Cryptographic bill of materials

Cryptographic bill of materials

Cryptographic bill of materials (CBOM—also cryptography bill of materials) is a structured inventory of all cryptographic assets present in a software, firmware, device, or system. It enumerates algorithms (and parameters such as key sizes and modes), cryptographic libraries or modules, digital certificates, keys and related material, and protocols in use, and maps their relationships to the components that implement or invoke them. CBOMs are used to improve security analysis, compliance, and cryptographic agility, and are increasingly referenced in guidance for post‑quantum cryptography (PQC) migration. == Definition and scope == A CBOM inventories cryptographic primitives and materials—such as encryption and signature algorithms (with specific variants and modes), key sizes, cryptographic libraries/modules, digital certificates (e.g., X.509), keys and other related cryptographic material, and security protocols (e.g., TLS, IPsec). It also documents dependencies (for example, an application uses an algorithm provided by a library; a protocol uses several algorithms) and can capture certificate lifecycles, cryptographic module certifications (e.g., FIPS 140‑3), and policy conformance metadata. In common practice, a CBOM may be embedded within an SBOM format (such as CycloneDX) or exported as a separate, linked artifact. === Typical CBOM fields === The exact schema varies by implementation, but common fields are summarized below (see CycloneDX CBOM guide and NIST SP 1800‑38B). == Relation to SBOM == A CBOM is complementary to, but distinct from, a software bill of materials (SBOM). Whereas an SBOM lists software components and their versions, a CBOM focuses specifically on the cryptography present and how it is configured and used. For example, an SBOM might enumerate inclusion of a library such as OpenSSL, while the CBOM would identify which algorithms and parameters that library enables (e.g., RSA‑2048, ECDH P‑256, AES‑GCM) and list relevant keys and certificates. The pairing enables both supply‑chain transparency and cryptographic transparency. == History == The term and practice emerged in the early–mid 2020s alongside software‑supply‑chain transparency and PQC planning. The OWASP CycloneDX standard introduced native CBOM support (v1.6 and later), modeling algorithms, keys, certificates, and protocols as first‑class “cryptographic assets” and providing dependency semantics (uses/implements) between software and cryptography. Open tooling from industry and researchers (e.g., IBM's CBOMkit and related generators/viewers) appeared to automate discovery and representation of cryptographic use in the CycloneDX CBOM schema. == Regulatory and policy context == In the United States, policy has emphasized cryptographic inventories as a prerequisite to PQC migration. The White House's National Security Memorandum 10 (2022) directed a government‑wide transition to quantum‑resistant cryptography; the Office of Management and Budget's M‑23‑02 (November 2022) operationalized this by requiring agencies to submit a prioritized inventory of cryptographic systems (with algorithm and key details) by 4 May 2023 and annually thereafter, and tasked CISA/NSA/NIST to develop automated discovery and inventory strategies. A 2024 Office of the National Cyber Director report reiterated that a “comprehensive cryptographic inventory” is the baseline for PQC planning and must be maintained iteratively with both automated and manual discovery. NIST's NCCoE practice guide (SP 1800‑38B, preliminary draft) provides concrete methods for cryptographic discovery and documentation across enterprises, aligning with CBOM‑style representations. CISA later published a strategy to migrate federal agencies to automated cryptography discovery and inventory tools to support continuous reporting. Separately, NSA, CISA, and NIST issued joint guidance encouraging all organisations to prepare cryptographic inventories and roadmaps for PQC, beyond government environments. == Role in quantum readiness and cryptographic agility == Because large‑scale quantum computing threatens widely used public‑key algorithms (e.g., RSA, ECC), organisations are planning multi‑year transitions to post-quantum cryptography. CBOMs enable that planning by identifying where quantum‑vulnerable algorithms appear, prioritising high‑impact systems, and tracking replacements over time. A machine‑readable CBOM also supports cryptographic agility and incident response: if an algorithm, library, or certificate lifecycle becomes non‑compliant or vulnerable, the CBOM indicates which products and systems are affected and where mitigations must be applied first. == Standards and tooling == CycloneDX (OWASP): Native CBOM modelling (v1.6+) for algorithms, certificates, keys/related material, and protocols, with dependency semantics and examples. The project publishes a CBOM guide and use‑case profiles (e.g., certificate and algorithm inventories). NIST NCCoE SP 1800‑38 series: Practice guides for PQC migration include enterprise cryptographic discovery methods that produce CBOM‑like inventories and integrate multiple discovery tools. Government automation initiatives: Following M‑23‑02, CISA issued a strategy to migrate to automated cryptography discovery and inventory tools to support agency reporting and continuous inventory management. Open‑source and vendor tools: IBM's CBOMkit and related components generate, analyse, and visualise CBOMs; the IBM CBOM specification work was upstreamed into CycloneDX 1.6. === Data model and interchange (example) === CycloneDX provides machine‑readable encodings (JSON/XML) for CBOM content. The example below (subset) shows an application depending on a crypto library that provides the AES‑256‑GCM algorithm, and the application also depends on a leaf X.509 certificate. See the CycloneDX CBOM guide, JSON reference, and the “Implementation details” use‑case for the semantics of `dependsOn` and `provides`. == Relationship to cybersecurity supply chain initiatives == CBOMs complement SBOM‑focused supply‑chain transparency introduced by U.S. Executive Order 14028 and NTIA/NIST SBOM work. SBOMs document software components; CBOMs add detail on embedded cryptography to support risk management, policy compliance (e.g., disallowing deprecated algorithms), and PQC transition planning.

Operational image

An operational image, also known as operative image, is an image that serves a functional, rather than aesthetic, purpose. Operational images are not intended to be viewed by people as representations of the real world; they are created to be used as instruments in performing some task or operation, often by machine automation. Operational images are used in a wide variety of applications, such as weapons targeting and guidance systems, and assisting surgeons performing robot-assisted surgery. The term "operational image" was first coined in 2000 by German filmmaker Harun Farocki in the first part of his three-part audiovisual installation, Eye/Machine. Farocki's installation included operational images used by militaries, such as weapons guidance and targeting systems. Eye/Machine featured images shown to the public by the United States military from the cameras used by laser-guided missiles in the Gulf War. Farocki defined operational images as "Images without a social goal, not for edification, not for reflection," and that they "do not represent an object, but rather are part of an operation." According to Volker Pantenburg, operational images are more accurately characterized as "visualizations of data". He describes operational images as a "working image" or an image that "performs work". Operational images are ubiquitous in modern society, used for a variety of military and non-military applications, such as inspecting sewer piping, and assisting surgeons performing robotic surgery.

Web performance

Web performance refers to the speed in which web pages are downloaded and displayed on the user's web browser. Web performance optimization (WPO), or website optimization is the field of knowledge about increasing web performance. Faster website download speeds have been shown to increase visitor retention and loyalty and user satisfaction, especially for users with slow internet connections and those on mobile devices. Web performance also leads to less data travelling across the web, which in turn lowers a website's power consumption and environmental impact. Some aspects which can affect the speed of page load include browser/server cache, image optimization, and encryption (for example SSL), which can affect the time it takes for pages to render. The performance of the web page can be improved through techniques such as multi-layered cache, light weight design of presentation layer components and asynchronous communication with server side components. == History == In the first decade or so of the web's existence, web performance improvement was focused mainly on optimizing website code and pushing hardware limitations. According to the 2002 book Web Performance Tuning by Patrick Killelea, some of the early techniques used were to use simple servlets or CGI, increase server memory, and look for packet loss and retransmission. Although these principles now comprise much of the optimized foundation of internet applications, they differ from current optimization theory in that there was much less of an attempt to improve the browser display speed. Steve Souders coined the term "web performance optimization" in 2004. At that time Souders made several predictions regarding the impact that WPO as an "emerging industry" would bring to the web, such as websites being fast by default, consolidation, web standards for performance, environmental impacts of optimization, and speed as a differentiator. One major point that Souders made in 2007 is that at least 80% of the time that it takes to download and view a website is controlled by the front-end structure. This lag time can be decreased through awareness of typical browser behavior, as well as of how HTTP works. == Optimization techniques == Web performance optimization improves user experience (UX) when visiting a website and therefore is highly desired by web designers and web developers. They employ several techniques that streamline web optimization tasks to decrease web page load times. This process is known as front end optimization (FEO) or content optimization. FEO concentrates on reducing file sizes and "minimizing the number of requests needed for a given page to load." In addition to the techniques listed below, the use of a content delivery network—a group of proxy servers spread across various locations around the globe—is an efficient delivery system that chooses a server for a specific user based on network proximity. Typically the server with the quickest response time is selected. The following techniques are commonly used web optimization tasks and are widely used by web developers: Web browsers open separate Transmission Control Protocol (TCP) connections for each Hypertext Transfer Protocol (HTTP) request submitted when downloading a web page. These requests total the number of page elements required for download. However, a browser is limited to opening only a certain number of simultaneous connections to a single host. To prevent bottlenecks, the number of individual page elements are reduced using resource consolidation whereby smaller files (such as images) are bundled together into one file. This reduces HTTP requests and the number of "round trips" required to load a web page. Web pages are constructed from code files such JavaScript and Hypertext Markup Language (HTML). As web pages grow in complexity, so do their code files and subsequently their load times. File compression can reduce code files by about 40 percent, thereby improving site responsiveness. Web Caching Optimization reduces server load, bandwidth usage and latency. CDNs use dedicated web caching software to store copies of documents passing through their system. Many website platforms, such as SiteGround, IONOS, Wix, and Hostinger, rely on global CDNs and caching technologies to deliver faster page loads across different geographical regions. Subsequent requests from the cache may be fulfilled should certain conditions apply. Web caches are located on either the client side (forward position) or web-server side (reverse position) of a CDN. Web browsers are also able to store content for re-use through the HTTP cache or web cache. Requests web browsers make are typically routed to the HTTP cache to validate if a cached response may be used to fulfill a request. If such a match is made, the response is fulfilled from the cache. This can be helpful for reducing network latency and costs associated with data-transfer. The HTTP cache is configured using request and response headers. Code minification distinguishes discrepancies between codes written by web developers and how network elements interpret code. Minification removes comments and extra spaces as well as crunch variable names in order to minimize code, decreasing files sizes by as much as 60%. In addition to caching and compression, lossy compression techniques (similar to those used with audio files) remove non-essential header information and lower original image quality on many high resolution images. These changes, such as pixel complexity or color gradations, are transparent to the end-user and do not noticeably affect perception of the image. Another technique is the replacement of raster graphics with resolution-independent vector graphics. Vector substitution is best suited for simple geometric images. Lazy loading of images and video reduces initial page load time, initial page weight, and system resource usage, all of which have positive impacts on website performance. It is used to defer initialization of an object right until the point at which it is needed. The browser loads the images in a page or post when they are needed such as when the user scrolls down the page and not all images at once, which is the default behavior, and naturally, takes more time. == HTTP/1.x and HTTP/2 == Since web browsers use multiple TCP connections for parallel user requests, congestion and browser monopolization of network resources may occur. Because HTTP/1 requests come with associated overhead, web performance is impacted by limited bandwidth and increased usage. Compared to HTTP/1, HTTP/2 is binary instead of textual is fully multiplexed instead of ordered and blocked can therefore use one connection for parallelism uses header compression to reduce overhead allows servers to "push" responses proactively into client caches Instead of a website's hosting server, CDNs are used in tandem with HTTP/2 in order to better serve the end-user with web resources such as images, JavaScript files and Cascading Style Sheet (CSS) files since a CDN's location is usually in closer proximity to the end-user. == Metrics == In recent years, several metrics have been introduced that help developers measure various aspects of the performance of their websites. In 2019, Google introduced metrics such as Time to First Byte (TTFB), First Contentful Paint (FCP), First Paint (FP), First Input Delay (FID), Cumulative Layout Shift (CLS) and Largest Contentful Paint (LCP) allow for website owner to gain insights into issues that might hurt the performance of their websites making it seem sluggish or slow to the user. Other metrics including Request Count (number of requests required to load a page), DOMContentLoaded (time when HTML document is completely loaded and parsed excluding CSS style sheets, images, etc.), Above The Fold Time (content that is visible without scrolling), Round Trip Time, number of Render Blocking Resources (such as scripts, stylesheets), Onload Time, Connection Time, Total Page Size help provide an accurate picture of latencies and slowdowns occurring at the networking level which might slow down a site. Modules to measure metrics such as TTFB, FCP, LCP, FP etc are provided with major frontend JavaScript libraries such as React, NuxtJS and Vue. Google publishes a library, the core-web-vitals library that allows for easy measurement of these metrics in frontend applications. In addition to this, Google also provides the Lighthouse, a Chrome dev-tools component and PageSpeed Insight a site that allows developers to measure and compare the performance of their website with Google's recommended minimums and maximums. In addition to this, tools such as the Network Monitor by Mozilla Firefox help provide insight into network-level slowdowns that might occur during transmission of data.

Digital signage

Digital signage is a segment of electronic signage that uses digital display technologies to present multimedia content in both public and private environments. Content may include video, images, text, or interactive media and is typically displayed for purposes such as advertising, information dissemination, branding, or entertainment. Digital signage systems can be either networked or standalone. Networked systems are managed through centralized content management systems (CMS), often cloud-based, enabling remote updates, scheduling, real-time data integration, and dynamic content delivery. These systems may also incorporate audience analytics, IoT sensors, or AI-driven personalization. Standalone systems, by contrast, operate without a network connection. They rely on local media playback via USB drives, SD cards, or internal storage. These solutions are simpler and suitable for locations where connectivity is limited or content changes infrequently. == Applications of digital signage == Digital signage is widely used in transportation hubs, retail stores, restaurants, corporate buildings, hotels, educational institutions, healthcare facilities, and public spaces. One prominent application of digital signage is Digital Out-of-Home (DOOH) advertising, which leverages digital signage displays in public spaces to deliver targeted advertisements to people outside of their homes. DOOH has become a significant segment of digital signage, providing advertisers with a dynamic and contextually relevant way to engage with audiences. == Components == === Hardware components === Digital signage hardware includes the physical equipment used to show multimedia content in public and private spaces. ==== Display devices ==== Display devices are the most prominent components of a digital signage system, serving as the primary medium for presenting content. Display devices come in various technologies, such as LCD, LED, and OLED formats, each offering different advantages in terms of clarity, color reproduction, and energy efficiency. In addition to flat-panel displays, projectors are also commonly used in digital signage, particularly in large-scale settings. Projectors can cast large-format visuals onto walls, screens, or other surfaces, providing flexibility in display size and positioning. Screen sizes vary widely to suit different applications. Smaller panels are often used in kiosks and point-of-sale systems, while larger displays, such as video walls and projection surfaces, are deployed in venues like stadiums, auditoriums, and other public spaces. Many digital signage displays are also equipped with touchscreen capabilities, allowing for interactive applications. These interactive displays are commonly used in information kiosks, wayfinding systems, and self-service applications. ==== Playback devices ==== Playback devices are specialized hardware components that manage the storage, processing, and transmission of multimedia content to digital signage displays and projectors. They serve as the crucial link between the content management system (CMS) and the visual output, ensuring seamless playback of static images, video files, animated graphics, and real-time content, such as news feeds. Playback devices can be standalone units or integrated into display hardware using System-on-Chip (SoC) technology. The latter reduces hardware complexity and installation time, making the system more efficient. These devices support remote or local content updates, allowing digital signage operators to manage networks effectively. Content can be updated via cloud-based platforms for centralized control or through direct interfaces on-site, depending on the system's configuration and deployment requirements. ==== Mounting systems ==== Mounting systems provide structural support for digital signage displays, enabling deployment across diverse environments. Typical configurations include wall mounts, ceiling mounts, and floor stands each engineered to meet specific spatial and functional requirements. === Software components === Digital signage software is responsible for content creation, scheduling, and management. It enables users to manage and distribute content to one or more playback devices. ==== Software compatibility ==== Digital signage software supports various operating systems, including Android, Windows, Linux, iOS, tvOS, webOS, Tizen, ChromeOS, macOS, and others. This allows customers to choose the hardware and software solution that best suits their digital signage needs. == Interactivity == Interactivity in digital signage allows users to interact directly with displays using input methods like touch, gestures, voice, or proximity sensors. This feature enables real-time responses and personalized content, improving the user experience. Interactive digital signage is commonly used in places like retail, transportation, education, and public spaces to create engaging and informative interactions. Additionally, self-service kiosks are often integrated into interactive signage solutions, allowing users to perform tasks such as ordering products, checking in for flights, accessing information, or making payments. These kiosks empower users to complete transactions or obtain services independently, improving efficiency and convenience in high-traffic locations. == Audience measurement and context-aware content adaptation == === Audience measurement === Cameras can be integrated into digital signage systems to enable audience measurement. They are used to detect and count viewers, estimate demographics such as age and gender, measure dwell time and attention, and sometimes analyze emotional reactions using computer vision techniques. This process is valuable for understanding audience behavior and refining business strategies. Privacy concerns are addressed by anonymizing collected data and avoiding the storage of personally identifiable information. === Context-aware digital signage === Context-aware digital signage refers to systems that adjust content based on environmental or audience data. The infrastructure supporting context awareness, including sensors and analytics systems, also facilitates the collection of audience insights. While these insights may be primarily used for reporting, optimization, or planning future campaigns rather than immediate content adjustments, they play a crucial role in the overall context-aware ecosystem. ==== Contextual information ==== Contextual information in the realm of context-aware digital signage refers to data about the environment, audience, and other factors that influence how digital signage content is displayed. This information helps the system to deliver more relevant, timely, and personalized content to its audience. Contextual information can include, but is not limited to: Audience demographics — this can involve detecting the age, gender, or even emotional state of viewers through cameras or sensors. It helps tailor content to specific audience segments, improving engagement. Time and weather — the system may adjust content based on the time of day or current weather conditions. For example, weather-appropriate content (like a raincoat ad on a rainy day) or time-specific content (like dinner menu promotions in the evening) can be shown. Emergency information — in situations of emergency, systems can prioritize displaying urgent notifications such as fire alerts, disaster warnings, or evacuation instructions. This can be crucial for public safety in crowded environments or densely populated areas. The system may adapt content in real-time to inform and guide individuals to safety, offering location-specific instructions or emergency service contacts. == Challenges == === Display blindness === Digital signage in public spaces has been found to lose visibility, significantly diminishing its ability to capture attention. This issue, known as "Display Blindness", was identified by Müller et al. and refers to the phenomenon where digital advertisements are largely overlooked by passersby. Observations indicate that many of these advertisements fail to resonate with their audience, often being irrelevant or unengaging, which leads to passive reception and reduced interaction. == Comparison with print signage == Digital signage and traditional print signage serve similar purposes by delivering visual information to a target audience, but they differ significantly in terms of flexibility, cost, maintenance, and environmental impact. Digital signage is advantageous in low-light or nighttime environments, where its internal illumination ensures visibility without the need for external lighting, unlike printed signs, which may require additional fixtures to be seen after dark. === Content and flexibility === Digital signage allows for dynamic and real-time content updates, often controlled remotely through content management systems. This makes it well-suited for environments where information chan

Horus Music

Horus Music Limited is a global digital distribution and label services company. Established in 2006, Horus Music allows artists, labels and right-holders to send their music to over 200 download, streaming, and interactive platforms including iTunes, Google Play, Amazon, VEVO, 7digital, Spotify, Beatport, Deezer, Tidal, as well as offering digital marketing and playlisting opportunities. == History == The company were named Best Business Partner of 2014 by Huawei Technology of China, and were also a finalist in the International Trade category as part of the Leicester Mercury Business Awards during that same year. Their client base consists of unsigned and independent musicians and record labels, as well as well known recording artists. In November 2015, Horus Music sponsored the UK’s first Independent Label Week, in order to highlight the music that is released by the UK’s indie labels. In 2016, Horus Music celebrated their 10th anniversary Horus Music's sister companies Help for Bands and Help For Writers, provide advice and opportunities for musicians and E-book distribution for writers, respectively. Anara Publishing opened in 2017 which allows the company to work closely with a handpicked roster of musicians to provide royalty administration and sync licensing services. On 21 April 2017, Her Majesty Queen Elizabeth II’s 91st birthday, Horus Music was awarded with the Queen’s Award for Enterprise in International Trade. In 2021, Horus Music, UnitedMasters, and Symphonic Distribution partnered with pioneering music fintech company, beatBread, to offer clients access to more capital. beatBread's chordCashAI technology provides an automated advance experience for independent musicians while enable clients to choose their own terms and retain ownership of their music. == Clients == Horus Music has partnered with a number of charities including Save the Children, for the recording "Look into Your Heart", featuring Beverley Knight with Rolling Stones' Mick Jagger and Ronnie Wood, 100% of proceeds from the single were donated to the charity. The Pixel Project, who produced songs about violence against women and the blood cancer charity Bloodwise. The company have spoken openly about the state of the music industry and artists' rights and were one of the first distributors to remove their catalogue from Rdio after the streaming service was acquired by Pandora. Their relationships with artists and labels, as well as leading industry contacts, means they have the ability to work with musicians in a myriad of ways, including offering performance opportunities and even local auditions for TV shows such as The Voice UK. == Horus Music India == Horus Music India opened in 2016 and is based in Mumbai. By opening Horus Music India, the company are able to expand on their local connections as well as to provide a much more personalised service to musicians based in this area. The appointment of two Business Development Managers in India cemented their move.

Machine vision

Machine vision is the technology and methods used to provide imaging-based automatic inspection and analysis for such applications as automatic inspection, process control, and robot guidance, usually in industry. Machine vision refers to many technologies, software and hardware products, integrated systems, actions, methods and expertise. Machine vision as a systems engineering discipline can be considered distinct from computer vision, a form of computer science. It attempts to integrate existing technologies in new ways and apply them to solve real world problems. The term is the prevalent one for these functions in industrial automation environments but is also used for these functions in other environment vehicle guidance. The overall machine vision process includes planning the details of the requirements and project, and then creating a solution. During run-time, the process starts with imaging, followed by automated analysis of the image and extraction of the required information. == Definition == Definitions of the term "Machine vision" vary, but all include the technology and methods used to extract information from an image on an automated basis, as opposed to image processing, where the output is another image. The information extracted can be a simple good-part/bad-part signal, or more a complex set of data such as the identity, position and orientation of each object in an image. The information can be used for such applications as automatic inspection and robot and process guidance in industry, for security monitoring and vehicle guidance. This field encompasses a large number of technologies, software and hardware products, integrated systems, actions, methods and expertise. Machine vision is practically the only term used for these functions in industrial automation applications; the term is less universal for these functions in other environments such as security and vehicle guidance. Machine vision as a systems engineering discipline can be considered distinct from computer vision, a form of basic computer science; machine vision attempts to integrate existing technologies in new ways and apply them to solve real world problems in a way that meets the requirements of industrial automation and similar application areas. The term is also used in a broader sense by trade shows and trade groups such as the Automated Imaging Association and the European Machine Vision Association. This broader definition also encompasses products and applications most often associated with image processing. The primary uses for machine vision are automatic inspection and industrial robot/process guidance. In more recent times the terms computer vision and machine vision have converged to a greater degree. See glossary of machine vision. == Imaging based automatic inspection and sorting == The primary uses for machine vision are imaging-based automatic inspection and sorting and robot guidance.; in this section the former is abbreviated as "automatic inspection". The overall process includes planning the details of the requirements and project, and then creating a solution. This section describes the technical process that occurs during the operation of the solution. === Methods and sequence of operation === The first step in the automatic inspection sequence of operation is acquisition of an image, typically using cameras, lenses, and lighting that has been designed to provide the differentiation required by subsequent processing. MV software packages and programs developed in them then employ various digital image processing techniques to extract the required information, and often make decisions (such as pass/fail) based on the extracted information. === Equipment === The components of an automatic inspection system usually include lighting, a camera or other imager, a processor, software, and output devices. === Imaging === The imaging device (e.g. camera) can either be separate from the main image processing unit or combined with it in which case the combination is generally called a smart camera or smart sensor. Inclusion of the full processing function into the same enclosure as the camera is often referred to as embedded processing. When separated, the connection may be made to specialized intermediate hardware, a custom processing appliance, or a frame grabber within a computer using either an analog or standardized digital interface (Camera Link, CoaXPress). MV implementations also use digital cameras capable of direct connections (without a framegrabber) to a computer via FireWire, USB or Gigabit Ethernet interfaces. While conventional (2D visible light) imaging is most commonly used in MV, alternatives include multispectral imaging, hyperspectral imaging, imaging various infrared bands, line scan imaging, 3D imaging of surfaces and X-ray imaging. Key differentiations within MV 2D visible light imaging are monochromatic vs. color, frame rate, resolution, and whether or not the imaging process is simultaneous over the entire image, making it suitable for moving processes. Though the vast majority of machine vision applications are solved using two-dimensional imaging, machine vision applications utilizing 3D imaging are a growing niche within the industry. The most commonly used method for 3D imaging is scanning based triangulation which utilizes motion of the product or image during the imaging process. A laser is projected onto the surfaces of an object. In machine vision this is accomplished with a scanning motion, either by moving the workpiece, or by moving the camera & laser imaging system. The line is viewed by a camera from a different angle; the deviation of the line represents shape variations. Lines from multiple scans are assembled into a depth map or point cloud. Stereoscopic vision is used in special cases involving unique features present in both views of a pair of cameras. Other 3D methods used for machine vision are time of flight and grid based. One method is grid array based systems using pseudorandom structured light system as employed by the Microsoft Kinect system circa 2012. === Image processing === After an image is acquired, it is processed. Central processing functions are generally done by a CPU, a GPU, a FPGA or a combination of these. Deep learning training and inference impose higher processing performance requirements. Multiple stages of processing are generally used in a sequence that ends up as a desired result. A typical sequence might start with tools such as filters which modify the image, followed by extraction of objects, then extraction (e.g. measurements, reading of codes) of data from those objects, followed by communicating that data, or comparing it against target values to create and communicate "pass/fail" results. Machine vision image processing methods include; Stitching/Registration: Combining of adjacent 2D or 3D images. Filtering (e.g. morphological filtering) Thresholding: Thresholding starts with setting or determining a gray value that will be useful for the following steps. The value is then used to separate portions of the image, and sometimes to transform each portion of the image to simply black and white based on whether it is below or above that grayscale value. Pixel counting: counts the number of light or dark pixels Segmentation: Partitioning a digital image into multiple segments to simplify and/or change the representation of an image into something that is more meaningful and easier to analyze. Edge detection: finding object edges Color Analysis: Identify parts, products and items using color, assess quality from color, and isolate features using color. Blob detection and extraction: inspecting an image for discrete blobs of connected pixels (e.g. a black hole in a grey object) as image landmarks. Neural network / deep learning / machine learning processing: weighted and self-training multi-variable decision making Circa 2019 there is a large expansion of this, using deep learning and machine learning to significantly expand machine vision capabilities. The most common result of such processing is classification. Examples of classification are object identification,"pass fail" classification of identified objects and OCR. Pattern recognition including template matching. Finding, matching, and/or counting specific patterns. This may include location of an object that may be rotated, partially hidden by another object, or varying in size. Barcode, Data Matrix and "2D barcode" reading Optical character recognition: automated reading of text such as serial numbers Gauging/Metrology: measurement of object dimensions (e.g. in pixels, inches or millimeters) Comparison against target values to determine a "pass or fail" or "go/no go" result. For example, with code or bar code verification, the read value is compared to the stored target value. For gauging, a measurement is compared against the proper value and tolerances. For verification of alpha-numberic codes, the

Packingham v. North Carolina

Packingham v. North Carolina, 582 U.S. 98 (2017), is a case in which the Supreme Court of the United States held that a North Carolina statute that prohibited registered sex offenders from using social media websites was unconstitutional because it violated the First Amendment to the U.S. Constitution, which protects freedom of speech. In 2010, Lester Gerard Packingham, a registered sex offender, posted on Facebook under a pseudonym to comment favorably on a recent traffic court experience. Police then identified Packingham and charged him with violating North Carolina's law. Packingham moved to dismiss the charges, arguing that the state's law violated the First Amendment. The trial court dismissed this motion and ultimately convicted Packingham. A state appellate court initially reversed the trial court, holding that the law did violate the First Amendment, but the North Carolina Supreme Court, the state's highest court, disagreed and reinstated the conviction. In June 2017, the U.S. Supreme Court unanimously reversed the North Carolina Supreme Court's judgment. In the majority opinion authored by Justice Anthony Kennedy, the Court held that social media—defined broadly to include Facebook, Amazon.com, The Washington Post, and WebMD, among many others—is a "protected space" under the First Amendment for lawful speech. The Court offered that North Carolina could protect children through less restrictive means, such as prohibiting "conduct that often presages a sexual crime, like contacting a minor or using a website to gather information about a minor". == Background == === North Carolina statute === In 2008, the state of North Carolina passed a law that made it a felony for a registered sex offender "to access a commercial social networking Web site where the sex offender knows that the site permits minor children to become members or to create or maintain personal Web pages". The law defined a "commercial social networking Web site" using four criteria. Specifically, the website must: be "operated by a person who derives revenue from membership fees, advertising, or other sources related to the operation of the Web site". facilitate "the social introduction between two or more persons for the purposes of friendship, meeting other persons, or information exchanges". allow "users to create Web pages or personal profiles that contain information such as the name or nickname of the user, photographs placed on the personal Web page by the user, other personal information about the user, and links to other personal Web pages on the commercial social networking Web site of friends or associates of the user that may be accessed by other users or visitors to the Web site". provide "users or visitors... mechanisms to communicate with other users, such as a message board, chat room, electronic mail, or instant messenger". The law exempted websites that "Provid[e] only one of the following discrete services: photo-sharing, electronic mail, instant messenger, or chat room or message board platform", as well as websites that have as their primary purpose "the facilitation of commercial transactions involving goods or services between [their] members or visitors". === Facts of the case === In 2002, Lester Gerard Packingham was convicted of taking "indecent liberties with a child", a felony that required him to register as a sex offender. A North Carolina court sentenced him to 10–12 months in prison with 24 months of supervised release. He was given no other special instructions on his behavior outside of prison other than to "remain away from" the minor. In 2010, after a state court dismissed a traffic ticket against Packingham, he submitted a post on Facebook under the name "J. R. Gerrard", stating: "Man God is Good! How about I got so much favor they dismissed the ticket before court even started? No fine, no court cost, no nothing spent. . . . . .Praise be to GOD, WOW! Thanks JESUS!" The Durham Police Department identified Packingham as the author of the post after cross-checking the time of the post with recently dismissed traffic tickets, and a grand jury indicted him for violating the North Carolina statute. === Lower court proceedings === Initially, Packingham moved to dismiss his indictment, arguing that it violated the First Amendment. A North Carolina Superior Court judge denied this motion, and he was convicted of violating the North Carolina social media law. Packingham appealed his conviction to the North Carolina Court of Appeals, which reversed the trial court's decision in 2013. Applying intermediate scrutiny, the court of appeals determined that North Carolina's law violated the First Amendment because it was too broad, applying to all registered sex offenders regardless of whether the offender had committed a crime involving a minor or whether the offender was a continuing threat to minors. The appeals court also stated that the law had been defined broadly enough to prohibit a registered sex offender from conducting a wide array of Internet activity, such as "conducting a 'Google' search, purchasing items on Amazon.com, or accessing a plethora of Web sites unrelated to online communication with minors". In 2015, the North Carolina Supreme Court, the state's highest court, reversed the court of appeals, holding that the law was "constitutional in all respects". The North Carolina Supreme Court found that the statute was a "limitation on conduct" and did not impede any free speech. The state had a vested interest in “forestalling the illicit lurking and contact of minors” by registered sex offenders and potential future victims, and upheld Packingham's conviction. == Supreme Court ruling == Packingham filed a petition for a writ of certiorari with the Supreme Court of the United States. The federal government also filed a brief recommending that the Supreme Court grant certiorari, arguing that the North Carolina Supreme Court incorrectly decided the case in favor of the state. The U.S. Supreme Court granted certiorari in October 2016. Amicus briefs in support of Packingham were filed by the libertarian Cato Institute and the American Civil Liberties Union. The North Carolina Supreme Court filed a brief supporting its prior decision, urging the importance of protecting minors from being stalked online. === Oral argument === The oral argument took place in February 2017. Packingham’s lawyer, David T. Goldberg, argued that the law banned “vast swaths of First Amendment activity”, went too far in restricting which Internet sites could be accessed, and forbade use of the Internet in general. The law targeted speech on some of the platforms that Americans use most often, Goldberg noted, and that under the law Packingham could not even use Twitter to read the myriad messages discussing his own case. He further noted that the law imposes punishment without regard to whether the offender actually did anything wrong. North Carolina’s senior deputy Attorney General, Robert C. Montgomery, argued for the state, and claimed that communication through social media sites is a “crucial channel”. Justice Sonia Sotomayor asked Montgomery to provide evidence as to the claim that by giving Packingham Internet privileges, he would commit another crime. Justice Stephen Breyer added that “It seems to be well-settled law that the state can’t (bar usage) unless there is a 'clear and present danger'." === Opinion of the Court === In June 2017 the Supreme Court delivered a judgment in favor of Packingham, unanimously voting to reverse the state court's ruling. Justice Anthony Kennedy authored the decision, joined by Justice Ginsburg, Justice Breyer, Justice Sotomayor, and Justice Kagan. Kennedy explained the decision: "A fundamental principle of the First Amendment is that all persons have access to places where they can speak and listen, and then, after reflection, speak and listen once more." He continued that "By prohibiting sex offenders from using those websites, North Carolina with one broad stroke bars access to what for many are the principal sources for knowing current events, checking ads for employment, speaking and listening in the modern public square, and otherwise exploring the vast realms of human thought and knowledge." Citing Ashcroft v. Free Speech Coalition as a precedent, Kennedy also wrote: "It is well established that, as a general rule, the Government 'may not suppress lawful speech as the means to suppress unlawful speech'." === Concurring opinion === Justice Samuel Alito wrote an opinion concurring in the judgment, joined by John Roberts and Clarence Thomas. While Alito agreed that the state statute at issue violated the First Amendment, he noted that there are reasonable scenarios for which legal bans for sex offenders can be placed, such as for sites targeted at teenagers. Justice Gorsuch took no part in the decision of the case. == Impact == Packingham v. North Carolina was one of the first U.S. Supreme Court cases to ana