Apptek

Apptek

Applications Technology (AppTek) is a U.S. company headquartered in McLean, Virginia that specializes in artificial intelligence and machine learning for human language technologies. The company provides both managed and professional services for natural language processing (NLP) technologies including automatic speech recognition (ASR), neural machine translation (MT), natural-language understanding (NLU) and neural speech synthesis. AppTek's Head of Science, Prof. Dr. -Ing Hermann Ney, was awarded the IEEE James L. Flanagan Speech and Audio Processing Award in 2019 and the ISCA Medal for Scientific Achievement in 2021 for his work in natural language processing. == History == AppTek was acquired in 1998 by Lernout & Hauspie (at the time a NASDAQ publicly traded company), AppTek organized a management buy-out and went private again in 2001. In 2014, the company sold its hybrid machine translation technology to eBay and has since rebuilt the platform to modern neural-based approaches for machine translation. In 2020, SOSi acquired non-controlling interest in AppTek and became an exclusive reseller of AppTek products for U.S. federal, state, and local government entities.

Alibaba Cloud

Alibaba Cloud, also known as Aliyun (Chinese: 阿里云; pinyin: Ālǐyún; lit. 'Ali Cloud'), is a cloud computing company, a subsidiary of Alibaba Group. Alibaba Cloud provides cloud computing services to online businesses and Alibaba's own e-commerce ecosystem. Its international operations are registered and headquartered in Singapore. Alibaba Cloud offers cloud services that are available on a pay-as-you-go basis, and include elastic compute, data storage, relational databases, big-data processing, DDoS protection and content delivery networks (CDN). It is the largest cloud computing company in China, and in Asia Pacific according to Gartner. Alibaba Cloud operates data centers in 29 regions and 87 availability zones around the globe. As of June 2017, Alibaba Cloud is placed in the Visionaries' quadrant of Gartner's Magic Quadrant for cloud infrastructure as a service, worldwide. == History == Alibaba Cloud was founded in September 2009, and R&D centers and operation centers were opened in Hangzhou, Beijing, and Silicon Valley. === 2010–2013 === In November 2010, the company supported the first Single's Day (11.11) Taobao shopping festival, with 2.4 billion PageViews (PV) in 24 hours. Two years later, in November 2012, it became the first Chinese cloud service provider to pass ISO27001:2005 (Information Security Management System). In January 2013, Alibaba Cloud merged with HiChina (founded by Xiangning Zhang) for the www.net.cn business as one of the largest acquisitions in the company's history at the time. In August of that year, ApsaraDB architecture supported 5000 physical machines in a single cluster. === 2014–2017 === The company's Hong Kong data center went online in May 2014, and in December of that year, Alibaba Cloud defended a 14-hour-long DDoS attack, peaking at 453.8 Gbit/s. In July 2015, the Alibaba Group invested US$1 billion in Alibaba Cloud. A month later, Alibaba Cloud's first Singapore data center opened, and Singapore was announced as Alibaba Cloud's overseas headquarters. Two US data centers went online in October 2015, and that same month MaxCompute took the lead in the Sort Benchmark, sorting 100 TB data in 377s compared with Apache Spark's previous record of 1406s. The Alibaba Cloud Computing Conference was also held in October 2015 in Hangzhou and attracted over 20,000 developers. A month later, in November, the company supported the 11.11 shopping festival with a record of $14.2 billion transactions in 24 hours. Alibaba Cloud partnered with SK Holdings C&C in April 2016 to provide cloud services to Korean and Chinese companies. A month later, the company formalized a joint venture with SoftBank to launch cloud services in Japan that utilize technologies and solutions from Alibaba Cloud. In June 2016, Alibaba Cloud expanded its data center operations in Singapore with the establishment of a second availability zone. Alibaba Cloud also achieved two new certifications overseas: Singapore Multi-Tier Cloud Security (MTCS) standard Level 3, and the Payment Card Industry Three-Domain Secure (PCI 3DS). The company partnered with Vodafone Germany in November 2016 for Data Center operations and to provide cloud services to German and European companies. Alibaba became the official cloud services provider of the Olympics in January 2017. A month later, in February, the company became a founding Member of the EU Cloud Code of Conduct. In June 2017, Alibaba Cloud was placed in the Visionaries quadrant of Gartner's Magic Quadrant for Cloud Infrastructure as a Service, Worldwide. Alibaba Cloud partnered with Malaysia's Fusionex in September 2017 to provide cloud solutions in Southeast Asia, and the Malaysia data center commenced operations in October. That same month, the company partnered with Elastic and launched a new service called Alibaba Cloud Elasticsearch. Alibaba Cloud India data center commenced operations in December 2017. In addition, Alibaba Cloud received the C5 standard certification from the German Federal Office for Information Security (BSI) for its data centers in Germany and Singapore. === 2018–2021 === In February 2018, Alibaba Cloud's Indonesia data center commenced operations. The company's first data center opening in the Philippines in June 2021. Alibaba Cloud unveiled the ARM-based Yitian 710 chip, designed in-house, for use in its data centers in October 2021. On November 24, 2021, the bug Log4Shell was disclosed to Apache by Chen Zhaojun of Alibaba Cloud's Security Team. On December 22, 2021, the Chinese Ministry of Industry and Information Technology suspended a partnership with Alibaba Cloud for "failure in reporting cybersecurity vulnerabilities" related to the Log4Shell bug. === 2022 === In September 2022, Alibaba Cloud announced a $1 billion pledge to upgrade its global partner ecosystem. == Data center regions == Alibaba Cloud has 25 regional data centres globally. The Data Center in Germany is operated by Vodafone Germany (Frankfurt) and certified with C5. == Products == Alibaba Cloud provides cloud computing IaaS, PaaS, DBaaS and SaaS, including services such as e-commerce, big data, Database, IoT, Object storage (OSS), Kubernetes and data customization which can be managed from Alibaba web page or using aliyun command line tool. AnalyticDB was first released in May 2018, and the latest version 3.0 was released in 2019. On April 26, 2019, TPC published TPC-DS benchmark result of AnalyticDB. In 2019, a paper about the system design of AnalyticDB was published in VLDB conference 2019. == Academic partners == List of academic alliances: Shanghai Jiao Tong University Universiti Tunku Abdul Rahman (UTAR) University of Malaya Hong Kong Shue Yan University Macao University of Science and Technology Singapore University of Social Sciences (SUSS) Télécom Paris SUPINFO International University Université de technologie sino-européenne de l'université de Shanghai Gadjah Mada University Universitas Prasetiya Mulya Bina Nusantara University Krida Wacana Christian University Hong Kong Institute of Vocational Education Nanyang Polytechnic Republic Polytechnic Sekolah Tinggi Teknologi Informasi NIIT Usman Institute of Technology AISSMS Institute of Information Technology == Controversy == On October 26, 2016, Zhang Kai, CEO of ITHome issued an announcement stating he could no longer tolerate Alibaba Cloud's overselling and service interruption issues, and had migrated the hosting entirely to Baidu Cloud. Alibaba Cloud subsequently issued an apology letter, but indirectly mentioned that website performance should consider system architecture and avoid single-point design.

Data set (IBM mainframe)

In the context of IBM mainframe computers in the IBM System/360 line and its successors, a data set (IBM preferred) or dataset is a computer file having a record organization. Use of this term began with, e.g., DOS/360 and OS/360, and is still used by their successors, including the current VSE and z/OS. Documentation for these systems historically preferred this term rather than file. A data set is typically stored on a direct access storage device (DASD) or magnetic tape, however unit record devices, such as punch card readers, card punches, line printers and page printers can provide input/output (I/O) for a data set (file). Data sets are not unstructured streams of bytes, but rather are organized in various logical record and block structures determined by the DSORG (data set organization), RECFM (record format), and other parameters. These parameters are specified at the time of the data set allocation (creation), for example with Job Control Language DD statements. Within a running program they are stored in the Data Control Block (DCB) or Access Control Block (ACB), which are data structures used to access data sets using access methods. Records in a data set may be fixed, variable, or “undefined” length. == Data set organization == For OS/360, the DCB's DSORG parameter specifies how the data set is organized. It may be CQ Queued Telecommunications Access Method (QTAM) in Message Control Program (MCP) CX Communications line group DA Basic Direct Access Method (BDAM) GS Graphics device for Graphics Access Method(GAM) IS Indexed Sequential Access Method (ISAM) MQ QTAM message queue in application PO Partitioned Organization PS Physical Sequential among others. Data sets on tape may only be DSORG=PS. The choice of organization depends on how the data is to be accessed, and in particular, how it is to be updated. Programmers utilize various access methods (such as QSAM or VSAM) in programs for reading and writing data sets. Access method depends on the given data set organization. == Record format (RECFM) == Regardless of organization, the physical structure of each record is essentially the same, and is uniform throughout the data set. This is specified in the DCB RECFM parameter. RECFM=F means that the records are of fixed length, specified via the LRECL parameter. RECFM=V specifies a variable-length record. V records when stored on media are prefixed by a Record Descriptor Word (RDW) containing the integer length of the record in bytes and flag bits. With RECFM=FB and RECFM=VB, multiple logical records are grouped together into a single physical block on tape or DASD. FB and VB are fixed-blocked, and variable-blocked, respectively. RECFM=U (undefined) is also variable length, but the length of the record is determined by the length of the block rather than by a control field. The BLKSIZE parameter specifies the maximum length of the block. RECFM=FBS could be also specified, meaning fixed-blocked standard, meaning all the blocks except the last one were required to be in full BLKSIZE length. RECFM=VBS, or variable-blocked spanned, means a logical record could be spanned across two or more blocks, with flags in the RDW indicating whether a record segment is continued into the next block and/or was continued from the previous one. This mechanism eliminates the need for using any "delimiter" byte value to separate records. Thus data can be of any type, including binary integers, floating-point, or characters, without introducing a false end-of-record condition. The data set is an abstraction of a collection of records, in contrast to files as unstructured streams of bytes. == Partitioned data set == A partitioned data set (PDS) is a data set containing multiple members, each of which holds a separate sub-data set, similar to a directory in other types of file systems. This type of data set is often used to hold load modules (old format bound executable programs), source program libraries (especially Assembler macro definitions), ISPF screen definitions, and Job Control Language. A PDS may be compared to a Zip file or COM Structured Storage. A Partitioned Data Set can only be allocated on a single volume and have a maximum size of 65,535 tracks. Besides members, a PDS contains also a directory. Each member can be accessed indirectly via the directory structure. Once a member is located, the data stored in that member are handled in the same manner as a PS (sequential) data set. Whenever a member is deleted, the space it occupied is unusable for storing other data. Likewise, if a member is re-written, it is stored in a new spot at the back of the PDS and leaves wasted “dead” space in the middle. The only way to recover “dead” space is to perform file compression. Compression, which is done using the IEBCOPY utility, moves all members to the front of the data space and leaves free usable space at the back. (Note that in modern parlance, this kind of operation might be called defragmentation or garbage collection; data compression nowadays refers to a different, more complicated concept.) PDS files can only reside on DASD, not on magnetic tape, in order to use the directory structure to access individual members. Partitioned data sets are most often used for storing multiple job control language files, utility control statements, and executable modules. An improvement of this scheme is a Partitioned Data Set Extended (PDSE or PDS/E, sometimes just libraries) introduced with DFSMSdfp for MVS/XA and MVS/ESA systems. A PDS/E library can store program objects or other types of members, but not both. BPAM cannot process a PDS/E containing program objects. PDS/E structure is similar to PDS and is used to store the same types of data. However, PDS/E files have a better directory structure which does not require pre-allocation of directory blocks when the PDS/E is defined (and therefore does not run out of directory blocks if not enough were specified). Also, PDS/E automatically stores members in such a way that compression operation is not needed to reclaim "dead" space. PDS/E files can only reside on DASD in order to use the directory structure to access individual members. == Generation Data Group == A Generation Data Group (GDG) is a group of non-VSAM data sets that are successive generations of historically-related data stored on an IBM mainframe (running OS/360 and its successors or DOS/360 and its successors). A GDG is usually cataloged. An individual member of the GDG collection is called a "Generation Data Set." The latter may be identified by an absolute number, ACCTG.OURGDG(1234), or a relative number: (-1) for the previous generation, (0) for the current one, and (+1) the next generation. A GDG specifies how many generations of a data set are to be kept and at what age a generation will be deleted. Whenever a new generation is created, the system checks whether one or more obsolete generations are to be deleted. The purpose of GDGs is to automate archival, using the command language JCL, the data set name given is generic. When DSN appears, the GDG data set appears along with the history number, where (0) is the most recent version (-1), (-2), ... are previous generations (+1) a new generation (see DD) Another use of GDGs is to be able to address all generations simultaneously within a JCL script without having to know the number of currently available generations. To do this, you have to omit the parentheses and the generation number in the JCL when specifying the dataset. === GDG JCL & features === Generation Data Groups are defined using either the BLDG statement of the IEHPROGM utility or the DEFINE GENERATIONGROUP statement of the newer IDCAMS utility, which allows setting various parameters. LIMIT(10) would limit the number of generations limit to 10. SCRATCH FOR (91) would retain each member, up to the limited#generations, at least 91 days. IDCAMS can also delete (and optionally uncatalog) a GDG. ==== Example ==== Creation of a standard GDG for five safety scopes, each at least 35 days old: Delete a standard GDG:

WYSIWYS

In cryptography, What You See Is What You Sign (WYSIWYS) is a property of digital signature systems that ensures the semantic content of signed messages can not be changed, either by accident or intent. == Mechanism of WYSIWYS == When digitally signing a document, the integrity of the signature relies not just on the soundness of the digital signature algorithms that are used, but also on the security of the computing platform used to sign the document. The WYSIWYS property of digital signature systems aims to tackle this problem by defining a desirable property that the visual representation of a digital document should be consistent across computing systems, particularly at the points of digital signature and digital signature verification. It is relatively easy to change the interpretation of a digital document by implementing changes on the computer system where the document is being processed, and the greater the semantic distance, the easier it gets. From a semantic perspective this creates uncertainty about what exactly has been signed. WYSIWYS is a property of a digital signature system that ensures that the semantic interpretation of a digitally signed message cannot be changed, either by accident or by intent. This property also ensures that a digital document to be signed can not contain hidden semantic content that can be revealed after the signature has been applied. Though a WYSIWYS implementation is only as secure as the computing platform it is running on, various methods have been proposed to make WYSIWYS more robust. The term WYSIWYS was coined by Peter Landrock and Torben Pedersen to describe some of the principles in delivering secure and legally binding digital signatures for Pan-European projects.

Data monetization

Data monetization, a form of monetization, may refer to the act of generating measurable economic benefits from available data sources (analytics). Less commonly, it may also refer to the act of monetizing data services. In the case of analytics, typically, these benefits accrue as revenue or expense savings, but may also include market share or corporate market value gains. Data monetization leverages data generated through business operations, available exogenous data or content, as well as data associated with individual actors such as that collected via electronic devices and sensors participating in the internet of things. For example, the ubiquity of the internet of things is generating location data and other data from sensors and mobile devices at an ever-increasing rate. When this data is collated against traditional databases, the value and utility of both sources of data increases, leading to tremendous potential to mine data for social good, research and discovery, and achievement of business objectives. Closely associated with data monetization are the emerging data as a service models for transactions involving data by the data item. There are three ethical and regulatory vectors involved in data monetization due to the sometimes conflicting interests of actors involved in the digital supply chain. The individual data creator who generates files and records through his own efforts or owns a device such as a sensor or a mobile phone that generates data has a claim to ownership of data. The business entity that generates data in the course of its operations, such as its transactions with financial institutions or risk factors discovered through feedback from customers also has a claim on data captured through their systems and platforms. However, the person that contributed the data may also have a legitimate claim on the data. Internet platforms and service providers, such as Google or Facebook that require a user to forgo some ownership interest in their data in exchange for use of the platform also have a legitimate claim on the data. Thus the practice of data monetization, although common since 2000, is now getting increasing attention from regulators. The European Union and the United States Congress have begun to address these issues. For instance, in the financial services industry, regulations involving data are included in the Gramm–Leach–Bliley Act and Dodd-Frank. Some individual creators of data are shifting to using personal data vaults and implementing vendor relationship management concepts as a reflection of an increasing resistance to their data being federated or aggregated and resold without compensation. Groups such as the Personal Data Ecosystem Consortium, Patient privacy rights, and others are also challenging corporate cooptation of data without compensation. Financial services companies are a relatively good example of an industry focused on generating revenue by leveraging data. Credit card issuers and retail banks use customer transaction data to improve targeting of cross-sell offers. Partners are increasingly promoting merchant based reward programs which leverage a bank’s data and provide discounts to customers at the same time. == Types of data monetization == Internal data monetization - An organization's data is used internally, resulting in economic benefit. This is commonly the case in organizations using analytics to uncover insights, resulting in improved profit, cost savings or the avoidance of risk. Internal data monetization is currently the most common form of monetization, requiring far fewer security, intellectual property, and legal precautions when compared to other types. The potential economic gains from this type of data monetization are limited by the organization's internal structure and situation. External data monetization - A person or organization makes data they possess available on a for-fee basis to external parties, or as a broker for same. This type of monetization is less common and requires various methods to distribute the data to potential buyers and consumers. However, the economic gain that results from collecting data, packaging and distributing it, can be quite large. == Steps == Identification of available data sources – this includes data currently available for monetization as well as other external data sources that may enhance the value of what’s currently available. Connect, aggregate, attribute, validate, authenticate, and exchange data - this allows data to be converted directly into actionable or revenue generating insight or services. Set terms and prices and facilitate data trading - methods for data vetting, storage, and access. For example, many global corporations have locked and siloed data storage infrastructures, which hinders efficient access to data and cooperative and real-time exchange. Perform Research and analytics – draw predictive insights from existing data as a basis for using data for to reduce risk, enhance product development or performance, or improve customer experience or business outcomes. Action and leveraging – the last phase of monetizing data includes determining alternative or improved data centric products, ideas, or services. Examples may include real-time actionable triggered notifications or enhanced channels such as web or mobile response mechanisms. == Pricing variables and factors == A fee for use of a platform to connect buyers and sellers use of a platform to configure, organize, and otherwise process data included in a data trade connecting or including a device or sensor into a data supply chain connecting and credentialing a creator of a data source and a data buyer – often through a federated identity connecting a data source to other data sources to be included in a data supply chain use of an internet service or other transmission services for uploading and downloading data – sometimes, for an individual, through a personal cloud use of encrypted keys to achieve secure data transfer use of a search algorithm specifically designed to tag data sources that contain data points of value to the data buyer linking a data creator or generator to a data collection protocol or form server actions – such as a notification – triggered by an update to a data item or data source included in a data supply chain A price or exchange or other trade value assigned by a data creator or generator to a data item or a data source offered by a data buyer to a data creator assigned by a data buyer for a data item or a data source formatted according to criteria set by a data buyer An incremental fee assigned by a data buyer for a data item or a data set scaled to the reputation of the data creator == Benefits == Improved decision-making that leads to real time crowd sourced research, improved profits, decreased costs, reduced risk and improved compliance More impactful decisions (e.g., make real-time decisions) More timely (lower latency) decisions (e.g., a vendor making purchase recommendations while the customer is still on the phone or in the store, a customer connecting with multiple vendors to discover the best price, triggered notifications when thresholds are reached for data values) More granular decisions (e.g., localized pricing decisions at an individual or device or sensor level versus larger aggregates). Targeted Marketing (e.g., Vendors with access to big data can make targeted advertisements to specific customers within a set data pool decreasing costs for the advertiser and reaching most interested customers) == Frameworks == There are a wide variety of industries, firms and business models related to data monetization. The following frameworks have been offered to help understand the types of business models that are used: Roger Ehrenberg of IA Ventures, a venture capital firm that invests in this sector, has defined three basic types of data product firms: Contributory databases. The magic of these businesses is that a customer provides their own data in exchange for receiving a more robust set of aggregated data back that provides insight into the broader marketplace, or provides a vehicle for expressing a view. Give a little, get a lot back in return – a pretty compelling value proposition, and one that frequently results in a payment from the data contributor in exchange for receiving enriched, aggregated data. Once these contributory databases are developed and customers become reliant on their insights, they become extremely valuable and persistent data assets. Data processing platforms. These businesses create barriers through a combination of complex data architectures, proprietary algorithms, and rich analytics to help customers consume data in whatever form they please. Often these businesses have special relationships with key data providers, that when combined with other data and processed as a whole create valuable differentiation and competitive barriers. Bloomberg is an example of a powerful

Pixel aspect ratio

A pixel aspect ratio (PAR) is a mathematical ratio that describes how the width of a pixel in a digital image compares to the height of that pixel. Most digital imaging systems display an image as a grid of tiny, square pixels. However, some imaging systems, especially those that must be compatible with standard-definition television motion pictures, display an image as a grid of rectangular pixels, in which the pixel width and height are different. Pixel aspect ratio describes this difference. Use of pixel aspect ratio mostly involves pictures pertaining to standard-definition television and some other exceptional cases. Most other imaging systems, including those that comply with SMPTE standards and practices, use square pixels. PAR is also known as sample aspect ratio and abbreviated SAR, though it can be confused with storage aspect ratio. == Introduction == The ratio of the width to the height of an image is known as the aspect ratio, or more precisely the display aspect ratio (DAR) – the aspect ratio of the image as displayed; for TV, DAR was traditionally 4:3 (a.k.a. fullscreen), with 16:9 (a.k.a. widescreen) now the standard for HDTV. In digital images, there is a distinction with the storage aspect ratio (SAR), which is the ratio of pixel dimensions. If an image is displayed with square pixels, then these ratios agree; if not, then non-square, "rectangular" pixels are used, and these ratios disagree. The aspect ratio of the pixels themselves is known as the pixel aspect ratio (PAR) – for square pixels this is 1:1 – and these are related by the identity: Rearranging (solving for PAR) yields: For example: A 640 × 480 VGA image has a SAR of 640/480 = 4:3, and if displayed on a 4:3 display (DAR = 4:3) has square pixels, hence a PAR of 1:1. By contrast, a 720 × 576 D-1 PAL image has a SAR of 720/576 = 5:4, but if displayed on a 4:3 display (DAR = 4:3) the PAR is 4/3 : 5/4 = 16:15 ≈ 1.066. This means that the pixels of the PAL picture must be "stretched" by this amount to fit in the 4:3 display. In analog images such as film there is no notion of pixel, nor notion of SAR or PAR, but in the digitization of analog images the resulting digital image has pixels, hence SAR (and accordingly PAR, if displayed at the same aspect ratio as the original). Non-square pixels arise often in early digital TV standards, related to digitalization of analog TV signals – whose vertical and "effective" horizontal resolutions differ and are thus best described by non-square pixels – and also in some digital video cameras and computer display modes, such as Color Graphics Adapter (CGA). Today they arise also in transcoding between resolutions with different SARs. Actual displays do not generally have non-square pixels, though digital sensors might; they are rather a mathematical abstraction used in resampling images to convert between resolutions. There are several complicating factors in understanding PAR, particularly as it pertains to digitization of analog video: First, analog video does not have pixels, but rather a raster scan, and thus has a well-defined vertical resolution (the lines of the raster), but not a well-defined horizontal resolution, since each line is an analog signal. However, by a standardized sampling rate, the effective horizontal resolution can be determined by the sampling theorem, as is done below. Second, due to overscan, some of the lines at the top and bottom of the raster are not visible, as are some of the possible image on the left and right – see Overscan: Analog to digital resolution issues. Also, the resolution may be rounded (DV NTSC uses 480 lines, rather than the 486 that are possible). Third, analog video signals are interlaced – each image (frame) is sent as two "fields", each with half the lines. Thus either the pixels are twice as tall as they would be without interlacing, or the image is deinterlaced. == Background == Video is presented as a sequential series of images called video frames. Historically, video frames were created and recorded in analog form. As digital display technology, digital broadcast technology, and digital video compression evolved separately, it resulted in video frame differences that must be addressed using pixel aspect ratio. Digital video frames are generally defined as a grid of pixels used to present each sequential image. The horizontal component is defined by pixels (or samples), and is known as a video line. The vertical component is defined by the number of lines, as in 480 lines. Standard-definition television standards and practices were developed as broadcast technologies and intended for terrestrial broadcasting, and were therefore not designed for digital video presentation. Such standards define an image as an array of well-defined horizontal "Lines", well-defined vertical "Line Duration" and a well-defined picture center. However, there is not a standard-definition television standard that properly defines image edges or explicitly demands a certain number of picture elements per line. Furthermore, analog video systems such as NTSC 480i and PAL 576i, instead of employing progressively displayed frames, employ fields or interlaced half-frames displayed in an interwoven manner to reduce flicker and double the image rate for smoother motion. === Analog-to-digital conversion === As a result of computers becoming powerful enough to serve as video editing tools, video digital-to-analog converters and analog-to-digital converters were made to overcome this incompatibility. To convert analog video lines into a series of square pixels, the industry adopted a default sampling rate at which luma values were extracted into pixels. The luma sampling rate for 480i pictures was 12+3⁄11 MHz and for 576i pictures was 14+3⁄4 MHz. The term pixel aspect ratio was first coined when ITU-R BT.601 (commonly known as Rec. 601) specified that standard-definition television pictures are made of lines of exactly 720 non-square pixels. ITU-R BT.601 did not define the exact pixel aspect ratio but did provide enough information to calculate the exact pixel aspect ratio based on industry practices: The standard luma sampling rate of precisely 13+1⁄2 MHz. Based on this information: The pixel aspect ratio for 480i would be 10:11 as: 12 3 11 ÷ 13 1 2 = 10 11 {\displaystyle 12{\tfrac {3}{11}}\div 13{\tfrac {1}{2}}={\tfrac {10}{11}}} The pixel aspect ratio for 576i would be 59:54 as: 14 3 4 ÷ 13 1 2 = 59 54 {\displaystyle 14{\tfrac {3}{4}}\div 13{\tfrac {1}{2}}={\tfrac {59}{54}}} SMPTE RP 187 further attempted to standardize the pixel aspect ratio values for 480i and 576i. It designated 177:160 for 480i or 1035:1132 for 576i. However, due to significant difference with practices in effect by industry and the computational load that they imposed upon the involved hardware, SMPTE RP 187 was simply ignored. SMPTE RP 187 information annex A.4 further suggested the use of 10:11 for 480i. As of this writing, ITU-R BT.601-6, which is the latest edition of ITU-R BT.601, still implies that the pixel aspect ratios mentioned above are correct. === Digital video processing === As stated above, ITU-R BT.601 specified that standard-definition television pictures are made of lines of 720 non-square pixels, sampled with a precisely specified sampling rate. A simple mathematical calculation reveals that a 704 pixel width would be enough to contain a 480i or 576i standard 4:3 picture: A 4:3 480-line picture, digitized with the Rec. 601-recommended sampling rate, would be 704 non-square pixels wide. x 480 × 10 11 = 4 3 ⇒ x = 480 × 11 × 4 10 × 3 = 704 {\displaystyle {\frac {x}{480}}\times {\frac {10}{11}}={\frac {4}{3}}\Rightarrow x={\frac {480\times 11\times 4}{10\times 3}}=704} A 4:3 576-line picture, digitized with the Rec. 601-recommended sampling rate, would be 702+54⁄59 non-square pixels wide. x 576 × 59 54 = 4 3 ⇒ x = 576 × 54 × 4 59 × 3 = 702 54 59 {\displaystyle {\frac {x}{576}}\times {\frac {59}{54}}={\frac {4}{3}}\Rightarrow x={\frac {576\times 54\times 4}{59\times 3}}=702{\tfrac {54}{59}}} Unfortunately, not all standard TV pictures are exactly 4:3: As mentioned earlier, in analog video, the center of a picture is well-defined but the edges of the picture are not standardized. As a result, some analog devices (mostly PAL devices but also some NTSC devices) generated motion pictures that were horizontally (slightly) wider. This also proportionately applies to anamorphic widescreen (16:9) pictures. Therefore, to maintain a safe margin of error, ITU-R BT.601 required sampling 16 more non-square pixels per line (8 more at each edge) to ensure saving all video data near the margins. This requirement, however, had implications for PAL motion pictures. PAL pixel aspect ratios for standard (4:3) and anamorphic wide screen (16:9), respectively 59:54 and 118:81, were awkward for digital image processing, especially for mixing PAL and NTSC video clips. Therefore, video editing products chose the almost equivalent value

Weird SoundCloud

Weird SoundCloud, or SoundClown, is a mashup parody music scene taking place on the online distribution platform SoundCloud. The scene has been described by its producers and music journalists to be a satirical take on electronic dance music, and useless, throwaway internet content. One critic, Audra Schroeder, categorized it as an in-joke that is "deconstructing and reshaping memes and popular music, recontextualizing the sacred texts of millennial chat rooms." == Origins == In a January 2014 interview, DJ Kevin Wang suggested that the Weird SoundCloud has "been around in the last one to two years", but started to gain much more popularity the previous year through electronic dance music internet blogs. Weird SoundCloud producer Ideaot suggested that some in the phenomenon came from the YouTube poop scene. Another producer in the community, DJ @@ (AT-AT), reasoned that producers joining the scene "want to express their musicality, see it as a more mature form of YouTube Poop," or are "just looking for recognition on social media sites." AT-AT said that it was "a fun thing to do, and after I stopped making proper music I felt I needed a bit of an outlet for my creativity. The fact that people enjoyed it and/or treated it as a travesty (Direct quote from one of my tracks) spurs me on." == Characteristics == Weird SoundCloud is a mash-up and parody music genre labeled by journalist Audra Schroeder as an in-joke that is "deconstructing and reshaping memes and popular music, recontextualizing the sacred texts of millennial chat rooms." Most tracks range from around 30 seconds to one minute in length. The people who make weird SoundCloud are known as SoundClowns, a term coined by producer Dicksoak. Ideaot described the weird SoundCloud community as "largely just people who are friends with each other." Noisey critic Ryan Bassil spotlight the variety of music coming out of the weird SoundCloud landscape: "One minute you could be listening to the Seinfeld theme reimagined as an aneurysm inducing dubstep corker, the next, you're recovering from hearing a version of Tenacious D's "Tribute" that's akin to having a stroke." Bassil analyzes that the tracks "often take the past and repurpose it into something that, although not altogether useful, sounds fresh and reflective of the abstract, confusing panoramic that encapsulates the modern internet." Bassil compared the lexicon of SoundClown's track titles to that of Reddit and Twitter users. According to Dicksoak, most works of the style are critiques of EDM or "are just uploaded because they sound funny." However, Bassil disagreed, writing that there are also many tracks that keep repurposing a certain meme, such as "mom's spaghetti" or the re-use of vocals from recordings by hip hop group Death Grips. He describe the scene's re-use of memes as a satirical take on pointless online content that is only on the internet to "do nothing other than fill the void": They're changing the format of the original work's intended message or audience - a technique often employed by top-tier digital media companies - and in doing so they're sarcastically, ironically, taking the piss out of what Web 2.0's turned into - an open arena where the most ridiculous, unashamed, often pointless piggy-back content can rack up thousands and thousands of clicks. == Notable examples == There are mash-ups that "disrupt the flow of popular music", in the words of writer Schroeder, such as a "flutedrop" remix of the Miley Cyrus song "Wrecking Ball" and Shaliek's mashup of music by Bruno Mars and Korn. In November 2013, Wang released a set of mp3 files on SoundCloud named Best Drops Ever, which included tracks like "A Drop So Epic a Bunch of NYU Bros Already Bought a 3-Day Weekend Pass for It" and "A Drop So Crazy You'll Kill Your Family". All of the tracks start as normal electronic dance music build-ups, before they drop into a "bait and switch" audio or film clip such as Filet-O-Fish commercials, the Whitney Houston song "I Will Always Love You" and the film Bambi (1942) that ruins the anticipation. The collection is a parody of the over-importance and over-focus of the drop and lack of care of the overall quality of a song common in the modern electronic dance music scene. Wang has released more than 45 tracks in the weird SoundCloud, some of them receiving around a million plays. Subgenres of Weird SoundCloud include Macklecore, mash-ups and remixes that include the works of American hip-hop recording artist Macklemore, and Biggiewave, which include samples of songs from the album Ready to Die (1994) by The Notorious B.I.G. Common audio and meme sources used include Skrillex, the Martin Garrix track "Animals", Thomas the Tank Engine, Shrek, Macklemore, "Gangnam Style", the Bruno Mars track "Uptown Funk", the Disturbed track "Down with the Sickness", Space Jam, the Childish Gambino track "Bonfire", the Death Grips track "Takyon" and air horn sound effects. == Reception == Bassil praised the SoundClown scene as "loveable and strangely honest", reasoning that it "just reminds me that we're all humans on the internet, all searching for #content that means something, something to connect with, but usually only dredging up bastardised versions of things we've already read, seen, or watched before." Bassil also described the weird SoundCloud as a more successful version of a similar scene known as weird YouTube; the reason for the success of SoundClowns is due to SoundCloud's discovery algorithm: "Small collectives and trends are able to form, and there's an abundance of tracks from artists who are almost forging careers out of it, as opposed to uploading one viral hit." Publications have made lists of weird SoundCloud works, such as BuzzFeed's "23 Of The Weirdest Songs On Soundcloud", Obsev's "Weird SoundCloud Mashups That Must've Been Made While Drunk", and Thump's "9 of the Best and Most Upsetting Soundclowns we Could Find", where writer Isabelle Hellyer called it the "most influential genre of music in human history." A Your EDM writer called it "oddly addicting."