Render layers

Render layers

When creating computer-generated imagery, final scenes appearing in movies and television productions are usually produced by rendering more than one "layer" or "pass," which are multiple images designed to be put together through digital compositing to form a completed frame. Rendering in passes is based on a traditions in motion control photography which predate CGI. As an example, for a visual effects shot, a camera could be programmed to move past a physical model of a spaceship in one pass to film the fully lit beauty pass of the ship, and then to repeat exactly the same camera move passing the ship again to photograph additional elements such as the illuminated windows in the ship or its thrusters. Once all of the passes were filmed, they could then be optically printed together to form a completed shot. The terms render layers and render passes are sometimes used interchangeably. However, rendering in layers refers specifically to separating different objects into separate images, such as a layer each for foreground characters, sets, distant landscape, and sky. On the other hand, rendering in passes refers to separating out different aspects of the scene, such as shadows, highlights, or reflections, into separate images.

Transduction (machine learning)

In logic, statistical inference, and supervised learning, transduction or transductive inference is reasoning from observed, specific (training) cases to specific (test) cases. In contrast, induction is reasoning from observed training cases to general rules, which are then applied to the test cases. The distinction is most interesting in cases where the predictions of the transductive model are not achievable by any inductive model. Note that this is caused by transductive inference on different test sets producing mutually inconsistent predictions. Transduction was introduced in a computer science context by Vladimir Vapnik in the 1990s, motivated by his view that transduction is preferable to induction since, according to him, induction requires solving a more general problem (inferring a function) before solving a more specific problem (computing outputs for new cases): "When solving a problem of interest, do not solve a more general problem as an intermediate step. Try to get the answer that you really need but not a more general one.". An example of learning which is not inductive would be in the case of binary classification, where the inputs tend to cluster in two groups. A large set of test inputs may help in finding the clusters, thus providing useful information about the classification labels. The same predictions would not be obtainable from a model which induces a function based only on the training cases. Some people may call this an example of the closely related semi-supervised learning, since Vapnik's motivation is quite different. The most well-known example of a case-bases learning algorithm is the k-nearest neighbor algorithm, which is related to transductive learning algorithms. Another example of an algorithm in this category is the Transductive Support Vector Machine (TSVM). A third possible motivation of transduction arises through the need to approximate. If exact inference is computationally prohibitive, one may at least try to make sure that the approximations are good at the test inputs. In this case, the test inputs could come from an arbitrary distribution (not necessarily related to the distribution of the training inputs), which wouldn't be allowed in semi-supervised learning. An example of an algorithm falling in this category is the Bayesian Committee Machine (BCM). == Historical context == The mode of inference from particulars to particulars, which Vapnik came to call transduction, was already distinguished from the mode of inference from particulars to generalizations in part III of the Cambridge philosopher and logician W.E. Johnson's 1924 textbook, Logic. In Johnson's work, the former mode was called 'eduction' and the latter was called 'induction'. Bruno de Finetti developed a purely subjective form of Bayesianism in which claims about objective chances could be translated into empirically respectable claims about subjective credences with respect to observables through exchangeability properties. An early statement of this view can be found in his 1937 La Prévision: ses Lois Logiques, ses Sources Subjectives and a mature statement in his 1970 Theory of Probability. Within de Finetti's subjective Bayesian framework, all inductive inference is ultimately inference from particulars to particulars. == Example problem == The following example problem contrasts some of the unique properties of transduction against induction. A collection of points is given, such that some of the points are labeled (A, B, or C), but most of the points are unlabeled (?). The goal is to predict appropriate labels for all of the unlabeled points. The inductive approach to solving this problem is to use the labeled points to train a supervised learning algorithm, and then have it predict labels for all of the unlabeled points. With this problem, however, the supervised learning algorithm will only have five labeled points to use as a basis for building a predictive model. It will certainly struggle to build a model that captures the structure of this data. For example, if a nearest-neighbor algorithm is used, then the points near the middle will be labeled "A" or "C", even though it is apparent that they belong to the same cluster as the point labeled "B", compared to semi-supervised learning. Transduction has the advantage of being able to consider all of the points, not just the labeled points, while performing the labeling task. In this case, transductive algorithms would label the unlabeled points according to the clusters to which they naturally belong. The points in the middle, therefore, would most likely be labeled "B", because they are packed very close to that cluster. An advantage of transduction is that it may be able to make better predictions with fewer labeled points, because it uses the natural breaks found in the unlabeled points. One disadvantage of transduction is that it builds no predictive model. If a previously unknown point is added to the set, the entire transductive algorithm would need to be repeated with all of the points in order to predict a label. This can be computationally expensive if the data is made available incrementally in a stream. Further, this might cause the predictions of some of the old points to change (which may be good or bad, depending on the application). A supervised learning algorithm, on the other hand, can label new points instantly, with very little computational cost. == Transduction algorithms == Transduction algorithms can be broadly divided into two categories: those that seek to assign discrete labels to unlabeled points, and those that seek to regress continuous labels for unlabeled points. Algorithms that seek to predict discrete labels tend to be derived by adding partial supervision to a clustering algorithm. Two classes of algorithms can be used: flat clustering and hierarchical clustering. The latter can be further subdivided into two categories: those that cluster by partitioning, and those that cluster by agglomerating. Algorithms that seek to predict continuous labels tend to be derived by adding partial supervision to a manifold learning algorithm. === Partitioning transduction === Partitioning transduction can be thought of as top-down transduction. It is a semi-supervised extension of partition-based clustering. It is typically performed as follows: Consider the set of all points to be one large partition. While any partition P contains two points with conflicting labels: Partition P into smaller partitions. For each partition P: Assign the same label to all of the points in P. Of course, any reasonable partitioning technique could be used with this algorithm. Max flow min cut partitioning schemes are very popular for this purpose. === Agglomerative transduction === Agglomerative transduction can be thought of as bottom-up transduction. It is a semi-supervised extension of agglomerative clustering. It is typically performed as follows: Compute the pair-wise distances, D, between all the points. Sort D in ascending order. Consider each point to be a cluster of size 1. For each pair of points {a,b} in D: If (a is unlabeled) or (b is unlabeled) or (a and b have the same label) Merge the two clusters that contain a and b. Label all points in the merged cluster with the same label. === Continuous Label Transduction === These methods seek to regress continuous labels, often via manifold learning techniques. The idea is to learn a low-dimensional representation of the data and infer values smoothly across the manifold. == Applications and related concepts == Transduction is closely related to: Semi-supervised learning – uses both labeled and unlabeled data but typically induces a model. Case-based reasoning – such as the k-nearest neighbor (k-NN) algorithm, often considered a transductive method. Transductive Support Vector Machines (TSVM) – extend standard SVMs to incorporate unlabeled test data during training. Bayesian Committee Machine (BCM) – an approximation method that makes transductive predictions when exact inference is too costly.

Push technology

Push technology, also known as server push, is a communication method where the communication is initiated by a server rather than a client. This approach is different from the "pull" method where the communication is initiated by a client. In push technology, clients can express their preferences for certain types of information or data, typically through a process known as the publish–subscribe model. In this model, a client "subscribes" to specific information channels hosted by a server. When new content becomes available on these channels, the server automatically sends, or "pushes," this information to the subscribed client. Under certain conditions, such as restrictive security policies that block incoming HTTP requests, push technology is sometimes simulated using a technique called polling. In these cases, the client periodically checks with the server to see if new information is available, rather than receiving automatic updates. == General use == Synchronous conferencing and instant messaging are examples of push services. Chat messages and sometimes files are pushed to the user as soon as they are received by the messaging service. Both decentralized peer-to-peer programs (such as WASTE) and centralized programs (such as IRC or XMPP) allow pushing files, which means the sender initiates the data transfer rather than the recipient. Email may also be a push system: SMTP is a push protocol (see Push e-mail). However, the last step—from mail server to desktop computer—typically uses a pull protocol like POP3 or IMAP. Modern e-mail clients make this step seem instantaneous by repeatedly polling the mail server, frequently checking it for new mail. The IMAP protocol includes the IDLE command, which allows the server to tell the client when new messages arrive. The original BlackBerry was the first popular example of push-email in a wireless context. Another example is the PointCast Network, which was widely covered in the 1990s. It delivered news and stock market data as a screensaver. Both Netscape and Microsoft integrated push technology through the Channel Definition Format (CDF) into their software at the height of the browser wars, but it was never very popular. CDF faded away and was removed from the browsers of the time, replaced in the 2000s with RSS (a pull system.) Other uses of push-enabled web applications include software updates distribution ("push updates"), market data distribution (stock tickers), online chat/messaging systems (webchat), auctions, online betting and gaming, sport results, monitoring consoles, and sensor network monitoring. == Examples == === Web push === The Web push proposal of the Internet Engineering Task Force is a simple protocol using HTTP version 2 to deliver real-time events, such as incoming calls or messages, which can be delivered (or "pushed") in a timely fashion. The protocol consolidates all real-time events into a single session which ensures more efficient use of network and radio resources. A single service consolidates all events, distributing those events to applications as they arrive. This requires just one session, avoiding duplicated overhead costs. Web Notifications are part of the W3C standard and define an API for end-user notifications. A notification allows alerting the user of an event, such as the delivery of an email, outside the context of a web page. As part of this standard, Push API is fully implemented in Chrome, Firefox, and Edge, and partially implemented in Safari as of February 2023. === HTTP server push === HTTP server push (also known as HTTP streaming) is a mechanism for sending unsolicited (asynchronous) data from a web server to a web browser. HTTP server push can be achieved through any of several mechanisms. As a part of HTML5 the Web Socket API allows a web server and client to communicate over a full-duplex TCP connection. Generally, the web server does not terminate a connection after response data has been served to a client. The web server leaves the connection open so that if an event occurs (for example, a change in internal data which needs to be reported to one or multiple clients), it can be sent out immediately; otherwise, the event would have to be queued until the client's next request is received. Most web servers offer this functionality via CGI (e.g., Non-Parsed Headers scripts on Apache HTTP Server). The underlying mechanism for this approach is chunked transfer encoding. Another mechanism is related to a special MIME type called multipart/x-mixed-replace, which was introduced by Netscape in 1995. Web browsers interpret this as a document that changes whenever the server pushes a new version to the client. It is still supported by Firefox, Opera, and Safari today, but it is ignored by Internet Explorer and is only partially supported by Chrome. It can be applied to HTML documents, and also for streaming images in webcam applications. The WHATWG Web Applications 1.0 proposal includes a mechanism to push content to the client. On September 1, 2006, the Opera web browser implemented this new experimental system in a feature called "Server-Sent Events". It is now part of the HTML5 standard. === Pushlet === In this technique, the server takes advantage of persistent HTTP connections, leaving the response perpetually "open" (i.e., the server never terminates the response), effectively fooling the browser to remain in "loading" mode after the initial page load could be considered complete. The server then periodically sends snippets of JavaScript to update the content of the page, thereby achieving push capability. By using this technique, the client doesn't need Java applets or other plug-ins in order to keep an open connection to the server; the client is automatically notified about new events, pushed by the server. One serious drawback to this method, however, is the lack of control the server has over the browser timing out; a page refresh is always necessary if a timeout occurs on the browser end. === Long polling === Long polling is itself not a true push; long polling is a variation of the traditional polling technique, but it allows emulating a push mechanism under circumstances where a real push is not possible, such as sites with security policies that require rejection of incoming HTTP requests. With long polling, the client requests to get more information from the server exactly as in normal polling, but with the expectation that the server may not respond immediately. If the server has no new information for the client when the poll is received, then instead of sending an empty response, the server holds the request open and waits for response information to become available. Once it does have new information, the server immediately sends an HTTP response to the client, completing the open HTTP request. Upon receipt of the server response, the client often immediately issues another server request. In this way the usual response latency (the time between when the information first becomes available and the next client request) otherwise associated with polling clients is eliminated. For example, BOSH is a popular, long-lived HTTP technique used as a long-polling alternative to a continuous TCP connection when such a connection is difficult or impossible to employ directly (e.g., in a web browser); it is also an underlying technology in the XMPP, which Apple uses for its iCloud push support. === Flash XML Socket relays === This technique, used by chat applications, makes use of the XML Socket object in a single-pixel Adobe Flash movie. Under the control of JavaScript, the client establishes a TCP connection to a unidirectional relay on the server. The relay server does not read anything from this socket; instead, it immediately sends the client a unique identifier. Next, the client makes an HTTP request to the web server, including this identifier with it. The web application can then push messages addressed to the client to a local interface of the relay server, which relays them over the Flash socket. The advantage of this approach is that it appreciates the natural read-write asymmetry that is typical of many web applications, including chat, and as a consequence it offers high efficiency. Since it does not accept data on outgoing sockets, the relay server does not need to poll outgoing TCP connections at all, making it possible to hold open tens of thousands of concurrent connections. In this model, the limit to scale is the TCP stack of the underlying server operating system. === Reliable Group Data Delivery (RGDD) === In services such as cloud computing, to increase reliability and availability of data, it is usually pushed (replicated) to several machines. For example, the Hadoop Distributed File System (HDFS) makes 2 extra copies of any object stored. RGDD focuses on efficiently casting an object from one location to many while saving bandwidth by sending minimal number of copies (only one in the best case) of

Digital studio

A digital studio provides both a technology-equipped space and technological/rhetorical support to students (commonly at a university) working individually or in groups on a variety of digital projects, such as designing a website, developing an electronic portfolio for a class, creating a blog, making edits, selecting images for a visual essay, or writing a script for a podcast. == History/theory == === Overview === Digital Studios are places with different names but similar objectives. They have risen in response to the need for resources dedicated to improving students' interactions with digital technologies for rhetorical ends. Digital Studios have often been theoretically and administratively linked to writing centers, which are sites where students can seek assistance with their text-based projects. The academic term that has been used for this kind of site (i.e. a writing center with a focus on digital and new media) is multiliteracy center. Besides having a multimodal focus, Digital Studios also make a departure from writing center model in allowing students the freedom to work in the Studio without one-on-one interaction with a writing tutor. === The rise of technology === ==== Computer literacy in popular culture ==== As early as 1983, computer literacy was being hailed in The New York Times as the "new goal in schools." As computer technology became more ubiquitous, and the World Wide Web became more popular and accessible, and as the teaching of computer skills became official US policy with the enactment of the "Technology Literacy Challenge" by the Clinton Administration in 1996, educators across disciplines began to investigate with renewed vigor the role of computer technology in curriculum as both a means and an end. ==== Scholarly interest in 'multiliteracies' ==== The same year that President Clinton initiated the "Technology Literacy Challenge", the New London Group (NLG) issued a call for scholars of literacy pedagogy to account for the burgeoning variety of text forms associated with information and multimedia technologies. This includes understanding and competent control of representational forms that are becoming increasingly significant in the overall communications environment, such as visual images and their relationship to the written word – for instance, visual design in desktop publishing or the interface of visual and linguistic meaning in multimedia. This account for new text forms, combined with a similar account for "increasingly globalized societies," is called 'multiliteracies' by the NLG. ==== Technological literacy in rhetoric and composition ==== Two years later, during the 1998 CCCC Chair's Address, Cynthia Selfe (who founded the peer-reviewed journal Computers and Composition in 1983) addressed professionals in the field of Rhetoric and Composition with an objective similar to that of the NLG, arguing that as a field, composition scholars had "paid technology issues precious little focused attention over the years." She called this lack of attention "dangerously shortsighted." What was needed, Selfe claimed, was for teachers to "pay attention" to "how technology is now inextricably linked with literacy and literacy education in this country." In a way, Selfe's call marked the beginning of a new scholarly interest in what Selfe called "critical technological literacy": Composition teachers, language arts teachers, and other literacy specialists need to recognize that the relevance of technology in the English studies disciplines is not simply a matter of helping students work effectively with communication software and hardware, but, rather, also a matter of helping them to understand and to be able to assess – to pay attention to – the social, economic, and pedagogical implications of new communication technologies and technological initiatives that affect their lives. Scholars who took up this call included Barbara Blakely Duffelmeyer, who conducted studies involving the incorporation of "critical computer literacy" (an adaptation of Selfe's term) into first-year composition. ==== Communications across media, inside and outside school ==== The years following Selfe's address saw more rapid advancements in mobile technologies, social media, and Web 2.0, creating even more new venues of composing for teachers to pay attention to. In her own CCCC Chair's Address in 2004, Kathleen Blake Yancey cited these new venues in her argument as a "new curriculum for the 21st century," one that would bring "together the writing outside of school and that of inside." Such a curriculum, she said: is located in a new vocabulary, a new set of practices, and a new set of outcomes; it will focus our research in new and provocative ways; it has as its goal the creation of thoughtful, informed, technologically adept writing publics. A professor at Clemson at the time of her speech, Yancey also argued for the creation of an undergraduate major in composition and rhetoric. She soon moved to Florida State University, where she helped to establish a new major in line with the one she argued for at CCCC called Editing, Writing, and Media (EWM). As teachers and administrators across the country looked to incorporate more digital technology into their curriculum, the need for spaces for digital composition and for support with the innumerable digital composing platforms became apparent. A Digital Studio is one such space. === Link with writing centers === With the need for support for students who would engage with digital writing and multimedia projects, professionals involved with work in writing centers began to draw comparisons between their traditional work — assisting students with alphabetic texts on the page — and a new kind of work: assisting students with their multimedia projects on the screen. John Trimbur predicted in 2000: My guess is that writing centers will more and more define themselves as multiliteracy centers. Many are already doing so – tutoring oral presentations, adding online tutorials, offering workshops in evaluating web sources, and being more conscious of document design. To my mind, new digital literacies will increasingly be incorporated into writing centers not just as sources of information or delivery systems for tutoring but as productive arts in their own right, and writing center work will, if anything, become more rhetorical in paying attention to the practices and effects of design in written and visual communication — more product-oriented and perhaps less like the composing conferences of the process movement. Later, just months before Yancey delivered her CCCC Chair's Address, Michael Pemberton, writing in the Writing Center Journal, asked: As we enter an era when electronic publishing and computer-mediated discourse are the norm, an era when new literary genres and new forms of communication emerge on, seemingly, a weekly basis, we must ask ourselves whether writing centers should continue to dwell exclusively in the linear, non-linked world of the printed page or whether they should plan to redefine themselves – and retrain themselves – to take residence in the emerging world of multimedia, hyperlinked, digital documents. To put it plainly, should we be preparing tutors to conference with students about hypertexts? Pemberton also surveyed (by his account) the forty-year history of how "writing centers [have] viewed new technologies," observing that "the relationship between writing centers and computer technology has been, overall, only a cordial one." Pemberton's article is evidence of the continuing discussion among writing center professionals about the need for support for students' digital creations, support which they saw as analogous to work in writing centers. In 2010, a collection edited by David Sheridan and James Inman, Multiliteracy Centers: Writing Center Work, New Media, and Multimodal Rhetoric, was published. Many of the chapters therein cite the above Trimbur and Pemberton quotes as they work to explain the exigence for the collection, the instances in which multiliteracy centers have been established (the founding of the Clemson Class of 1941 Studio for Student Communication is the subject of two chapters), and both theoretical and practical analyses of potential futures of such work. === 'Studio' vs. 'Center:' A break from the model === The conflation of digital studios and writing centers into multiliteracy centers is helpful in some respects, for example, administratively the two may be managed in similar ways and staffed by the same people. In other respects, it has been said that it is better to separate them into two distinct kinds of facilities. The very choice of naming a "writing center" or "digital studio" by either (or another) title, for instance, ought (according to some) to be informed by what kinds of student-activities are expected to take place there. A writing center is a place for individual students to seek help from individual writing

BitClout

BitClout was an open source blockchain-based social media platform. On the platform, users could post short-form writings and photos, award money to posts they particularly like by clicking a diamond icon, as well as buy and sell "creator coins" (personalized tokens whose value depends on people's reputations). BitClout ran on a custom proof of work blockchain, and was a prototype of what can be built on DeSo (short for "Decentralized Social"). BitClout's founder and primary leader is Nader al-Naji, known pseudonymously as "Diamondhands". Under development since 2019, BitClout's blockchain created its first block in January 2021, and BitClout itself launched publicly in March 2021. The platform launched with 15,000 "reserved" accounts — a move intended to prevent impersonation, but which backfired as some people with reserved accounts tried to actively distance themselves. Later, in September 2021, BitClout was revealed to be the flagship product of the DeSo blockchain. == History == === Origins (2019 - March 2021) === In early 2019, Nader al-Naji became interested in "mixing investing and social media". He started creating a custom blockchain in May 2019, but didn't tell anyone else until November 2020. However, in the fall of 2020, al-Naji pitched BitClout's own investors under his real name and began posting job listings for a "new operation". Although BitClout was not originally intended to launch until mid-2021, its development was sped up due to "zeitgeist about decentralized social media" in January 2021. BitClout's first block was mined on 18 January 2021. Its next block was mined on 1 March 2021. === As BitClout (March - September 2021) === In early March 2021, about fifty investors received links to a password-protected website with the BitClout white paper. They were encouraged to explore the site and send the same link to "two or three other 'trusted contacts'". Within weeks users were spending millions of dollars per day on the platform. The platform's founders said they were "completely unprepared", having planned to have a "soft-launch". The leader went by the name "diamondhands" on the platform. On 24 March 2021, BitClout launched out of private beta. Investors include Sequoia Capital, Andreessen Horowitz, the venture capital firm Social Capital, Coinbase Ventures, Winklevoss Capital Management, Alexis Ohanian, Polychain, Pantera, and Digital Currency Group (CoinDesk's parent company). During its initial launch, BitClout's currency could be bought with bitcoin, but not sold except on Discord servers or Twitter threads. A single bitcoin wallet related to BitClout received more than $165M worth of deposits. In March 2021, law firm Anderson Kill P.C. sent Nader al-Naji, the presumed leader of the BitClout platform, a cease-and-desist letter, demanding the removal of Brandon Curtis's account and alleging that BitClout violated sections 1798 and 3344 of the California Civil Code by using Curtis's name and likeness without his consent. Curtis also tweeted, "Adopting Bitcoin's aesthetic to raise VC funding to carry out unethical and blatantly illegal schemes like BitClout: not cool". (However, Curtis's coin, despite not being listed on the official website, can still be bought by users searching for the original username.) Additionally, in April 2021, Lee Hsien Loong asked for his name and photograph to be removed from the site, stating that he has "nothing to do with the platform" and that "it is misleading and done without [his] permission". On 18 May 2021, diamondhands announced that 100% of the BitClout code went public. On 12 June 2021, the supply of BitClout was capped at around 11 million coins. On 18 July 2021, BitClout added the ability for users to mint and purchase NFTs within the platform. === As part of DeSo (September 2021 - July 2024) === On 21 September 2021, it was revealed that BitClout was a prototype built on DeSo, short for "Decentralized Social". As a part of this revelation, diamondhands confirmed his identity as Nader al-Naji. (As early as April 2021, it had been believed that diamondhands indeed was that person.)The Bitclout project raised $200M in funding, which went to setting up the DeSo Foundation. === End and aftermath (July 2024 - present) === In July 2024, al-Naji was arrested by the FBI and charged with wire fraud involving BitClout. He also faced civil charges of securities fraud and unregistered offers and sales of securities from the Securities and Exchange Commission. In response, the official "deso" account posted that al-Naji was "safe and at home" and "that this experience has only reinforced [his] commitment to DeSo". In February 2025, the Justice Department dropped its case against al-Naji. In March 2026, the SEC voluntarily dismissed the enforcement case with prejudice. == Design == BitClout is a social media platform. Its users can post short-form writings and photos (similarly to Twitter). They can award money to posts they particularly like by clicking a diamond icon (similarly to Twitch Bits). The prices of each account's "creator coin" goes up and down with the popularity of the celebrity behind it. For example, if someone says something negative, the value of their corresponding account may go down. This price is computed automatically according to the formula p r i c e _ i n _ b i t c l o u t = .003 ∗ c r e a t o r _ c o i n s _ i n _ c i r c u l a t i o n 2 {\displaystyle price\_in\_bitclout=.003creator\_coins\_in\_circulation^{2}} . At launch time, BitClout scraped 15,000 profiles of celebrities from Twitter to create "reserved" accounts in their names. To claim a reserved account, the account holder would need to tweet about it (which also serves as a marketing strategy). At least 80 such reserved profiles have been claimed. Proof of stake was introduced in March 2024.

Dropbox Paper

Dropbox Paper, or simply Paper, is a collaborative document-editing service developed by Dropbox. Originating from the company's acquisition of document collaboration company Hackpad in April 2014, Dropbox Paper was officially announced in October 2015, and launched in January 2017. It offers a web application, as well as mobile apps for Android and iOS. Dropbox Paper was described in the official announcement post as "a flexible workspace that brings people and ideas together. With Paper, teams can create, review, revise, manage, and organize — all in shared documents". Reception of Dropbox Paper has been mixed. Critics praised collaboration functionality, including content available immediately, the ability to mention specific collaborators, assign tasks, write comments, as well as editing attribution, and revision history. It received particular praise for its support for rich media from a variety of sources, with one reviewer noting that the Paper's support for rich media exceeds the capabilities of most of its competitors. However, it was criticized for a lack of formatting options and editing features. While the user interface was liked for being minimal, reviewers cited the lack of a fixed formatting bar and missing features present in competitors' products as making Dropbox Paper seem like a "light" tool. == History == Dropbox acquired document collaboration company Hackpad in April 2014. A year later, Dropbox launched a Dropbox Notes note-taking product in beta testing phase. Dropbox Paper was officially announced on October 15, 2015, followed by an open beta and release of mobile Android and iOS apps in August 2016. Dropbox Paper was officially released on January 30, 2017. == Reception == In a comparison between Dropbox Paper and Evernote, PC World's Michael Ansaldo wrote that "With its emphasis on document creation, you might expect formatting to be front and center in Dropbox Paper. That's not the case." Ansaldo noted the lack of a "fixed formatting toolbar as you'd find in Evernote or a word processor like Google Docs or Microsoft Word. Instead, the text editor appears as a floating ribbon only when you highlight selected text." The only formatting options available for emphasis were bolding, strikethrough, bulleted and numbered lists, and H1 and H2 tags. Users can also add links, convert text to checklists, and add comments. Ansaldo wrote that "Both Evernote and Dropbox Paper make it easy to add images to a document", but also noted that "Dropbox Paper doesn't support any image editing". Paper supports rich media, and users can "add rich content to your document just by pasting a link to the file. In addition to Dropbox, Paper supports media from a variety of popular services including YouTube, Spotify, Vimeo, SoundCloud, Facebook, and Google's productivity suite. Once the file appears, you can delete the link for a cleaner display." To start working with other people, Paper "allows you to invite people via email from within a document", with sharing options for who can view the link (anyone with the link or just the invited person), and action permissions (edit or only comment). Regarding collaboration, Ansaldo wrote that "Creative collaboration is Paper’s marquee feature, and it provides a variety of ways to work effectively with others in real time". Users can "make any content immediately visible and accessible to a specific collaborator with "@mentions"", and "You can also use @mentions to create and assign task lists within a document." Paper also "boasts essential collaboration tools including comments, editing attribution, and revision history." Writing for TechRadar, John Brandon wrote that Dropbox Paper "might be a 'light' tool for now without the extensive templates of Microsoft Office or the integration with other apps in the Zoho suite, but it does work well with the Dropbox storage service that's so popular with office workers these days." Kyle Wiggers of Digital Trends wrote that Paper is "all about minimizing distractions. Its interface is quite literally a big, blank canvas on which you tap out your agenda. You can organize notes by title and create to-do lists, but even basic formatting tools are obscured from view", noting Paper's "floating box above words and phrases highlighted by your cursor". Wiggers stated that "Paper is not a to-do organizer", but that it's "well suited to the purpose thanks to a bevy of labor-saving conveniences", highlighting that Paper "supports more media than most of its to-do and note-taking counterparts". He praised the collaboration tools, writing that they "are as extensive as you'd hope, and then some", citing its invitation system with permission controls, lists of changes and revision history, comment and chat support, and "perhaps best of all", the ability to assign tasks with a "@" mention. Business Insider's Alex Heath praised that "Paper's interface is spotless and friendly to write in. You don't feel overwhelmed with formatting options", but criticized the available features, writing that "Google Docs is much more full-featured in the formatting department, so Paper has some catching up to do if it wants to be on par with the competition". Writing for The Verge, Casey Newton praised Paper's handling of rich media, complimenting it for being "great", and added that "I imagine that creative types who work on teams will appreciate having rich media embedded in the documents they're working on rather than in a series of infinite tabs".

InteLex Past Masters

InteLex Past Masters is a collection of full-text web-based scholarly editions of classic works in the humanities. InteLex Corporation was founded in 1989 by its current chief executive officer, Mark Rooks, to produce electronic versions of the works of the great philosophers, based on existing scholarly editions. The company is located in Charlottesville, Virginia. Its databases are marketed to academic institutions, with pricing based on the individual collections purchased. Content is provided in XML and searchable image format and is accessed through the InteLex Corporation website. In addition to philosophy, subject coverage includes religious studies, English literature, women's writing, social science, and history of science. InteLex databases are found in institutions in over 65 countries around the world.