Color management

Color management

Color management is the process of ensuring consistent and accurate colors across various devices, such as monitors, printers, and cameras. It involves the use of color profiles, which are standardized descriptions of how colors should be displayed or reproduced. Color management is necessary because different devices have different color capabilities and characteristics. For example, a monitor may display colors differently than a printer can reproduce them. Without color management, the same image may appear differently on different devices, leading to inconsistencies and inaccuracies. To achieve color management, a color profile is created for each device involved in the color workflow. This profile describes the device's color capabilities and characteristics, such as its color gamut (range of colors it can display or reproduce) and color temperature. These profiles are then used to translate colors between devices, ensuring consistent and accurate color reproduction. Color management is particularly important in industries such as graphic design, photography, and printing, where accurate color representation is crucial. It helps to maintain color consistency throughout the entire workflow, from capturing an image to displaying or printing it. Parts of color management are implemented in the operating system (OS), helper libraries, the application, and devices. The type of color profile that is typically used is called an ICC profile. A cross-platform view of color management is the use of an ICC-compatible color management system. The International Color Consortium (ICC) is an industry consortium that has defined: an open standard for a Color Matching Module (CMM) at the OS level color profiles for: devices, including DeviceLink profiles that transform one device profile (color space) to another device profile without passing through an intermediate color space, such as LAB, more accurately preserving color working spaces, the color spaces in which color data is meant to be manipulated There are other approaches to color management besides using ICC profiles. This is partly due to history and partly because of other needs than the ICC standard covers. The film and broadcasting industries make use of some of the same concepts, but they frequently rely on more limited boutique solutions. The film industry, for instance, often uses 3D LUTs (lookup table) to represent a complete color transformation for a specific RGB encoding. At the consumer level, system wide color management is available in most of Apple's products (macOS, iOS, iPadOS, watchOS). Microsoft Windows lacks system wide color management and virtually all applications do not employ color management. Windows' media player API is not color space aware, and if applications want to color manage videos manually, they have to incur significant performance and power consumption penalties. Android supports system wide color management, but most devices ship with color management disabled. == Overview == Characterize. Every color-managed device requires a personalized table, or "color profile," which characterizes the color response of that particular device. Standardize. Each color profile describes these colors relative to a standardized set of reference colors (the "Profile Connection Space"). Translate. Color-managed software then uses these standardized profiles to translate color from one device to another. This is usually performed by a color management module (CMM). == Hardware == === Characterization === To describe the behavior of various output devices, they must be compared (measured) in relation to a standard color space. Often a step called linearization is performed first, to undo the effect of gamma correction that was done to get the most out of limited 8-bit color paths. Instruments used for measuring device colors include colorimeters and spectrophotometers. As an intermediate result, the device gamut is described in the form of scattered measurement data. The transformation of the scattered measurement data into a more regular form, usable by the application, is called profiling. Profiling is a complex process involving mathematics, intense computation, judgment, testing, and iteration. After the profiling is finished, an idealized color description of the device is created. This description is called a profile. === Calibration === Calibration is like characterization, except that it can include the adjustment of the device, as opposed to just the measurement of the device. Color management is sometimes sidestepped by calibrating devices to a common standard color space such as sRGB; when such calibration is done well enough, no color translations are needed to get all devices to handle colors consistently. This avoidance of the complexity of color management was one of the goals in the development of sRGB. == Color profiles == === Embedding === Image formats themselves (such as TIFF, JPEG, PNG, EPS, PDF, and SVG) may contain embedded color profiles but are not required to do so by the image format. The International Color Consortium standard was created to bring various developers and manufacturers together. The ICC standard permits the exchange of output device characteristics and color spaces in the form of metadata. This allows the embedding of color profiles into images as well as storing them in a database or a profile directory. === Working spaces === Working spaces, such as sRGB, Adobe RGB or ProPhoto are color spaces that facilitate good results while editing. For instance, pixels with equal values of R,G,B should appear neutral. Using a large (gamut) working space will lead to posterization, while using a small working space will lead to clipping. This trade-off is a consideration for the critical image editor. == Color transformation == Color transformation, or color space conversion, is the transformation of the representation of a color from one color space to another. This calculation is required whenever data is exchanged inside a color-managed chain and carried out by a Color Matching Module. Transforming profiled color information to different output devices is achieved by referencing the profile data into a standard color space. It makes it easier to convert colors from one device to a selected standard color space and from that to the colors of another device. By ensuring that the reference color space covers the many possible colors that humans can see, this concept allows one to exchange colors between many different color output devices. Color transformations can be represented by two profiles (source profile and target profile) or by a devicelink profile. In this process there are approximations involved which make sure that the image keeps its important color qualities and also gives an opportunity to control on how the colors are being changed. === Profile connection space === In the terminology of the International Color Consortium, a translation between two color spaces can go through a profile connection space (PCS): Color Space 1 → PCS (CIELAB or CIEXYZ) → Color space 2; conversions into and out of the PCS are each specified by a profile. === Gamut mapping === In nearly every translation process, we have to deal with the fact that the color gamut of different devices vary in range which makes an accurate reproduction impossible. They therefore need some rearrangement near the borders of the gamut. Some colors must be shifted to the inside of the gamut, as they otherwise cannot be represented on the output device and would simply be clipped. This so-called gamut mismatch occurs for example, when we translate from the RGB color space with a wider gamut into the CMYK color space with a narrower gamut range. In this example, the dark highly saturated purplish-blue color of a typical computer monitor's "blue" primary is impossible to print on paper with a typical CMYK printer. The nearest approximation within the printer's gamut will be much less saturated. Conversely, an inkjet printer's "cyan" primary, a saturated mid-brightness blue, is outside the gamut of a typical computer monitor. The color management system can utilize various methods to achieve desired results and give experienced users control of the gamut mapping behavior. ==== Rendering intent ==== When the gamut of source color space exceeds that of the destination, saturated colors are liable to become clipped (inaccurately represented), or more formally burned. The color management module can deal with this problem in several ways. The ICC specification includes four different rendering intents, listed below. Before the actual rendering intent is carried out, one can temporarily simulate the rendering by soft proofing. It is a useful tool as it predicts the outcome of the colors and is available as an application in many color management systems: Absolute colorimetric Absolute colorimetry and relative colorimetry actually use the same table but differ in the adjust

Data preprocessing

Data preprocessing can refer to manipulation, filtration or augmentation of data before it is analyzed, and is often an important step in the data mining process. Data collection methods are often loosely controlled, resulting in out-of-range values, impossible data combinations, and missing values, amongst other issues. Preprocessing is the process by which unstructured data is transformed into intelligible representations suitable for machine-learning models. This phase of model deals with noise in order to arrive at better and improved results from the original data set which was noisy. This dataset also has some level of missing value present in it. The preprocessing pipeline used can often have large effects on the conclusions drawn from the downstream analysis. Thus, representation and quality of data is necessary before running any analysis. If there is a high proportion of irrelevant and redundant information present or noisy and unreliable data, then knowledge discovery during the training phase may be more difficult. Data preparation and filtering steps can take a considerable amount of processing time. Examples of methods used in data preprocessing include cleaning, instance selection, normalization, one-hot encoding, data transformation, feature extraction and feature selection. == Applications == === Data mining === Data preprocessing allows for the removal of unwanted data with the use of data cleaning, this allows the user to have a dataset to contain more valuable information after the preprocessing stage for data manipulation later in the data mining process. Editing such dataset to either correct data corruption or human error is a crucial step to get accurate quantifiers like true positives, true negatives, false positives and false negatives found in a confusion matrix that are commonly used for a medical diagnosis. Users are able to join data files together and use preprocessing to filter any unnecessary noise from the data which can allow for higher accuracy. Users use Python programming scripts accompanied by the pandas library which gives them the ability to import data from a comma-separated values as a data-frame. The data-frame is then used to manipulate data that can be challenging otherwise to do in Excel. Pandas (software) which is a powerful tool that allows for data analysis and manipulation; which makes data visualizations, statistical operations and much more, a lot easier. Many also use the R programming language to do such tasks as well. The reason why a user transforms existing files into a new one is because of many reasons. Aspects of data preprocessing may include imputing missing values, aggregating numerical quantities and transforming continuous data into categories (data binning). More advanced techniques like principal component analysis and feature selection are working with statistical formulas and are applied to complex datasets which are recorded by GPS trackers and motion capture devices. === Semantic data preprocessing === Semantic data mining is a subset of data mining that specifically seeks to incorporate domain knowledge, such as formal semantics, into the data mining process. Domain knowledge is the knowledge of the environment the data was processed in. Domain knowledge can have a positive influence on many aspects of data mining, such as filtering out redundant or inconsistent data during the preprocessing phase. Domain knowledge also works as constraint. It does this by using working as set of prior knowledge to reduce the space required for searching and acting as a guide to the data. Simply put, semantic preprocessing seeks to filter data using the original environment of said data more correctly and efficiently. There are increasingly complex problems which are asking to be solved by more elaborate techniques to better analyze existing information. Instead of creating a simple script for aggregating different numerical values into a single value, it make sense to focus on semantic based data preprocessing. The idea is to build a dedicated ontology, which explains on a higher level what the problem is about. In regards to semantic data mining and semantic pre-processing, ontologies are a way to conceptualize and formally define semantic knowledge and data. The Protégé (software) is the standard tool for constructing an ontology. In general, the use of ontologies bridges the gaps between data, applications, algorithms, and results that occur from semantic mismatches. As a result, semantic data mining combined with ontology has many applications where semantic ambiguity can impact the usefulness and efficiency of data systems. Applications include the medical field, language processing, banking, and even tutoring, among many more. There are various strengths to using a semantic data mining and ontological based approach. As previously mentioned, these tools can help during the per-processing phase by filtering out non-desirable data from the data set. Additionally, well-structured formal semantics integrated into well designed ontologies can return powerful data that can be easily read and processed by machines. A specifically useful example of this exists in the medical use of semantic data processing. As an example, a patient is having a medical emergency and is being rushed to hospital. The emergency responders are trying to figure out the best medicine to administer to help the patient. Under normal data processing, scouring all the patient’s medical data to ensure they are getting the best treatment could take too long and risk the patients’ health or even life. However, using semantically processed ontologies, the first responders could save the patient’s life. Tools like a semantic reasoner can use ontology to infer the what best medicine to administer to the patient is based on their medical history, such as if they have a certain cancer or other conditions, simply by examining the natural language used in the patient's medical records. This would allow the first responders to quickly and efficiently search for medicine without having worry about the patient’s medical history themselves, as the semantic reasoner would already have analyzed this data and found solutions. In general, this illustrates the incredible strength of using semantic data mining and ontologies. They allow for quicker and more efficient data extraction on the user side, as the user has fewer variables to account for, since the semantically pre-processed data and ontology built for the data have already accounted for many of these variables. However, there are some drawbacks to this approach. Namely, it requires a high amount of computational power and complexity, even with relatively small data sets. This could result in higher costs and increased difficulties in building and maintaining semantic data processing systems. This can be mitigated somewhat if the data set is already well organized and formatted, but even then, the complexity is still higher when compared to standard data processing. Below is a simple a diagram combining some of the processes, in particular semantic data mining and their use in ontology. The diagram depicts a data set being broken up into two parts: the characteristics of its domain, or domain knowledge, and then the actual acquired data. The domain characteristics are then processed to become user understood domain knowledge that can be applied to the data. Meanwhile, the data set is processed and stored so that the domain knowledge can applied to it, so that the process may continue. This application forms the ontology. From there, the ontology can be used to analyze data and process results. Fuzzy preprocessing is another, more advanced technique for solving complex problems. Fuzzy preprocessing and fuzzy data mining make use of fuzzy sets. These data sets are composed of two elements: a set and a membership function for the set which comprises 0 and 1. Fuzzy preprocessing uses this fuzzy data set to ground numerical values with linguistic information. Raw data is then transformed into natural language. Ultimately, fuzzy data mining's goal is to help deal with inexact information, such as an incomplete database. Currently fuzzy preprocessing, as well as other fuzzy based data mining techniques see frequent use with neural networks and artificial intelligence.

Yale shooting problem

The Yale shooting problem is a conundrum or scenario in formal situational logic on which early logical solutions to the frame problem fail. The name of this problem comes from a scenario proposed by its inventors, Steve Hanks and Drew McDermott, working at Yale University when they proposed it. In this scenario, Fred (later identified as a turkey) is initially alive and a gun is initially unloaded. Loading the gun, waiting for a moment, and then shooting the gun at Fred is expected to kill Fred. However, if inertia is formalized in logic by minimizing the changes in this situation, then it cannot be uniquely proved that Fred is dead after loading, waiting, and shooting. In one solution, Fred indeed dies; in another (also logically correct) solution, the gun becomes mysteriously unloaded and Fred survives. Technically, this scenario is described by two fluents (a fluent is a condition that can change truth value over time): a l i v e {\displaystyle alive} and l o a d e d {\displaystyle loaded} . Initially, the first condition is true and the second is false. Then, the gun is loaded, some time passes, and the gun is fired. Such problems can be formalized in logic by considering four time points 0 {\displaystyle 0} , 1 {\displaystyle 1} , 2 {\displaystyle 2} , and 3 {\displaystyle 3} , and turning every fluent such as a l i v e {\displaystyle alive} into a predicate a l i v e ( t ) {\displaystyle alive(t)} depending on time. A direct formalization of the statement of the Yale shooting problem in logic is the following one: a l i v e ( 0 ) {\displaystyle alive(0)} ¬ l o a d e d ( 0 ) {\displaystyle \neg loaded(0)} t r u e → l o a d e d ( 1 ) {\displaystyle true\rightarrow loaded(1)} l o a d e d ( 2 ) → ¬ a l i v e ( 3 ) {\displaystyle loaded(2)\rightarrow \neg alive(3)} The first two formulae represent the initial state. The third formula formalizes the effect of loading the gun at time 1 {\displaystyle 1} . The fourth formula formalizes the effect of shooting at Fred at time 2 {\displaystyle 2} . This is a simplified formalization in which action names are neglected and the effects of actions are directly specified for the time points in which the actions are executed. See situation calculus for details. The formulae above, while being direct formalizations of the known facts, do not suffice to correctly characterize the domain. Indeed, ¬ a l i v e ( 1 ) {\displaystyle \neg alive(1)} is consistent with all these formulae, although there is no reason to believe that Fred dies before the gun has been shot. The problem is that the formulae above only include the effects of actions, but do not specify that all fluents not changed by the actions remain the same. In other words, a formula a l i v e ( 0 ) ≡ a l i v e ( 1 ) {\displaystyle alive(0)\equiv alive(1)} must be added to formalize the implicit assumption that loading the gun only changes the value of l o a d e d {\displaystyle loaded} and not the value of a l i v e {\displaystyle alive} . The necessity of a large number of formulae stating the obvious fact that conditions do not change unless an action changes them is known as the frame problem. An early solution to the frame problem was based on minimizing the changes. In other words, the scenario is formalized by the formulae above (that specify only the effects of actions) and by the assumption that the changes in the fluents over time are as minimal as possible. The rationale is that the formulae above enforce all effect of actions to take place, while minimization should restrict the changes to exactly those due to the actions. In the Yale shooting scenario, one possible evaluation of the fluents in which the changes are minimized is the following one. This is the expected solution. It contains two fluent changes: l o a d e d {\displaystyle loaded} becomes true at time 1 and a l i v e {\displaystyle alive} becomes false at time 3. The following evaluation also satisfies all formulae above. In this evaluation, there are still two changes only: l o a d e d {\displaystyle loaded} becomes true at time 1 and false at time 2. As a result, this evaluation is considered a valid description of the evolution of the state, although there is no valid reason to explain l o a d e d {\displaystyle loaded} being false at time 2. The fact that minimization of changes leads to wrong solution is the motivation for the introduction of the Yale shooting problem. While the Yale shooting problem has been considered a severe obstacle to the use of logic for formalizing dynamical scenarios, solutions to it have been known since the late 1980s. One solution involves the use of predicate completion in the specification of actions: in this solution, the fact that shooting causes Fred to die is formalized by the preconditions: alive and loaded, and the effect is that alive changes value (since alive was true before, this corresponds to alive becoming false). By turning this implication into an if and only if statement, the effects of shooting are correctly formalized. (Predicate completion is more complicated when there is more than one implication involved.) A solution proposed by Erik Sandewall was to include a new condition of occlusion, which formalizes the “permission to change” for a fluent. The effect of an action that might change a fluent is therefore that the fluent has the new value, and that the occlusion is made (temporarily) true. What is minimized is not the set of changes, but the set of occlusions being true. Another constraint specifying that no fluent changes unless occlusion is true completes this solution. The Yale shooting scenario is also correctly formalized by the Reiter version of the situation calculus, the fluent calculus, and the action description languages. In 2005, the 1985 paper in which the Yale shooting scenario was first described received the AAAI Classic Paper award. In spite of being a solved problem, that example is still sometimes mentioned in recent research papers, where it is used as an illustrative example (e.g., for explaining the syntax of a new logic for reasoning about actions), rather than being presented as a problem.

GuideGeek

GuideGeek is an AI-powered travel assistant that was launched by travel publisher Matador Network in April 2023 and is accessed by users through Instagram, WhatsApp and Facebook Messenger to plan itineraries or provide travel tips and recommendations. It uses generative artificial intelligence technology from OpenAI. Matador Network is a San Francisco-based digital media company and online travel publication with millions of monthly visitors and social media followers. == Features == Users message GuideGeek questions about travel and receive customized answers and itineraries that are pulled from ChatGPT in addition to over 1,000 additional travel-specific integrations such as live flight, hotel and vacation rental data. Travelers can specify their budget and needs to generate custom itineraries. GuideGeek is not an app and does not require the user to download anything, instead relying on messaging apps such as Instagram to connect users with the AI. GuideGeek is free to use, doesn't include ads, and doesn't sell user data. Matador Network has a team of staff members monitoring conversations to correct them if the AI makes a false statement; for example, one user incorrectly inputted “Crete Freeze” instead of “Crete, Greece”, and the AI made up a fictional soft serve company. Using a technique known as reinforcement learning from human feedback (RLHF), the accuracy of GuideGeek increased to 98%, according to Matador Network CEO, Ross Borden. == Destination partnerships == Matador Network is monetizing GuideGeek via white-label partnerships with tourism bureaus and destination marketing organizations (DMOs). As of March 2024, it had over a dozen such clients. Estes Park, Colorado, was one of the first DMOs to partner with Matador for a custom version of GuideGeek called “Rocky Mountain Roamer.” For Discover Greece, Matador created Pythia, a custom AI named after the high priestess of the Temple of Apollo at Delphi. As Borden explained to Travel + Leisure, “Visitors to the Discover Greece website will find Pythia in the bottom right corner, and they can converse with the AI like a friend who knows everything about Greece.” Other DMOs who have partnerships with GuideGeek include the Aruba Tourism Authority, Visit Reno Tahoe, Illinois Office of Tourism, and Tourism Richmond. == Awards == In recognition of GuideGeek, Fast Company named Matador Network to its 2024 list of Most Innovative Companies. Following growth driven by the launch of GuideGeek, Matador Network was ranked on the 2024 Inc. 5000 list of fastest-growing private companies in America. The 2024 Skift IDEA Awards recognized Matador Network as a finalist in the category of Best Use of AI for GuideGeek's customized AI for the travel industry. == Michael Motamedi experiment == Travel influencer and chef Michael Motamedi traveled the world with his wife Vanessa Salas and their 2-year-old daughter on a six-month trip (which was later extended to a full year) led by GuideGeek. The family started off in Morocco before heading to Spain and continuing east. The experiment became the basis of a web series called “No Fixed Address.” Motamedi used GuideGeek's AI to select countries the family visited, where they ate, and what sites they saw. Motamedi and Salas first tested out the technology in April 2023 while using the chatbot to plan a date night in Mexico City. GuideGeek provided speakeasy and drink recommendations as well as local history facts.

Jess (programming language)

Jess is a rule engine for the Java computing platform, written in the Java programming language. It was developed by Ernest Friedman-Hill of Sandia National Laboratories. It is a superset of the CLIPS language. It was first written in late 1995. The language provides rule-based programming for the automation of an expert system, and is often termed as an expert system shell. In recent years, intelligent agent systems have also developed, which depend on a similar ability. Rather than a procedural paradigm, where one program has a loop that is activated only one time, the declarative paradigm used by Jess applies a set of rules to a set of facts continuously by a process named pattern matching. Rules can modify the set of facts, or can execute any Java code. It uses the Rete algorithm to execute rules. == License == The licensing for Jess is freeware for education and government use, and is proprietary software, needing a license, for commercial use. In contrast, CLIPS, which is the basis and starting code for Jess, is free and open-source software. == Code examples == Code examples: Sample code:

Vegas Pro

Vegas Pro (formerly known as Sony Vegas) is a professional video editing software package for non-linear editing (NLE), designed to run on the Microsoft Windows operating system. The first release of Vegas Beta was on June 11, 1999. Vegas was originally developed as a non-linear audio editing application. Version 2.0 would split the program into audio and video editing variants, with the former being dropped by version 4.0, making the video offering the only variant available to consumers. Vegas Pro features real-time multi-track video and audio editing on unlimited tracks, resolution-independent video sequencing, complex effects, compositing tools, 24-bit/192 kHz audio support, VST and DirectX plug-in effect support, and Dolby Digital surround sound mixing. The software was originally published by Sonic Foundry until May 2003, when Sony purchased Sonic Foundry and formed Sony Creative Software. On May 24, 2016, Sony announced that Vegas was sold to MAGIX, which formed VEGAS Creative Software, to continue support and development of the software. As of the end of March 2026, it was publicly announced that Boris FX had taken ownership of Vegas Pro. Each release of Vegas is sold standalone; however, upgrade discounts are sometimes provided. == Features == Vegas does not require any specialized hardware to run properly, allowing it to operate on any Windows computer that meets the system requirements. == History == Vegas 1.0 was released after a brief public beta by Sonic Foundry on July 23, 1999 at the NAMM Show in Nashville, Tennessee as an audio-only tool with a particular focus on re-scaling and resampling audio. It supported formats like DivX and Real Networks RealSystem G2 file formats. Martin Walker from Sound on Sound described working in Vegas 1.0 as a "very pleasurable experience, especially since so many functions are highly intuitive" though also criticizing some features as hard to figure out due to the lack of a central help file. Later, on June 12, 2000, Vegas Video and Audio 2.0 (also referred to as just Vegas 2.0) was released, with its beta releasing earlier that year on April 10. This was the first version of Vegas to include video-editing tools and was also the first to have a low-cost "LE" version alongside the regular release. The LE releases would continue through version 3.0 of Vegas but would be discontinued by the release of Vegas 4.0. Vegas 3.0 was released the next year on December 3, and added new video effects, features for ease-of-use with DV, and support for editing Windows Media files. Vegas 4.0 was released on 6 February 2003 and added application scripting, advanced color correction, 5.1 surround sound mixing, and Steinberg ASIO support. This was the last release under the Sonic Foundry name after it sold much of its software suite, including Sound Forge and Acid Pro, to Sony Pictures Digital for $18 million later in 2003. Under Sony's ownership, Vegas 5.0 was released on April 19, 2004, bringing 3D track motion, compositing, reversing, envelope automation, etc. 7.0 also added an improved video preview, enhanced layout management, improved snapping, and more customization. With the release of 8.0, Sony opted to go back to the original "Vegas Pro" branding that the first version released with. It added the ability to burn Blu-ray and DVD optical media, support for 32-bit floating point audio, support for tempo-based audio effects, and more. It also moved the timeline to the bottom of the window by default with the option of moving it back to the top if the user wished to. Sony was also experimenting with 64-bit at this time and ported Vegas Pro 8.0 to 64-bit systems under the name "Vegas Pro 8.1". Vegas Pro 9.0 added support for 4K resolution and pro camcorder formats like Red and XDCAM EX. In 2009, Sony Creative Software purchased the Velvetmatter Radiance suite of video FX plug-ins which were included in Sony Vegas Pro 9.0. As a result, they were no longer available as a separate product from Velvetmatter. Vegas Pro 10 was released in 2010 with stereoscopic 3D editing, image stabilization, OpenFX plugin support, real-time audio event effects, and a few UI changes. This was the last release to include support for Windows XP. Vegas Pro 11 was released the next year on 17 October, with GPGPU video acceleration, enhanced text tools, enhanced stereoscopic/3D features, RAW photo support, and new event synchronization mechanisms. In addition, Vegas Pro 11 comes pre-loaded with "NewBlue" Titler Pro, a 2D and 3D titling plug-in. Vegas Pro 12 would add two new configurations: Vegas Pro 12 Edit, for "Professional Video and Audio Production"; and Vegas Pro 12 Suite, for "Professional Editing, Disc Authoring, and Visual Effects Design". Vegas Pro 13 would be the last version released with Sony branding after the acquisition of much of Sony Creative Software's library by Magix. After they acquired Vegas, Magix released version 14 on September 20, 2016. It featured advanced 4K upscaling as well as many bug fixes, a higher video velocity limit, RED camera support, and a variety of other features. This was also the last version to have the light theme enabled by default. Released on August 28, 2017, Vegas Pro 15 features major UI changes that claim to bring usability improvements and customization. It was the first version of VEGAS Pro to have a dark theme; it also allows more efficient editing speeds, including adding new shortcuts to speed the video editing process. Vegas Pro 15 includes support for Intel Quick Sync Video (QSV) and other technologies, as well as various other features. It introduced a new VEGAS Pro icon as a V. Vegas Pro 16 has some new features including file backup, motion tracking, improved video stabilization, 360° editing and HDR support. Magix has continued to improve Vegas through version 21 with support for reading Matroska files, a more detailed render dialogue, live streaming, VST3 support, a VST 32-bit bridge, and a selective Paste Event Attributes menu. Magix would later release a subscription model for using Vegas named "Vegas Pro 365" on January 17, 2018, although the perpetual licence is still an option for customers. This version includes cloud-based speech synthesis among other features not included in the mainline Vegas release. == Version history == Each release of Vegas is sold standalone, however upgrade discounts are sometimes provided. === Vegas Beta === Sonic Foundry introduced a sneak preview version of Vegas Pro on June 11, 1999. It is called a "Multitrack Media Editing System". === Vegas 1.0 === Released on July 23, 1999 at the NAMM Show in Nashville, Tennessee, Vegas was an audio-only tool with a particular focus on rescaling and resampling audio. It supported formats like DivX and Real Networks RealSystem G2 file formats. Version 1.0 is the final Vegas release to include Windows 95 support. === Vegas Video beta (Vegas 2.0 beta) === Released on April 10, 2000, this was the first version of Vegas to include video-editing tools. === Vegas Video (Vegas 2.0) === Released on June 12, 2000. Version 2.0 is the final Vegas Video release to include Windows NT 4.0 support. === Vegas Video 3.0 === Released on December 3, 2001. This release added: New Video Effects – Lens Flare, Light Rays, Film FX, Color Curves, Mirror, Remap, Deform, Convolution, Linear Blur, Black Restore, Levels, Unsharp Mask, Color Grading, and Timecode Burn filter. Batch Capture with Automatic Scene Detection – Captures DV with automatic scene detection, batch capture, tape logging, still image capture and thumbnail previews. Red Book Audio CD Mastering with CD Architect (TM) Technology – Used for burning Red Book audio CD masters directly from the Vegas timeline with ISRC, UPC, and PQ list support. New Sonic Foundry DV Codec – Introduces a DV codec developed by Sonic Foundry that offers artifact-free compositing and DV chromakeying. DV Print-to-Tape from the Timeline – Prints projects to DV cameras and decks from the Vegas timeline. Windows Media (TM) File Editing – Creates and edits Windows Media (TM) files. New MPEG Encoding Tools – Used for producing MPEG-2 files for DVD productions. Dynamic RAM Previewing – Temporary RAM/render-free previews for analysis and tweaking of complex video FX without rendering. VideoCD and Data CD Burning – Burning projects directly to VideoCD for playback on most DVD players or data CDs for playback computers' CD-ROMs. === Vegas 4.0 === Released on February 6, 2003. This release added: Advanced Color Correction Tools Searchable Media Pool Bins Vectorscope, Histogram, Parade and Waveform Monitoring Application Scripting Improved Ripple Editing Motion Blur and Super-Sampling Envelopes 5.1 Surround Mixing Dolby® Digital AC-3 Encoding certified and tested by Dolby Laboratories DirectX® Audio Plug-In Effects Automation ASIO Driver Support Windows Media™ 9 Support, including Surround Encoding DVD Authoring with AC-3 File Import Capabilities Integration with DVD Architect via Chap

Copyright and artificial intelligence in the United Kingdom

The interaction of artificial intelligence and copyright law has become one of the most contentious tech policy debates in the United Kingdom, centering on whether AI developers should be permitted to train their models on copyrighted material without explicit consent or remuneration. This debate has exposed a deep fracture between the creative industries, which seek to protect their intellectual property from unauthorised commercial exploitation, and tech companies. The academic and library sectors are also impacted, and argue that overly restrictive copyright laws hinder scientific research and the UK's sovereign AI capabilities. In 2024, the UK government proposed a broad text and data mining (TDM) exception to copyright that would have allowed AI companies to use publicly available copyrighted material for training, offering creators only an "opt-out" mechanism, similar to the exception introduced in Europe. This proposal faced intense opposition from across the creative sector. Trade unions representing writers, musicians, performers, and journalists argued that such an exception would effectively expropriate their members' work for the commercial benefit of tech giants. A report from the House of Lords Communications and Digital Committee, warned that generative AI posed a "clear and present danger" to the £124 billion creative economy. The government abandoned the opt-out model in March 2026, opting instead to build a stronger evidence base before pursuing any copyright reform. Conversely, the academic and library sectors have raised significant concerns that the UK's current TDM exception, which is strictly limited to non-commercial research, is too narrow. Universities and research libraries occupy a dual role as both creators of vast datasets and beneficiaries of TDM exceptions. They argue that the current legal framework restricts their ability to computationally analyse the very research they produce, thereby hobbling the UK's "AI for Science" strategy. Advocacy groups have highlighted a "triple payment" problem, wherein publicly funded research is handed over to publishers, who then charge universities substantial subscription fees and demand additional payments for specific TDM licences. This tension is further complicated by the commercial practices of major academic publishers. While publishers often restrict universities from using subscribed databases for AI training, they have simultaneously entered into lucrative, multi-million-dollar licensing agreements to sell access to this academic content to commercial AI developers. Furthermore, academics have accused publishers of actively steering authors away from permissive open-access licences towards more restrictive variants. By doing so, publishers retain the exclusive commercial rights necessary to strike these AI training deals, often without consulting the original authors or offering them any additional remuneration. This dynamic has not only reopened debates within the Open Access movement but has also created complex legal scenarios where publishers, rather than authors, control the terms of copyright litigation against major tech companies. == Training on copyrighted material == The question of whether AI developers should be permitted to train their models on copyrighted material without payment or consent has been one of the most contentious policy debates in the UK AI landscape. In 2024, the then-Conservative government proposed a broad text and data mining (TDM) exception that would have allowed AI companies to use any publicly available copyrighted material for training purposes, with creators able only to "opt out" of having their work used. This proposal provoked intense opposition from writers, musicians, visual artists, publishers, and broadcasters, who argued it would effectively expropriate their intellectual property for the commercial benefit of AI companies. The debate over text and data mining exceptions extends significantly beyond generative AI and the creative industries, implicating a wide range of scientific, industrial, and academic research applications. TDM is a foundational process for analysing large datasets to identify patterns, trends, and correlations, which is heavily utilised in fields such as medical research, climate modelling, and financial services. In the scientific and academic sectors, researchers rely on TDM to process vast amounts of published literature. For example, in biomedical research, TDM is used to accelerate drug discovery, identify new uses for existing medicines, and extract insights from clinical notes and genomic datasets. However, the application of traditional copyright frameworks to scientific literature has been criticised by academics. Researchers argue that scientific writing is intended to convey factual, verifiable information rather than creative originality, and that copyright restrictions on TDM hinder reproducibility, validation, and the advancement of science. The current UK copyright exception for TDM (Section 29A of the Copyright, Designs and Patents Act 1988) is limited strictly to non-commercial research, which creates barriers for public-private research partnerships and commercial scientific development. Beyond academia, non-generative AI and TDM are critical to various industrial and commercial operations. In the financial services sector, TDM is employed to monitor transactions, detect fraud, and analyse market feeds. Other non-generative applications include search engine indexing, plagiarism detection software, and media monitoring. A 2026 report by Public First estimated that 19% of UK businesses use specialised TDM tools, and that a restrictive copyright regime requiring licenses for all copyrighted content could cost the UK economy £220 billion in lost AI-driven GDP growth by 2035 compared to a broad commercial TDM exemption. Industry advocates argue that the lack of a commercial TDM exception in the UK creates legal uncertainty that stifles innovation across these broader, non-generative applications of data analysis. === Tech and AI industry positions === The technology and artificial intelligence industries lobbied for a broad text and data mining (TDM) exception to UK copyright law, arguing that such an exception is essential for the UK to remain globally competitive in AI development. Industry bodies such as techUK have argued that without a TDM exception, the UK risks becoming an "AI taker rather than an AI maker," as developers will relocate training operations to jurisdictions with more permissive copyright regimes, such as the United States, Japan, Singapore, and the European Union. During the UK government's 2024–2025 consultation on copyright and AI, major AI developers and trade associations strongly supported "Option 2" (a broad TDM exception) or "Option 3" (a TDM exception with an opt-out mechanism). OpenAI stated in its consultation response that a broad TDM exception is "necessary to drive AI innovation and investment in the UK," arguing that developers should be permitted to train models on lawfully accessed copies without further distribution. The Computer and Communications Industry Association (CCIA) similarly argued that restricting TDM to non-commercial development would undermine the government's ambitions for the UK tech sector and frustrate partnerships between commercial entities and research institutions. Tech industry advocates have also highlighted the economic implications of copyright policy. According to analysis by the think tank UK Day One, adopting an overly restrictive licensing-only approach could result in the UK economy losing up to £182 billion over 20 years, whereas a broad TDM exception could generate a positive impact of £131.61 billion over the same period. Following the government's March 2026 decision to drop plans for a TDM exception in favour of a market-led licensing approach, techUK's Deputy CEO Antony Walker criticised the move, stating that "copyright material cannot be used for AI development and training without permission" under the current framework, which he argued would push AI model training to the US. === Creative sector and political opposition to text and data mining === In March 2026, the House of Lords Communications and Digital Committee published a report, AI, Copyright and the Creative Industries, which concluded that the creative industries face "a clear and present danger from generative AI" and that it would be "a very poor bet" for the government to weaken copyright protections to attract AI investment. The Committee noted that the creative industries contributed £124 billion to the UK economy in 2023 and employed 2.4 million people, compared to the AI sector's £12 billion GVA and 86,000 employees in 2024. The Committee called on the government to develop a "licensing-first" regime underpinned by mandatory transparency requirements, and to rule out any new commercial TDM exception with an opt-out model. Tra