastern University, on the grounds that it misleadingly personifies large language models and is vague. Mary Shaw said, "The current fashion for calling generative AI's errors 'hallucinations' is appalling. It anthropomorphizes the software, and it spins actual errors as somehow being idiosyncratic quirks of the system even when they're objectively incorrect." In Salon, statistician Gary Smith argues that LLMs "do not understand what words mean" and consequently that the term "hallucination" unreasonably anthropomorphizes the machine. Murray Shanahan argues that anthropomorphic framing of LLM capabilities, including terms like "hallucination", encourages users and researchers to attribute cognitive processes to systems that operate through statistical pattern completion, and advocates for more careful linguistic practices when discussing LLM behavior. Kristina Šekrst argues that applying psychological vocabulary to LLM outputs obscures the difference between the appearance of mental properties and their genuine presence. Förster & Skop assert that tech companies use the hallucination metaphor to anthropomorphize models and deflect responsibility for non-factual outputs. Some see the AI outputs not as illusory but as prospective—that is, having some chance of being true, similar to early-stage scientific conjectures. The term has also been criticized for its association with psychedelic drug experiences. == In natural language generation == In natural language generation, there are several reasons why natural language models hallucinate: === Hallucination from data === Hallucinations can stem from incomplete, inaccurate or unrepresentative data sets. === Modeling-related causes === The pre-training of generative pretrained transformers (GPT) involves predicting the next word. It incentivizes GPT models to "give a guess" about what the next word is, even when they lack information. Some researchers take an anthropomorphic perspective and posit that hallucinations arise from a tension between novelty and usefulness. For instance, Amabile and Pratt define human creativity as the production of novel and useful ideas. By extension, a focus on novelty in machine creativity can lead to the production of original but inaccurate responses—that is, falsehoods—whereas a focus on usefulness may result in memorized content lacking originality. By 2022, newspapers such as The New York Times expressed concern that, as the adoption of bots based on large language models continued to grow, unwarranted user confidence in bot output could lead to problems. === Interpretability research === In 2025, interpretability research by Anthropic on the LLM Claude identified internal circuits that cause it to decline to answer questions unless it knows the answer. By default, the circuit is active and the LLM doesn't answer. When the LLM has sufficient information, these circuits are inhibited and the LLM answers the question. Hallucinations were found to occur when this inhibition happens incorrectly, such as when Claude recognizes a name but lacks sufficient information about that person, causing it to generate plausible but untrue responses. === Examples === On 15 November 2022, researchers from Meta AI published Galactica, designed to "store, combine and reason about scientific knowledge". Content generated by Galactica came with the warning: "Outputs may be unreliable! Language Models are prone to hallucinate text." In one case, when asked to draft a paper on creating avatars, Galactica cited a fictitious paper from a real author who works in the relevant area. Meta withdrew Galactica on 17 November due to offensiveness and inaccuracy. OpenAI's ChatGPT, released in beta version to the public on November 30, 2022, was based on the foundation model GPT-3.5 (a revision of GPT-3). Professor Ethan Mollick of Wharton called it an "omniscient, eager-to-please intern who sometimes lies to you". Data scientist Teresa Kuba

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  • Digital goods

    Digital goods

    Digital goods or e-goods are intangible goods that exist in digital form. Examples are Wikipedia articles; digital media, such as e-books, downloadable music, internet radio, internet television and streaming media; fonts, logos, photos and graphics; digital subscriptions; online ads (as purchased by the advertiser); internet coupons; electronic tickets; electronically treated documentation in many different fields; downloadable software (Digital Distribution) and mobile apps; cloud-based applications and online games; virtual goods used within the virtual economies of online games and communities; community access; workbooks; worksheets; planners; e-learning (online courses); webinars, video tutorials, blog posts; cards; patterns; website themes and templates. == Legal concerns about digital goods == Special legal concerns regarding digital goods include copyright infringement and taxation. Also the question of the ownership (versus licensed use or service only) of purely digital goods is not finally resolved. For instance, the software installers of the digital software distributor gog.com are technically independent to the account but are still subject to the EULA, where a "licensed, not sold" formulation is used. Therefore, it is not clear if the software can be legally used after a hypothetical loss of the account; a question which was also raised before in practice for the similar service Steam. In July 2012, the European Court of Justice ruled in the case UsedSoft GMbH v. Oracle International Corp. that the sale of a software product, either through a physical support or download, constituted a transfer of ownership in EU law, thus the first sale doctrine applies; the ruling thereby breaks the "licensed, not sold" legal theory, but leaves open numerous questions. Therefore, it is also permissible to resell software licenses even if the digital good has been downloaded directly from the Internet, as the first-sale doctrine applied whenever software was originally sold to a customer for an unlimited amount of time, thus prohibiting any software maker from preventing the resale of their software by any of their legitimate owners. The court requires that the previous owner must no longer be able to use the licensed software after the resale, but finds that the practical difficulties in enforcing this clause should not be an obstacle to authorizing resale, as they are also present for software which can be installed from physical supports, where the first-sale doctrine is in force. In several cases, content providers have faced criticism for revoking access to digital goods due to expired licenses or the discontinuation of a product, such as ebooks (which resulted in a lawsuit against Amazon.com, Inc.), digital video (with Sony Interactive Entertainment revoking access to purchased StudioCanal content from its now-defunct PlayStation video store; a similar move involving Warner Bros. Discovery content was averted by an updated license agreement), and video games (such as Ubisoft discontinuing and revoking access to its game The Crew without providing refunds or the ability to redownload the game) In September 2024, the U.S. state of California implemented a consumer protection law that prohibits the use of terms such as "buy" or "purchase" during transactions involving digital goods if there is no way to obtain the purchases in a manner that cannot be revoked by the seller (such as allowing it to be downloaded for permanent, offline access), and requires a disclaimer to be displayed to the customer at the time of purchase.

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  • Nanonetwork

    Nanonetwork

    A nanonetwork or nanoscale network is a set of interconnected nanomachines (devices a few hundred nanometers or a few micrometers at most in size) which are able to perform only very simple tasks such as computing, data storing, sensing and actuation. Nanonetworks are expected to expand the capabilities of single nanomachines both in terms of complexity and range of operation by allowing them to coordinate, share and fuse information. Nanonetworks enable new applications of nanotechnology in the biomedical field, environmental research, military technology and industrial and consumer goods applications. Nanoscale communication is defined in IEEE P1906.1. == Communication approaches == Classical communication paradigms need to be revised for the nanoscale. The two main alternatives for communication in the nanoscale are based either on electromagnetic communication or on molecular communication. === Electromagnetic === This is defined as the transmission and reception of electromagnetic radiation from components based on novel nanomaterials. Recent advancements in carbon and molecular electronics have opened the door to a new generation of electronic nanoscale components such as nanobatteries, nanoscale energy harvesting systems, nano-memories, logical circuitry in the nanoscale and even nano-antennas. From a communication perspective, the unique properties observed in nanomaterials will decide on the specific bandwidths for emission of electromagnetic radiation, the time lag of the emission, or the magnitude of the emitted power for a given input energy, amongst others. For the time being, two main alternatives for electromagnetic communication in the nanoscale have been envisioned. First, it has been experimentally demonstrated that is possible to receive and demodulate an electromagnetic wave by means of a nanoradio, i.e., an electromechanically resonating carbon nanotube which is able to decode an amplitude or frequency modulated wave. Second, graphene-based nano-antennas have been analyzed as potential electromagnetic radiators in the terahertz band. === Molecular === Molecular communication is defined as the transmission and reception of information by means of molecules. The different molecular communication techniques can be classified according to the type of molecule propagation in walkaway-based, flow-based or diffusion-based communication. In walkway-based molecular communication, the molecules propagate through pre-defined pathways by using carrier substances, such as molecular motors. This type of molecular communication can also be achieved by using E. coli bacteria as chemotaxis. In flow-based molecular communication, the molecules propagate through diffusion in a fluidic medium whose flow and turbulence are guided and predictable. The hormonal communication through blood streams inside the human body is an example of this type of propagation. The flow-based propagation can also be realized by using carrier entities whose motion can be constrained on the average along specific paths, despite showing a random component. A good example of this case is given by pheromonal long range molecular communications. In diffusion-based molecular communication, the molecules propagate through spontaneous diffusion in a fluidic medium. In this case, the molecules can be subject solely to the laws of diffusion or can also be affected by non-predictable turbulence present in the fluidic medium. Pheromonal communication, when pheromones are released into a fluidic medium, such as air or water, is an example of diffusion-based architecture. Other examples of this kind of transport include calcium signaling among cells, as well as quorum sensing among bacteria. Based on the macroscopic theory of ideal (free) diffusion the impulse response of a unicast molecular communication channel was reported in a paper that identified that the impulse response of the ideal diffusion based molecular communication channel experiences temporal spreading. Such temporal spreading has a deep impact in the performance of the system, for example in creating the intersymbol interference (ISI) at the receiving nanomachine. In order to detect the concentration-encoded molecular signal two detection methods named sampling-based detection (SD) and energy-based detection (ED) have been proposed. While the SD approach is based on the concentration amplitude of only one sample taken at a suitable time instant during the symbol duration, the ED approach is based on the total accumulated number of molecules received during the entire symbol duration. In order to reduce the impact of ISI a controlled pulse-width based molecular communication scheme has been analysed. The work presented in showed that it is possible to realize multilevel amplitude modulation based on ideal diffusion. A comprehensive study of pulse-based binary and sinus-based, concentration-encoded molecular communication system have also been investigated.

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  • Web engineering

    Web engineering

    The World Wide Web has become a major delivery platform for a variety of complex and sophisticated enterprise applications in several domains. In addition to their inherent multifaceted functionality, these Web applications exhibit complex behaviour and place some unique demands on their usability, performance, security, and ability to grow and evolve. However, a vast majority of these applications continue to be developed in an ad hoc way, contributing to problems of usability, maintainability, quality and reliability. While Web development can benefit from established practices from other related disciplines, it has certain distinguishing characteristics that demand special considerations. In recent years, there have been developments towards addressing these considerations. Web engineering focuses on the methodologies, techniques, and tools that are the foundation of Web application development and which support their design, development, evolution, and evaluation. Web application development has certain characteristics that make it different from traditional software, information systems, or computer application development. Web engineering is multidisciplinary and encompasses contributions from diverse areas: systems analysis and design, software engineering, hypermedia/hypertext engineering, requirements engineering, human-computer interaction, user interface, data engineering, information science, information indexing and retrieval, testing, modelling and simulation, project management, and graphic design and presentation. Web engineering is neither a clone nor a subset of software engineering, although both involve programming and software development. While Web Engineering uses software engineering principles, it encompasses new approaches, methodologies, tools, techniques, and guidelines to meet the unique requirements of Web-based applications. == As a discipline == Proponents of Web engineering supported the establishment of Web engineering as a discipline at an early stage of Web. Major arguments for Web engineering as a new discipline are: Web-based Information Systems (WIS) development process is different and unique. Web engineering is multi-disciplinary; no single discipline (such as software engineering) can provide a complete theory basis, body of knowledge and practices to guide WIS development. Issues of evolution and lifecycle management when compared to more 'traditional' applications. Web-based information systems and applications are pervasive and non-trivial. The prospect of Web as a platform will continue to grow and it is worth being treated specifically. However, it has been controversial, especially for people in other traditional disciplines such as software engineering, to recognize Web engineering as a new field. The issue is how different and independent Web engineering is, compared with other disciplines. Main topics of Web engineering include, but are not limited to, the following areas: === Modeling disciplines === Business Processes for Applications on the Web Process Modelling of Web applications Requirements Engineering for Web applications B2B applications === Design disciplines, tools, and methods === UML and the Web Conceptual Modeling of Web Applications (aka. Web modeling) Prototyping Methods and Tools Web design methods CASE Tools for Web Applications Web Interface Design Data Models for Web Information Systems === Implementation disciplines === Integrated Web Application Development Environments Code Generation for Web Applications Software Factories for/on the Web Web 2.0, AJAX, E4X, ASP.NET, PHP and Other New Developments Web Services Development and Deployment === Testing disciplines === Testing and Evaluation of Web systems and Applications. Testing Automation, Methods, and Tools. === Applications categories disciplines === Semantic Web applications Document centric Web sites Transactional Web applications Interactive Web applications Workflow-based Web applications Collaborative Web applications Portal-oriented Web applications Ubiquitous and Mobile Web Applications Device Independent Web Delivery Localization and Internationalization of Web Applications Personalization of Web Applications == Attributes == === Web quality === Web Metrics, Cost Estimation, and Measurement Personalisation and Adaptation of Web applications Web Quality Usability of Web Applications Web accessibility Performance of Web-based applications === Content-related === Web Content Management Content Management System (CMS) Multimedia Authoring Tools and Software Authoring of adaptive hypermedia == Education == Master of Science: Web Engineering as a branch of study within the MSc program Web Sciences at the Johannes Kepler University Linz, Austria Diploma in Web Engineering: Web Engineering as a study program at the International Webmasters College (iWMC), Germany

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  • Motor theory of speech perception

    Motor theory of speech perception

    The motor theory of speech perception is the hypothesis that people perceive spoken words by identifying the vocal tract gestures with which they are pronounced rather than by identifying the sound patterns that speech generates. It originally claimed that speech perception is done through a specialized module that is innate and human-specific. Though the idea of a module has been qualified in more recent versions of the theory, the idea remains that the role of the speech motor system is not only to produce speech articulations but also to detect them. The hypothesis has gained more interest outside the field of speech perception than inside. This has increased particularly since the discovery of mirror neurons that link the production and perception of motor movements, including those made by the vocal tract. The theory was initially proposed in the Haskins Laboratories in the 1950s by Alvin Liberman and Franklin S. Cooper, and developed further by Donald Shankweiler, Michael Studdert-Kennedy, Ignatius Mattingly, Carol Fowler and Douglas Whalen. == Origins and development == The hypothesis has its origins in research using pattern playback to create reading machines for the blind that would substitute sounds for orthographic letters. This led to a close examination of how spoken sounds correspond to the acoustic spectrogram of them as a sequence of auditory sounds. This found that successive consonants and vowels overlap in time with one another (a phenomenon known as coarticulation). This suggested that speech is not heard like an acoustic "alphabet" or "cipher," but as a "code" of overlapping speech gestures. === Associationist approach === Initially, the theory was associationist: infants mimic the speech they hear and that this leads to behavioristic associations between articulation and its sensory consequences. Later, this overt mimicry would be short-circuited and become speech perception. This aspect of the theory was dropped, however, with the discovery that prelinguistic infants could already detect most of the phonetic contrasts used to separate different speech sounds. === Cognitivist approach === The behavioristic approach was replaced by a cognitivist one in which there was a speech module. The module detected speech in terms of hidden distal objects rather than at the proximal or immediate level of their input. The evidence for this was the research finding that speech processing was special such as duplex perception. === Changing distal objects === Initially, speech perception was assumed to link to speech objects that were both the invariant movements of speech articulators the invariant motor commands sent to muscles to move the vocal tract articulators This was later revised to include the phonetic gestures rather than motor commands, and then the gestures intended by the speaker at a prevocal, linguistic level, rather than actual movements. === Modern revision === The "speech is special" claim has been dropped, as it was found that speech perception could occur for nonspeech sounds (for example, slamming doors for duplex perception). === Mirror neurons === The discovery of mirror neurons has led to renewed interest in the motor theory of speech perception, and the theory still has its advocates, although there are also critics. == Support == === Nonauditory gesture information === If speech is identified in terms of how it is physically made, then nonauditory information should be incorporated into speech percepts even if it is still subjectively heard as "sounds". This is, in fact, the case. The McGurk effect shows that seeing the production of a spoken syllable that differs from an auditory cue synchronized with it affects the perception of the auditory one. In other words, if someone hears "ba" but sees a video of someone pronouncing "ga", what they hear is different—some people believe they hear "da". People find it easier to hear speech in noise if they can see the speaker. People can hear syllables better when their production can be felt haptically. === Categorical perception === Using a speech synthesizer, speech sounds can be varied in place of articulation along a continuum from /bɑ/ to /dɑ/ to /ɡɑ/, or in voice onset time on a continuum from /dɑ/ to /tɑ/ (for example). When listeners are asked to discriminate between two different sounds, they perceive sounds as belonging to discrete categories, even though the sounds vary continuously. In other words, 10 sounds (with the sound on one extreme being /dɑ/ and the sound on the other extreme being /tɑ/, and the ones in the middle varying on a scale) may all be acoustically different from one another, but the listener will hear all of them as either /dɑ/ or /tɑ/. Likewise, the English consonant /d/ may vary in its acoustic details across different phonetic contexts (the /d/ in /du/ does not technically sound the same as the one in /di/, for example), but all /d/'s as perceived by a listener fall within one category (voiced alveolar plosive) and that is because "linguistic representations are abstract, canonical, phonetic segments or the gestures that underlie these segments." This suggests that humans identify speech using categorical perception, and thus that a specialized module, such as that proposed by the motor theory of speech perception, may be on the right track. === Speech imitation === If people can hear the gestures in speech, then the imitation of speech should be very fast, as in when words are repeated that are heard in headphones as in speech shadowing. People can repeat heard syllables more quickly than they would be able to produce them normally. === Speech production === Hearing speech activates vocal tract muscles, and the motor cortex and premotor cortex. The integration of auditory and visual input in speech perception also involves such areas. Disrupting the premotor cortex disrupts the perception of speech units such as plosives. The activation of the motor areas occurs in terms of the phonemic features which link with the vocal track articulators that create speech gestures. The perception of a speech sound is aided by pre-emptively stimulating the motor representation of the articulators responsible for its pronunciation . Auditory and motor cortical coupling is restricted to a specific range of neuronal firing frequency. === Perception-action meshing === Evidence exists that perception and production are generally coupled in the motor system. This is supported by the existence of mirror neurons that are activated both by seeing (or hearing) an action and when that action is carried out. Another source of evidence is that for common coding theory between the representations used for perception and action. == Criticisms == The motor theory of speech perception is not widely held in the field of speech perception, though it is more popular in other fields, such as theoretical linguistics. As three of its advocates have noted, "it has few proponents within the field of speech perception, and many authors cite it primarily to offer critical commentary".p. 361 Several critiques of it exist. === Multiple sources === Speech perception is affected by nonproduction sources of information, such as context. Individual words are hard to understand in isolation but easy when heard in sentence context. It therefore seems that speech perception uses multiple sources that are integrated together in an optimal way. === Production === The motor theory of speech perception would predict that speech motor abilities in infants predict their speech perception abilities, but in actuality it is the other way around. It would also predict that defects in speech production would impair speech perception, but they do not. However, this only affects the first and already superseded behaviorist version of the theory, where infants were supposed to learn all production-perception patterns by imitation early in childhood. This is no longer the mainstream view of motor-speech theorists. === Speech module === Several sources of evidence for a specialized speech module have failed to be supported. Duplex perception can be observed with door slams. The McGurk effect can also be achieved with nonlinguistic stimuli, such as showing someone a video of a basketball bouncing but playing the sound of a ping-pong ball bouncing. As for categorical perception, listeners can be sensitive to acoustic differences within single phonetic categories. As a result, this part of the theory has been dropped by some researchers. === Sublexical tasks === The evidence provided for the motor theory of speech perception is limited to tasks such as syllable discrimination that use speech units not full spoken words or spoken sentences. As a result, "speech perception is sometimes interpreted as referring to the perception of speech at the sublexical level. However, the ultimate goal of these studies is presumably to understand the neural processes supporting the ability to process spee

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  • Outline of telecommunication

    Outline of telecommunication

    The following outline is provided as an overview of and topical guide to telecommunication: Telecommunication – the transmission of signals over a distance for the purpose of communication. In modern times, this process almost always involves the use of electromagnetic waves by transmitters and receivers, but in earlier years it also involved the use of drums and visual signals such as smoke, fire, beacons, semaphore lines and other optical communications. == Modes of telecommunication == E-mail Fax Instant messaging Radio Satellite SMS Telegraphy Telephony Television Television broadcasting mobile telephony Videoconferencing VoIP Voicemail == Types of telecommunication networks == Telecommunications network Computer networks ARPANET Ethernet Internet Wireless networks Public switched telephone networks (PSTN) Packet switched networks Radio network Broadband Wireless Broadband == Aspects of telecommunication transmission == Telecommunication Analog Digital Functional profile Optics === Telecommunication technology === Modulation Amplitude modulation Frequency modulation Quadrature amplitude modulation Nyquist rate Nyquist ISI criterion Pulse shaping Intersymbol interference === Communications media types === Physical media for Telecommunication Twisted pair Coaxial cable Optical fiber Telecommunication through Free Space Broadcast radio frequency including television and radio Line-of-sight Communications satellite Terrestrial Microwave Wireless LAN === Relationship between media and transmitters === Physical access to media Simplex Duplex (telecommunications) Logical relationships Return channel Two-way alternating Two-way simultaneous === Multiple access to media === Multiplexing Analog Frequency division multiplexing Space division multiplexing Digital Time-division multiplexing Statistical multiplexing and Packet switching Media Access Control Contention Token-based Centralized token control Distributed token control == History of telecommunication == History of telecommunication History of telegraphy History of the telephone Invention of the telephone Timeline of the telephone History of radio History of television History of videophones History of mobile phones History of computing hardware History of the Internet == Major telecommunications equipment manufacturers == Alcatel-Lucent – French global telecommunications equipment company Aricent – Former company AT&T – American telecommunications company Avaya – American technology company Ciena – American telecommunications company Cisco Systems – American multinational technology companyPages displaying short descriptions of redirect targets Ericsson – Swedish multinational networking and telecommunications company Fujitsu – Japanese multinational technology company HCL Technologies – Indian multinational technology companyPages displaying short descriptions of redirect targets Huawei – Chinese multinational technology company NEC – Japanese technology corporation Nokia – Multinational data networking and telecommunications equipment company ShoreTel – US telecommunications company Verizon – American telecommunications company ZTE – Chinese telecommunications company == Major telecommunications service providers == List of mobile network operators List of telephone operating companies == Telecommunication organizations == Alliance for Telecommunications Industry Solutions Telecommunications Industry Association == Telecommunication publications == Magazines Billing and OSS World Cabling Installation & Maintenance Call Center Communications News Communications System Design Lightwave Mobile Radio Technology (MRT) New Telephony Phone+ RCR Wireless News Telecom Asia Telecommunications Magazine Telephony WhatSatphone Magazine Wireless Systems Design Wireless Week Xchange == Persons influential in telecommunication == Edwin Howard Armstrong – American radio-frequency engineer and inventor (1890–1954) John Logie Baird – Scottish inventor (1888–1946) Paul Baran – American-Jewish engineer (1926–2011) Alexander Graham Bell – Inventor of the telephone (1847–1922) Tim Berners-Lee – English computer scientist (born 1955) Jagadish Chandra Bose – Physicist, biologist and botanist (1857–1937) Vint Cerf – American computer scientist and Internet pioneer (born 1943) Claude Chappe – Late 18th-century French inventor Donald Davies – British computer scientist (1924–2000) Louis Pouzin – French computer scientist and Internet pioneer (born 1931) Lee de Forest – American inventor (1873–1961) Philo Farnsworth – American inventor (1906–1971) Reginald Fessenden – Canadian-American electrical engineer and inventor (1866–1932) Elisha Gray – American electrical engineer (1835–1901) Innocenzo Manzetti – Italian inventor (1826–1877) Guglielmo Marconi – Italian radio-frequency engineer and inventor (1874–1937) Antonio Meucci – Italian inventor (1808–1889) Alexander Stepanovich Popov – Russian physicist (1859–1906)Pages displaying short descriptions of redirect targets Johann Philipp Reis – German scientist and inventor Almon Brown Strowger – American inventor of the telephone exchange (1839–1902) Nikola Tesla – Serbian-American engineer and inventor (1856–1943) Camille Tissot – French physicist (1868–1917) Alfred Vail – 19th-century American machinist and inventor Charles Wheatstone – English physicist and inventor (1802–1875) Vladimir K. Zworykin – Russian-American engineer (1888–1982)

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  • Industry Dive

    Industry Dive

    Industry Dive is a United States-based business-to-business news organization with an estimated 18 million readers in more than 25 industries, such as banking and waste management. Since 2022, it has been owned by Informa plc. Industry Dive aims to serve business executives who read news on their mobile phones. The company had an estimated revenue of more than of more than $110 million in 2023. As of 2020, it has more than 300 employees, including 80 journalists and 12 engineers. Its headquarters is in Washington, D.C. == History == Industry Dive was formed in 2012 by Sean Griffey (president), Eli Dickinson (chief technology officer), and Ryan Willumson (chief revenue officer). It was funded with $900,000 from private investors in 2012 and 2013. The company covered five industries: construction, education, marketing, utility, and waste. In 2016, it began its Dive Awards. Industry Dive's revenues quadrupled from 2015 to 2018, putting it in the top half of the Deloitte Technology Fast 500 and the top 20 percent of the Inc. Top 5000 list. In 2019, Falfurrias Capital Partners acquired a majority stake in the company. ID's content marketing clients included IBM, Siemens, and UPS. In 2020, DCA Live named Industry Dive to its "Red Hot Companies" list, which recognizes the D.C. area's 'fastest-growing' companies. In the same year, Industry Dive acquired CFO. In 2021, Industry Dive acquired PharmaVOICE. In 2022, it was purchased by Informa plc, which bought its majority stake from Falfurrias Capital Partners for about $530 million. == Publications == Industry Dive provides news coverage of a variety of industries including agriculture, banking, construction, education, fashion, healthcare, and manufacturing, each using a different website: == Awards == Industry Dive publications have received several national and regional Awards of Excellence from the American Society of Business Publication Editors, including for a series of 2020 articles about Big Pharma and the race for the coronavirus vaccine. The Washington Post recognized Industry Dive as a top place to work for four consecutive years, from 2016 to 2020.

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  • Fear of missing out

    Fear of missing out

    Fear of missing out (FOMO) is the feeling of apprehension that one is either not in the know about or missing out on information, events, experiences, or life decisions that could make one's life better. FOMO is also associated with a fear of regret, which may lead to concerns that one might miss an opportunity for social interaction, a novel experience, a memorable event, profitable investment, or the comfort of loved ones. It is characterized by a desire to stay continually connected with what others are doing, and can be described as the fear that deciding not to participate is the wrong choice. FOMO could result from not knowing about a conversation, missing a TV show, not attending a wedding or party, or hearing that others have discovered a new restaurant. In recent years, FOMO has been attributed to a number of negative psychological and behavioral symptoms. FOMO has increased in recent times due to advancements in technology. Social networking sites create many opportunities for FOMO. While it provides opportunities for social engagement, it offers a view into an endless stream of activities in which a person is not involved. Further, a common tendency is to post about positive experiences (such as a great restaurant) rather than negative ones (such as a bad first date). Psychological dependence on social media can lead to FOMO or even pathological Internet use. FOMO is also present in video games, investing, and business marketing. The increasing popularity of the phrase has led to related linguistic and cultural variants. FOMO is associated with worsening depression and anxiety, and a lowered quality of life. FOMO can also affect businesses. Hype and trends can lead business leaders to invest based on perceptions of what others are doing, rather than their own business strategy. This is also the idea of the bandwagon effect, where one individual may see another person or people do something and they begin to think it must be important because everyone is doing it. They might not even understand the meaning behind it, and they may not totally agree with it. Nevertheless, they are still going to participate because they don't want to be left out. == History == Patrick J. McGinnis coined the term FOMO and popularized it in a 2004 op-ed titled "Social Theory at HBS: McGinnis' Two FOs" in The Harbus, the magazine of Harvard Business School, where he was then a student. The article also referred to another related condition, Fear of a Better Option (FOBO), and the role of these two fears in the school's social life. Currently the term has been used as a hashtag on social media and has been mentioned in hundreds of news articles, from online sources like Salon.com to print papers like The New York Times. === Earlier forms === The phrase "fear of missing out" is a common English phrase, especially in the form "fear of missing out on (something)". The term "fear of missing out" (but not the term FOMO) was used earlier in the academic business literature by marketing strategist Dan Herman, who used it in presentations in the late 1990s, and included the phrase in a 2000 paper about "short-term brands", where a motivation for trying these brands is "ambition to exhaust all possibilities and the fear of missing out on something". Herman also believes the concept has evolved to become more wide spread through mobile phone usage, texting, and social media and has helped flesh out the concept of the fear of missing out to the masses. Before the Internet, a related phenomenon, "keeping up with the Joneses", was widely experienced. FOMO generalized and intensified this experience because so much more of people's lives became publicly documented and easily accessed. == Symptoms == === Psychological === Fear of missing out has been associated with a deficit in psychological needs. Self-determination theory contends that an individual's psychological satisfaction in their competence, autonomy, and relatedness consists of three basic psychological needs for human beings. Test subjects with lower levels of basic psychological satisfaction reported a higher level of FOMO. FOMO has also been linked to negative psychological effects in overall mood and general life satisfaction. A study performed on college campuses found that experiencing FOMO on a certain day led to a higher fatigue on that day specifically. Experiencing FOMO continuously throughout the semester also can lead to higher stress levels among students. An individual with an expectation to experience the fear of missing out can also develop a lower level of self-esteem. A study by JWTIntelligence suggests that FOMO can influence the formation of long-term goals and self-perceptions. In this study, around half of the respondents stated that they are overwhelmed by the amount of information needed to stay up-to-date, and that it is impossible to not miss out on something. The process of relative deprivation creates FOMO and dissatisfaction. It reduces psychological well-being. FOMO led to negative social and emotional experiences, such as boredom and loneliness. A 2013 study found that it negatively impacts mood and life satisfaction, reduces self-esteem, and affects mindfulness. Four in ten young people reported FOMO sometimes or often. FOMO was found to be negatively correlated with age, and men were more likely than women to report it. People who experience higher levels of FOMO tend to have a stronger desire for high social status, are more competitive with others of the same gender, and are more interested in short-term relationships. Studies have found that experiencing fear of missing out has been linked to anxiety or depression. === Behavioral === The fear of missing out stems from a feeling of missing social connections or information. This absent feeling is then followed by a need or drive to interact socially to boost connections. The fear of missing out not only leads to negative psychological effects but also has been shown to increase negative behavioral patterns. In aims of maintaining social connections, negative habits are formed or heightened. A 2019 University of Glasgow study surveyed 467 adolescents, and found that the respondents felt societal pressure to always be available. According to John M. Grohol, founder and Editor-in-Chief of Psych Central, FOMO may lead to a constant search for new connections with others, abandoning current connections to do so. The fear of missing out derived from digital connection has been positively correlated with bad technology habits especially in youth. These negative habits included increased screen time, checking social media during school, or texting while driving. Social media use in the presence of others can be referred to as phubbing, the habit of snubbing a physically present person in favour of a mobile phone. Multiple studies have also identified a negative correlation between the hours of sleep and the scale at which individuals experience fear of missing out. A lack of sleep in college students experiencing FOMO can be attributed to the number of social interactions that occur late at night on campuses. == Settings == === Social media === Fear of missing out has a positive correlation with higher levels of social media usage. Social media connects individuals and showcases the lives of others at their peak. This gives people the fear of missing out when they feel like others on social media are taking part in positive life experiences that they personally are not also experiencing. This fear of missing out related to social media has symptoms including anxiety, loneliness, and a feeling of inadequacy compared to others. Self-esteem plays a key role in the levels a person feels when experiencing the fear of missing out, as their self worth is influenced by people they observe on social media. There are two types of anxiety; one related to genetics that is permanent, and one that is temporary. The temporary state of anxiety is the one that is more relevant to the fear of missing out, and is directly related to the individual looking at social media sites for a short period of time. This anxiety is caused by a loss of feeling of belonging through the concept of social exclusion. FOMO-sufferers may increasingly seek access to others' social lives, and consume an escalating amount of real-time information. A survey in 2012 indicated that 83% of respondents said that there is information overload in regards that there is too much to watch and read. Constant information that is available to people through social media causes the fear of missing out as people feel worse about themselves for not staying up to date with relevant information. Social media shows just exactly what people are missing out on in real time including events like parties, opportunities, and other events leading for people to fear missing out on other related future events. Another survey indicates that almost 40% of people from ages 12 through 67 i

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  • PressWise

    PressWise

    PressWise was digital imposition software to quickly and easily impose most any variety of flat and folding layouts. It was acquired by the Aldus Prepress Group affectionately known in the print and publishing industry as the Aldus WiseGuys in August 1991 from Emulation Technologies Inc. of Cleveland, Ohio. It was further developed by the Aldus Press Group and launched as the first of many Aldus prepress products in 1993. It was subsequently owned by Adobe Systems, then Luminous Corporation (Seattle), then Imation, and finally ScenicSoft. PressWise was discontinued by ScenicSoft in 1999 ultimately. == History == In February 2009, the PressWise copyright was acquired by Aethos Technologies and a new print automation product was launched by its creator, Eric Wold of Santa Rosa, California. This new product has no relationship to the old imposition software of the same name. It's notable that Larry Letteney, former President of Creo Americas was a board member and shareholder of Aethos Technologies during its early phase. Datatech SmartSoft acquired exclusive distribution rights to the software in September 2009. In September 2010 Datatech SmartSoft completed the acquisition of the PressWise brand and product.

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  • GlTF

    GlTF

    glTF (Graphics Library Transmission Format or GL Transmission Format and formerly known as WebGL Transmissions Format or WebGL TF) is a standard file format for three-dimensional scenes and models. A glTF file uses one of two possible file extensions: .gltf (JSON/ASCII) or .glb (binary). Both .gltf and .glb files may reference external binary and texture resources. Alternatively, both formats may be self-contained by directly embedding binary data buffers (as base64-encoded strings in .gltf files or as raw byte arrays in .glb files). An open standard developed and maintained by the Khronos Group, it supports 3D model geometry, appearance, scene graph hierarchy, and animation. It is intended to be a streamlined, interoperable format for the delivery of 3D assets, while minimizing file size and runtime processing by apps. As such, its creators have described it as the "JPEG of 3D". == Overview == The glTF format stores data primarily in JSON. The JSON may also contain blobs of binary data known as buffers, and refer to external files, for storing mesh data, images, etc. The binary .glb format also contains JSON text, but serialized with binary chunk headers to allow blobs to be directly appended to the file. The fundamental building blocks of a glTF scene are nodes. Nodes are organized into a hierarchy, such that a node may have other nodes defined as children. Nodes may have transforms relative to their parent. Nodes may refer to resources, such as meshes, skins, and cameras. Meshes may refer to materials, which refer to textures, which refer to images. Scenes are defined using an array of root nodes. Most of the top-level glTF properties use a flat hierarchy for storage. Nodes are saved in an array and are referred to by index, including by other nodes. A glTF scene refers to its root nodes by index. Furthermore, nodes refer to meshes by index, which refer to materials by index, which refer to textures by index, which refer to images by index. All glTF data structures support being extended using a JSON property, allowing arbitrary JSON data to be added. == Releases == === glTF 1.0 === Members of the COLLADA working group conceived the file format in 2012. At SIGGRAPH 2012, Khronos presented a demo of glTF, which was then called WebGL Transmissions Format (WebGL TF). On October 19, 2015, Khronos released the glTF 1.0 specification. ==== Adoption of glTF 1.0 ==== At SIGGRAPH 2016, Oculus announced their adoption of glTF citing the similarities to their ovrscene format. In October 2016, Microsoft joined the 3D Formats working group at Khronos to collaborate on glTF. === glTF 2.0 === The second version, glTF 2.0, was released in June 2017, and is a complete overhaul of the file format from version 1.0, with most tools adopting the 2.0 version. Based on a proposal by Fraunhofer originally presented at SIGGRAPH 2016, physically based rendering (PBR) was added, replacing WebGL shaders used in glTF 1.0. glTF 2.0 added the GLB binary format into the base specification. Other upgrades include sparse accessors and morph targets for techniques such as facial animation, and schema tweaks and breaking changes for corner cases or performance such as replacing top-level glTF object properties with arrays for faster index-based access. There is ongoing work towards import and export in Unity and an integrated multi-engine viewer and validator. ==== Adoption of glTF 2.0 ==== On March 3, 2017, Microsoft announced that they would be using glTF 2.0 as the 3D asset format across their product line, including Paint 3D, 3D Viewer, Remix 3D, Babylon.js, and Microsoft Office. Sketchfab also announced support for glTF 2.0. The glTF and GLB formats are used on and supported by companies including DGG, UX3D, Sketchfab, Facebook, Microsoft, Meta, Google, Adobe, Box, TurboSquid, Unreal Engine, Unity, and Qt Quick 3D. The format has been noted as an important standard for augmented reality, integrating with modeling software such as Autodesk Maya, Autodesk 3ds Max, and Poly. In February 2020, the Smithsonian Institution launched their Open Access Initiative, releasing approximately 2.8 million 2D images and 3D models into the public domain, using glTF for the 3D models. In July 2022, glTF 2.0 was released as the ISO/IEC 12113:2022 International Standard. Khronos stated they would make regular submissions to bring updates and new widely adopted glTF functionality into refreshed versions of ISO/IEC 12113 to ensure that there is no long-term divergence between the ISO/IEC and Khronos specifications. The open-source game engine Godot supports importing glTF 2.0 files since version 3.0 and export since version 4.0. === Extensions === The glTF format can be extended with arbitrary JSON to add new data and functionality. Extensions can be placed on any part of a glTF, including nodes, animations, materials, textures, and on the entire document. Khronos keeps a non-comprehensive registry of glTF extensions on GitHub, including all official Khronos extensions and a few third-party extensions. PBR extensions model the physical appearance of real-world objects, allowing developers to create realistic 3D assets that have the correct appearance. As new PBR extensions are released, they continue to expand PBR capabilities within the glTF framework, allowing a wider range of scenes and objects to be realistically rendered as 3D assets. The KTX 2.0 extension for universal texture compression enables 3D models in the glTF format to be highly compressed and to use natively supported texture formats, reducing file size and boosting rendering speed. Draco is a glTF extension for mesh compression, to compress and decompress 3D meshes, to help reduce the size of 3D files. It compresses vertex attributes, normals, colors, and texture coordinates. Various glTF extensions for game engine interoperability have been developed by OMI group. This includes extensions for physics shapes, physics bodies, physics joints, audio playback, seats, spawn points, and more. The VRM consortium has developed glTF extensions for advanced humanoid 3D avatars including dynamic spring bones and toon materials. == Derivative formats == 3D Tiles, an OGC Community Standard, builds on glTF to add a spatial data structure, metadata, and declarative styling for streaming massive heterogeneous 3D geospatial datasets. VRM, a model format for VR, is built on the .glb format. It is a 3D humanoid avatar specification and file format. == Software ecosystem == Khronos maintains the glTF Sample Viewer for viewing glTF assets. Khronos also maintains the glTF Validator for validating if 3D models conform to the glTF specification. Khronos maintains a glTF Compressor tool to interactively optimize and fine-tune compression settings for glTF assets using KTX 2.0 textures. glTF loaders are in open-source WebGL engines including PlayCanvas, Three.js, Babylon.js, Cesium, PEX, xeogl, and A-Frame. The Godot game engine supports and recommends the glTF format, with both import and export support. Open-source glTF converters are available from COLLADA, FBX, and OBJ. Assimp can import and export glTF. glTF files can also be directly exported from a variety of 3D editors, such as Blender, Unity (using the glTFast importer/exporter), Freecad, Vectary, Autodesk 3ds Max (natively or using Verge3D exporter), Autodesk Maya (using babylon.js exporter), Autodesk Inventor, Modo, Houdini, Paint 3D, Godot, and Substance Painter. Open-source glTF utility libraries are available for programming languages including JavaScript, Node.js, C++, C#, Python, Haskell, Java, Go, Rust, Haxe, Ada, and TypeScript. Khronos keeps a list of these libraries and other related applications on their ecosystem site. The Khronos 3D Commerce Working Group released Asset Creation Guidelines in 2020 outlining best practices for use of the glTF file format in 3D Commerce. In 2025, the Working Group launched Asset Creation Guidelines 2.0, a continuously updated resource with additional guidance for geometry, mesh optimization, UV maps, textures, materials/PBR performance, and web optimization. The Khronos PBR Neutral Tone Mappers specification is a tone mapper designed to faithfully reproduce an object's base color, hue, and saturation when using PBR rendering under grayscale lighting, supporting brand- and product-accurate color representation. Khronos maintains the glTF Asset Auditor to allow retailers and advertising technology platforms to validate 3D assets against either a default Audit Profile modelled on the 2020 3D Commerce Asset Creation Guidelines or a custom profile defined by the target application.

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  • Software-defined mobile network

    Software-defined mobile network

    Software-defined mobile networking (SDMN) is an approach to the design of mobile networks where all protocol-specific features are implemented in software, maximizing the use of generic and commodity hardware and software in both the core network and radio access network (RAN). == History == Through the 20th century, telecommunications technology was driven by hardware development, with most functions implemented in special-purpose equipment. In the early 2000s, generally available CPUs became cheap enough to enable commercial software-defined radio (SDR) technology and softswitches. SDMN extends these trends into the design of mobile networks, moving nearly all network functions into software. The term "software-defined mobile network" first appeared in public literature in early 2014, used independently by Lime Microsystems and researchers from University of Oulu, Finland. == Limitations of hardware-based mobile networks == Mobile networks based on special-purpose hardware suffer from the following limitations: They have limited provisions for upgrades and usually must be replaced entirely when new standards are introduced. The individual components are not scalable in terms of performance and capacity, because the capacity of a component is fixed by the hardware implementation. Specialized equipment and its associated specialized software require vendor-specific training for the mobile operator's staff. Specialized hardware systems are usually supported and serviced by a single vendor, resulting in vendor lock-in. == Characteristics of SDMN designs == === Use of software-defined radio === SDR is an important element of SDMN, because it replaces protocol-specific radio hardware with protocol-agnostic digital transceivers. While many earlier digital radio systems used field-programmable gate arrays (FPGAs) or special-purposed digital signal processors (DSPs) for calculations on baseband radio waveforms, the SDMN approach moves all of the baseband processing into general-purpose CPUs. SDMN radio systems also use hardware with publicly-documented interfaces that is designed to be readily reproducible by multiple manufacturers. === Commodity components === SDMN designs avoid the use of components that are specialized as to their functions or that are available from only a single vendor. This is true of both the hardware and software elements of the network. === Software switching and transcoding === The telephony switches of SDMN networks are software-based, including software transcoding for speech codecs. === Centralized, distributed, or hybrid? === A new SDN architecture for wireless distribution systems (WDSs) is explored that eliminates the need for multi-hop flooding of route information and therefore enables WDNs to easily expand. The key idea is to split network control and data forwarding by using two separate frequency bands. The forwarding nodes and the SDN controller exchange link-state information and other network control signaling in one of the bands, while actual data forwarding takes place in the other band. == Advantages of SDMN == The SDMN approach has many advantages over hardware-based mobile network designs. Because SDMN hardware is protocol-agnostic, upgrades are software-only, even across technology generations. In the radio network, these changes can even be made on a site-by-site basis. Because SDMN hardware is designed to be easily sourced and reproduced: SDMN equipment can be serviced by a wider range of vendors, lowering maintenance costs. SDMN equipment can be manufactured anywhere in the world, lowering production costs. Because SDMN software is based on commodity operating systems and development tools: Support staff can be trained more quickly because they are already familiar with the underlying software systems. Many aspects of the SDMN can be monitored and managed with pre-existing tools, because they are already available in the commodity operating systems. Because SDMN network components run on general purpose computers, the network components can be scaled up in capacity by adding more computing power.

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