Informationist

Informationist

An informationist (or information specialist in context) provides research and knowledge management services in the context of clinical care or biomedical research. Although there is no one educational pathway or formalized set of skills or knowledge for informationists, one way to think of the informationist is as one who possesses the knowledge and skill of a medical librarian with extensive research specialization and some formal clinical or public health education that goes beyond on-the-job osmosis. Medical librarians and other biomedical professional organizations have been exploring the possibilities for evaluating how informationists are being used and whether their activities supplement or replace medical library activity. More generally, an informationist is a professional who works with information within a particular business, analytic or scientific context to drive toward outcomes based on evidence, analysis, prediction and execution. For example, an extension of the term is increasingly emerging in financial services, life sciences and health care industries. Though still nascently in use, its adoption applies to individuals with extensive industry expertise, acute familiarity with organizational structures and processes, deep domain level information mastery and information systems technical savvy. Informationists in this context support transformational initiatives within and across functional areas of an enterprise as architects, governance experts, continuous improvement advocates and strategists. == Background == The term was proposed in 2000 by Davidoff & Florance. Their editorial suggested that physicians should be delegating their information needs to informationists, just as they currently order CT scans from radiologists or cardiac catheterizations from cardiologists. They conceived of an information professional who was embedded in (and indeed, supported by) the clinical departments. Supporters of the concept see it as a means for librarians to reinvigorate connections with the faculty/clinicians, as well as provide superior service by dint of informationists' biomedical training. Critics complained that the idea is nothing new; librarians already provide in-depth, high quality information services and clinical medical librarians have been working alongside physicians, nurses and other clinicians for years. Large informationist programs in the U.S. exist at the National Institutes of Health and at Vanderbilt University. Welch Medical Library at Johns Hopkins University (JHU) is developing an informationist service model in which its 10 clinical and public health librarians are moving from serving as liaison librarians for assigned departments toward becoming embedded informationists within their departments. To prepare for the embedded informationist role, librarians are undertaking education as needed to supplement their backgrounds. For example, librarians bring experience in clinical behavior counseling, public health, nursing, and more. Informationist training can then focus upon filling gaps in research methods knowledge more so than on gaining additional knowledge in the librarian's area of expertise. Courses, seminars and workshops being undertaken include those covering systematic reviews, evidence-based medicine, critical appraisal, medical language, anatomy and physiology, biostatistics, and clinical research. The term informationist is related to that of informatician—also informaticist—and many informationists do possess skills in clinical topics, bioinformatics, and biomedical informatics. Harvard University, the University of Pittsburgh, and Washington University in St. Louis are examples of institutional libraries which have hired PhD-level scientists (who may or may not have library degrees) to provide informatics support for biomedical research.

Zero-day vulnerability

A zero-day (also known as a 0-day) is a vulnerability or security hole in a computer system unknown to its developers or anyone capable of mitigating it. Until the vulnerability is remedied, threat actors can exploit it in a zero-day exploit, or zero-day attack. The term "zero-day" originally referred to the number of days since a new piece of software was released to the public, so "zero-day software" was obtained by hacking into a developer's computer before release. Eventually the term was applied to the vulnerabilities that allowed this hacking, and to the number of days that the vendor has had to fix them. Vendors who discover the vulnerability may create patches or advise workarounds to mitigate it, though users need to deploy that mitigation to eliminate the vulnerability in their systems. Zero-day attacks are severe threats. == Definition == Despite developers' goal of delivering a product that works entirely as intended, virtually all products contain software and hardware bugs. If a bug creates a security risk, it is called a vulnerability. Vulnerabilities vary in their ability to be exploited by malicious actors. Some are not usable at all, while others can be used to disrupt the device with a denial of service attack. The most dangerous allow the attacker to inject and run their own code, without the user being aware of it. Although the term "zero-day" initially referred to the time since the vendor had become aware of the vulnerability, zero-day vulnerabilities can also be defined as the subset of vulnerabilities for which no patch or other fix is available. A zero-day exploit is any exploit that takes advantage of such a vulnerability. == Exploits == An exploit is the delivery mechanism that takes advantage of the vulnerability to penetrate the target's systems, for such purposes as disrupting operations, installing malware, or exfiltrating data. Researchers Lillian Ablon and Andy Bogart write that "little is known about the true extent, use, benefit, and harm of zero-day exploits". Exploits based on zero-day vulnerabilities are considered more dangerous than those that take advantage of a known vulnerability. However, it is likely that most cyberattacks use known vulnerabilities, not zero-days. Governments of states are the primary users of zero-day exploits, not only because of the high cost of finding or buying vulnerabilities, but also the significant cost of writing the attack software. Nevertheless, anyone can use a vulnerability, and according to research by the RAND Corporation, "any serious attacker can always get an affordable zero-day for almost any target". Many targeted attacks and most advanced persistent threats rely on zero-day vulnerabilities. In 2017, the average time to develop an exploit from a zero-day vulnerability was estimated at 22 days. The difficulty of developing exploits has been increasing over time due to increased anti-exploitation features in popular software. === Window of vulnerability === Zero-day vulnerabilities are often classified as alive—meaning that there is no public knowledge of the vulnerability—and dead—the vulnerability has been disclosed, but not patched. If the software's maintainers are actively searching for vulnerabilities, it is a living vulnerability; such vulnerabilities in unmaintained software are called immortal. Zombie vulnerabilities can be exploited in older versions of the software but have been patched in newer versions. Even publicly known and zombie vulnerabilities are often exploitable for an extended period. Security patches can take months to develop, or may never be developed. A patch can have negative effects on the functionality of software and users may need to test the patch to confirm functionality and compatibility. Larger organizations may fail to identify and patch all dependencies, while smaller enterprises and personal users may not install patches. Research suggests that risk of cyberattack increases if the vulnerability is made publicly known or a patch is released. Cybercriminals can reverse engineer the patch to find the underlying vulnerability and develop exploits, often faster than users install the patch. According to research by RAND Corporation published in 2017, zero-day exploits remain usable for 6.9 years on average, although those purchased from a third party only remain usable for 1.4 years on average. The researchers were unable to determine if any particular platform or software (such as open-source software) had any relationship to the life expectancy of a zero-day vulnerability. Although the RAND researchers found that 5.7 percent of a stockpile of secret zero-day vulnerabilities will have been discovered by someone else within a year, another study found a higher overlap rate, as high as 10.8 percent to 21.9 percent per year. == Countermeasures == Because, by definition, there is no patch that can block a zero-day exploit, all systems employing the software or hardware with the vulnerability are at risk. This includes secure systems such as banks and governments that have all patches up to date. Security systems are designed around known vulnerabilities, and repeated exploitations of a zero-day exploit could continue undetected for an extended period of time. Although there have been many proposals for a system that is effective at detecting zero-day exploits, this remains an active area of research in 2023. Many organizations have adopted defense-in-depth tactics so that attacks are likely to require breaching multiple levels of security, which makes it more difficult to achieve. Conventional cybersecurity measures such as training and access control — including multi-factor authentication, least-privilege access, and air-gapping makes it harder to compromise systems with a zero-day exploit. Since writing perfectly secure software is impossible, some researchers argue that driving up the cost of exploits is considered a good strategy to reduce the burden of cyberattacks. == Market == Zero-day exploits can fetch millions of dollars. There are three main types of buyers: White: the vendor, or to third parties such as the Zero Day Initiative that disclose to the vendor. Often such disclosure is in exchange for a bug bounty. Not all companies respond positively to disclosures, as they can cause legal liability and operational overhead. It is not uncommon to receive cease-and-desist letters from software vendors after disclosing a vulnerability for free. Gray: the largest and most lucrative. Government or intelligence agencies buy zero-days and may use it in an attack, stockpile the vulnerability, or notify the vendor. The United States federal government is one of the largest buyers. As of 2013, the Five Eyes (United States, United Kingdom, Canada, Australia, and New Zealand) captured the plurality of the market and other significant purchasers included Russia, India, Brazil, Malaysia, Singapore, North Korea, and Iran. Middle Eastern countries were poised to become the biggest spenders. Black: organized crime, which typically prefers exploit software rather than just knowledge of a vulnerability. These users are more likely to employ "half-days" where a patch is already available. In 2015, the markets for government and crime were estimated at least ten times larger than the white market. Sellers are often hacker groups that seek out vulnerabilities in widely used software for financial reward. Some will only sell to certain buyers, while others will sell to anyone. White market sellers are more likely to be motivated by non pecuniary rewards such as recognition and intellectual challenge. Selling zero-day exploits is legal. Despite calls for more regulation, law professor Mailyn Fidler says there is little chance of an international agreement because key players such as Russia and Israel are not interested. The sellers and buyers that trade in zero-days tend to be secretive, relying on non-disclosure agreements and classified information laws to keep the exploits secret. If the vulnerability becomes known, it can be patched and its value consequently crashes. Because the market lacks transparency, it can be hard for parties to find a fair price. Sellers might not be paid if the vulnerability was disclosed before it was verified, or if the buyer declined to purchase it but used it anyway. With the proliferation of middlemen, sellers could never know to what use the exploits could be put. Buyers could not guarantee that the exploit was not sold to another party. Both buyers and sellers advertise on the dark web. Research published in 2022 based on maximum prices paid as quoted by a single exploit broker found a 44 percent annualized inflation rate in exploit pricing. Remote zero-click exploits could fetch the highest price, while those that require local access to the device are much cheaper. Vulnerabilities in widely used software are also more expensive. They estimated that around 400 to 1,500 people sold exploits to th

Haul video

A haul video is a video recording posted to the Internet in which a person discusses items that they recently purchased, sometimes going into detail about their experiences during the purchase and the cost of the items they bought. The posting of haul videos (or hauls) was a growing trend between 2008 and 2016. Often the items bought are books, clothing, groceries, household goods, makeup, or jewellery. == Details == The posting of haul videos grew as a trend between 2008 and 2016. By late 2010, nearly a quarter of a million haul videos had been shared on the website YouTube alone. Certain videos have each received tens of millions of views. Many young adults (mostly women) have displayed their shopping hauls, while including their beauty and design commentary in the narration. The videos are often grouped by store name or by the type of product (cosmetics, accessories, shoes, postage stamps, etc.). Before haul videos became an online trend, millions of people spent time watching other people, in technical product videos unbox their latest new gadgets and technology. The trend of "unboxing videos" had emerged during 2006. Haul videos have led to celebrity status for some people. Other haul video bloggers have entered sponsorship deals and advertising programs from major brands. The videos are rarely negative about the products being reviewed. This aspect of the genre of haul videos makes sponsorship by brand advertisers particularly appealing. Brands including J.C. Penney contacted haulers as part of their marketing efforts for Back to School 2010. Haul videos also convinced three San Francisco Bay Area area natives to launch HaulBlog–a parody site that creates fake haul videos which poke fun at the phenomenon. The site is also home to the original monthly web series "The Haul Monitor" a humorous commentary show that features haul videos from around the community. == Fashion media == Sarah Sykes and John Zimmerman of Carnegie Mellon University, HCII and School of Design wrote an article "Making Sense of Haul Videos: Self-created Celebrities Fill a Fashion Media Gap". They discuss their analysis and research project examining what makes video bloggers so popular on YouTube, as well as how it affects fashion media through the production of haul videos. == Federal Trade Commission == The United States Federal Trade Commission recently enacted laws to regulate many types of online publishers and content creators. The posted information includes blogging and podcasting in text, images, audio, and video. While any publishers (including the haul-video creators) are allowed to accept free merchandise and advertising, the gifts or payments must be fully (and clearly) disclosed to reveal being paid by a brand name, as a sponsor, to review a product. The Canadian Radio-television and Telecommunications Commission is also closely monitoring such Internet activities.

WEA Manufacturing

WEA Manufacturing was the record, tape, and compact disc manufacturing arm of WEA International Inc. from 1978 to 2003, when it was sold and merged into Cinram International, a previous competitor. The last owner when the plant closed was Technicolor. == History == WEA Manufacturing Inc. was created in 1978–1979 when Warner Communications Inc. purchased two of its longtime suppliers: the record pressing plants Specialty Records Corporation (Olyphant, Pennsylvania) and Allied Record Company (Los Angeles). The company was headquartered in Olyphant, where the original plant was replaced in late 1981 by a new facility which retained the name Specialty Records Corporation. The Specialty Records Corporation name was dropped in 1996 in favor of WEA Manufacturing. The company invested in CD manufacturing in 1986, matching a $247,000 contribution by economic development corporation Ben Franklin Technology Partners to develop and implement new processes of manufacturing audio CDs and CD-ROMs. BFTP assembled a team of experts in physics, electrical engineering, and thin film technology from the University of Scranton and Lehigh University to carry out the research and development. The Olyphant plant and another plant in Alsdorf, Germany, were expanded to support CD pressing that year, with the Olyphant facility's production commencing first in September 1986. WEA Manufacturing grew to become one of the largest manufacturers of recorded media in the world. The company began manufacturing Laserdiscs in July 1991. The company's DVD division, Warner Advanced Media Operations (WAMO), helped design the high-density format used in DVDs, and manufactured some of the first DVDs in the late 1990s. The company was sold to Cinram International in October 2003 and no longer exists under the name WEA Manufacturing, but the Olyphant plant continued to operate under its new ownership. In 2005, the company was Lackawanna County's largest employer, with over 2,300 people working at the Olyphant plant. Cinram closed the former Allied plant in 2006, while Technicolor (which purchased Cinram's assets in 2015) closed the Olyphant plant in 2018. == Patents == WEA Manufacturing held U.S. patents related to compact disc manufacture: Print scanner, (1993). Interference of converging spherical waves with application to the design of light-readable information-recording media and systems for reading such media, (2004). Method of manufacturing a composite disc structure and apparatus for performing the method, (2005). Methods and apparatus for reducing the shrinkage of an optical disc's clamp area and the resulting optical disc, (2005). == Litigation == In 1990, WEA Manufacturing was sued by a Canadian firm, Optical Recording Co. (ORC), for alleged infringement of two 1971 patents related to glass mastering equipment which was used by Time Warner and WEA Manufacturing in the manufacture of approximately 450 million CDs. ORC contended that unlike five other major CD manufacturers in the U.S., Time Warner had refused to license the technology from ORC. In 1992, a jury assessed damages of 6 cents per disc, plus $4–5 million in interest.

Web series

A web series, also known as a short-form series or web show, is a collection of short scripted or unscripted online videos released on the Internet (i.e., World Wide Web), generally in episodic form. A single installment of a web series can be called a webisode or an episode. The scale of a web series is small, and a typical episode can be anywhere from 3 to 15 minutes long (though some may run up to 20 minutes). Web series first emerged in the mid-1990s and became more prominent in the early 2000s. Web series are distributed online on video-sharing websites and apps, such as YouTube, Vimeo, and TikTok, and can be watched on devices such as smartphones, tablets, desktops, laptops, and Smart TVs (or television sets connected to the Internet with a media streaming device). They can also be released on social media platforms. Because of the nature of the Internet, a web series may be interactive and immersive. Web series are classified as new media. Web series are different from streaming television series, as the latter are designed to be watched on streaming platforms such as Netflix, Amazon Prime Video, or Hotstar, with the streaming services offering original productions made for and by them, as well as acquiring the rights to distribute licensed content. The length of a streaming television series episode is 30 to 60 minutes (runtimes can also be longer). Although the design of a web series can be similar to that of a television series, its development and production do not entail the same financial investment required for a television series. The popularity of some web series, however, has led to them being optioned for television. Web series differ from short-form content in that the latter are vertical videos specifically designed for smartphone viewing and intended for fast-paced consumption, with runtimes typically ranging from less than one minute to three minutes. There are film festivals for web series, like Webfest Berlin, NYC Web Fest, LA Web Fest, and Vancouver Web Fest. Awards organizations have also been established to celebrate excellence in web series, such as the Streamys, Webbys, IAWTV Awards, and Indie Series Awards. Most major award ceremonies have also created web series and digital media award categories, including the Emmy Awards and the Canadian Screen Awards. == History == === 1990s === In April 1995, "Global Village Idiots", an episode of the reality-based program Rox on public access cable television in Bloomington, Indiana, was uploaded to the Internet, making Rox the first show distributed via the web. The same year, Scott Zakarin created The Spot, an episodic online story that integrated photos, videos, and blogs into the storyline. Likened to Melrose Place-on-the-Web, The Spot featured a rotating cast of characters playing trendy twenty-somethings who rented rooms in a fabled Santa Monica, California beach house called "The Spot". The Spot earned Infoseek's "Cool Site of the Year," an award which later became the Webby. In January 1999, Showtime licensed the animated sci-fi web series WhirlGirl, making it the first independently produced web series licensed by a national television network. In February 1999, the show premiered simultaneously on Showtime and online. The character occasionally appeared on Showtime, for example, hosting a "Lethal Ladies" programming block, but spent most of her time online, appearing in 100 webisodes. === 2000s === As broadband bandwidth increased in speed and availability, delivering high-quality video over the Internet became a reality. In the early 2000s, the Japanese anime industry began broadcasting original net animation (ONA), a type of original video animation (OVA) series, on the Internet. Early examples of the ONA series include Infinite Ryvius: Illusion (2000), Ajimu (2001), and Mahou Yuugi (2001). In 2000, The Brothers Chaps launched the Adobe Flash-created web series Homestar Runner. After being put on hiatus in 2010, it returned in 2014. In 2002, Matt Jolly (better known as "Krinkels") released the first episode of Madness Combat to Newgrounds. The show is still ongoing, with the latest episode "Madness Combat 12: Contravention" released on Twitch in September 2024. In 2003, Microsoft launched MSN Video, offering NBC-related content. Its web series, Weird TV 2000, a spin-off of the syndicated television series Weird TV, featured dozens of shorts, comedy sketches, and mini-documentaries produced exclusively for MSN Video. The video-sharing site YouTube was launched in early 2005, allowing users to share television programs. YouTube co-founder Jawed Karim said the inspiration for YouTube first came from Janet Jackson's role in the 2004 Super Bowl incident, when her breast was exposed during her performance, and later from the 2004 Indian Ocean tsunami. Karim could not easily find video clips of either event online, which led to the idea of a video-sharing site. From 2003 to 2006, many independent web series gained significant popularity, most notably the science fiction series Red vs. Blue by Rooster Teeth. The series was distributed independently via online portals YouTube and Revver, as well as the Rooster Teeth website, acquiring over 100 million social media views during its run. (Rooster Teeth would eventually create the computer-animated web series RWBY in 2013.) In 2004, the adult-animated series Salad Fingers was created, which amassed a cult following. The comedy show The Burg, hailed as the internet's first sitcom and starring Kelli Giddish and Lindsey Broad, rapidly gained an audience and press attention before its creators signed a creation deal with Michael Eisner. The drama Sam Has 7 Friends, which ran in the summer and fall of 2006, was nominated for a Daytime Emmy Award and was temporarily removed from the Internet when it was also acquired by Eisner. In 2004–2005, Spanish producer Pedro Alonso Pablos recorded a series of video interviews featuring actors and directors such as Guillermo del Toro, Santiago Segura, Álex de la Iglesia, and Keanu Reeves, which were distributed through his own website. lonelygirl15, California Heaven, "The Burg", and SamHas7Friends also gained popularity during this time, acquiring audiences in the millions. (Science fiction thriller lonelygirl15 was so successful that it secured a sponsorship deal with Neutrogena in 2007.) In 2004, Stewart St. John, executive producer and head writer of 1990s webisodies The Spot, revived the brand for online audiences as The Spot (2.0), with a new cast, and as a separate soap opera on Sprint PCS Vision-enabled cell phones, creating the first American mobile phone series. St. John and partner Todd Fisher produced over 2,500 daily videos of the mobile soap, driving story lines across platforms to its web counterpart. In 2007, the creators of lonelygirl15 followed up on the show's success with KateModern, a comedy-drama series that debuted on social network Bebo, and took place in the same fictional universe as their previous show. Big Fantastic created and produced the soap opera Prom Queen, financed and distributed by Michael Eisner's production firm Vuguru, and debuted the series on MySpace. Vuguru partnered with Mark Cuban's channel HDNet to release All-for-nots, a mockumentary series by The Burg creators Kathleen Grace and Thom Woodley, which debuted at the SXSW Festival in 2008. These web series highlighted interactivity with the audience in addition to the narrative on relatively low budgets. In contrast, the eight-episode show Sanctuary, starring actor/producer Amanda Tapping, cost $4.3 million to produce. Both Sanctuary and Prom Queen were nominated for a Daytime Emmy Award. Award-winning producer/director Marshall Herskovitz created the drama Quarterlife, which debuted on MySpace and was later distributed on NBC. In 2008, major television studios began releasing web series, such as the ABC comedy show Squeegies, the NBC sci-fi show Gemini Division, and the Bravo reality series The Malan Show. Warner Bros. relaunched The WB as an online network beginning with original mystery web series, Sorority Forever, created and produced by Big Fantastic and executive produced by McG. Meanwhile, MTV announced a new original web series created by Craig Brewer, $5 Cover, that brought together the indie music world and new media expansion. Joss Whedon created, produced, and self-financed musical comedy-drama Dr. Horrible's Sing-Along Blog starring Neil Patrick Harris and Felicia Day. Big Fantastic wrote and produced Foreign Body, a mystery web series that served as a prequel to Robin Cook's novel of the same name. Beckett and Goodfried founded a new Internet studio, EQAL, and produced a spin-off of lonelygirl15 titled LG15: The Resistance. The mainstream press began to provide coverage. In the United Kingdom, KateModern ended its run on Bebo. Bebo also hosted a six-month-long reality travel show, The Gap Year, produced by Endemol UK, and produced an interactive sci-fi drama Kirill for

Deluxe Paint

Deluxe Paint, often referred to as DPaint, is a bitmap graphics editor created by Dan Silva for Electronic Arts and published for the then-new Amiga 1000 in November 1985. A series of updated versions followed, some of which were ported to other platforms. An MS-DOS release with support for the 256 color VGA standard became popular for creating pixel graphics in video games in the 1990s. Author Dan Silva previously worked on the Cut & Paste word processor (1984), also from Electronic Arts. == History == Deluxe Paint began as an in-house art development tool called Prism. As author Dan Silva added features to Prism, it was developed as a showcase product to coincide with the Amiga's debut in 1985. Upon release, it was quickly embraced by the Amiga community and became the de facto graphics (and later animation) editor for the platform. Amiga manufacturer Commodore International later commissioned EA to create version 4.5 AGA to bundle with the new Advanced Graphics Architecture chipset (A1200, A4000) capable Amigas. Version 5 was the last release after Commodore's bankruptcy in 1994. Early versions of Deluxe Paint were available in protected and non copy-protected versions, the latter retailing for a slightly higher price. The copy protection scheme was later dropped. Deluxe Paint was first in a series of products from the Electronic Arts Tools group—then later moved to the ICE (for Interactivity, Creativity, and Education) group—which included such Amiga programs as Deluxe Music Construction Set (preceded by Music Construction Set for the Apple II), Deluxe Video, and the Studio series of paint programs for the Mac. With the development of Deluxe Paint, EA introduced the ILBM and ANIM file format standards for graphics. While widely used on the Amiga, these formats never gained widespread end user acceptance on other platforms, but were heavily used by game development companies. Deluxe Paint was used by LucasArts to make graphics for their adventure games such as The Secret of Monkey Island, and the name of a particular filename used to store the main protagonist Guybrush Threepwood was probably at the origin of his peculiar name. One of the main artist developer of the game, Mark Ferrari, in an interview for The Making of Monkey Island 30th Anniversary Documentary remembers that "there was a pulldown menu in DPaint called brushes, so character sprites were referred to as brushes", and the male protagonist was simply "the guy.brush" until the artist Steve Purcell suggested to take the very name "Guybrush". The author Ron Gilbert remembers that the PC DOS version of the file was named "guybrush.bbm". == Versions == === Amiga === Deluxe Paint I was released in 1985. A major feature was animation by using color cycling. The Amiga natively supports indexed color, where a pixel's color value does not carry any RGB hue information but instead is an index to a color palette (a collection of unique color values). By adjusting the color value in the palette, all pixels with that palette value change simultaneously in the image or animation, creating cyclic movement in the image. In the Christmas demo files on the Deluxe Paint I disk, this kind of animation (which is toggled by pressing the tab key) is used to depict falling snowflakes, a blinking Christmas tree, and a roaring fire in the fireplace. In 1986, Deluxe Paint II was introduced, which added many convenient features such as pattern and gradient fill, which could be selected by right-clicking on a fill tool. An effects menu with e.g. perspective transformation was also added. The screen format could now be changed from a dedicated selection page. Deluxe Paint III appeared in 1989 and added support for Extra Halfbrite. New editing modes allowed one to stencil certain colors to protect them, so it is possible to e.g. paint a landscape from front to back, with the foreground protected by a stencil. A major new feature of Deluxe Paint III was the ability to create cel-like animation, and animbrushes (1MB of RAM is needed for animation). These let the user pick up a section of an animation as an "animbrush", which can then be placed onto the canvas while it animates. Deluxe Paint III was one of the first paint programs to support animbrushes. This is similar to copy and paste, except one can pick up more than one image. Deluxe Paint IV (introduced in 1991), which did not include Silva as the lead programmer, offered significant new features like non-bitplane-indexed Hold-and-Modify support for creating images with up to 4,096 colors. Animation support was improved by adding a light table, i.e. onion skinning, and AnimBrush morphing. The color mixer was now a HAM region at the bottom of the screen (instead of a floating window as before) and allowed mixing adjacent colors similar to a real palette. Deluxe Paint 4.5 AGA appeared the following year, addressing the stability issues and providing support for the new A1200 and A4000 AGA machines and a revamped screen mode interface. It appeared in both standalone and Commodore-bundled versions. The final release, Deluxe Paint V, in 1995, supported true 24-bit RGB images. However, using only the AGA native chipset, the 24-bit RGB color was only held in computer memory, the on-screen image was displayed in HAM8 (18-bit color). === Apple IIGS === DeluxePaint II for the Apple IIGS was developed by Brent Iverson and released in 1987. === MS-DOS === Deluxe Paint II for MS-DOS was released in 1988, It required MS-DOS 2.0 and 640 kB of RAM. It supports CGA, EGA, MCGA, VGA, Hercules and Tandy IBM PC-compatible graphic cards. Deluxe Paint II Enhanced was released in 1989, requiring MS-DOS 2.11 and 640 kB of RAM. It supports resolutions up to 800x600 pixels with 256 colors. Deluxe Paint II Enhanced 2.0, released in 1994, was the most successful MS-DOS version, and was compatible with PC Paintbrush PCX image files. The MS-DOS conversion was done by Brent Iverson with the enhanced features by Steve Shaw. It supports CGA, EGA, MCGA, VGA, Hercules, Tandy, and Amstrad video cards, as well as early Super VGA video cards enabling it to support up to 800 × 600 with 256 (from 262,144) colors and 1024 × 768 with 16 colors. The sister product Deluxe Paint Animation (only for 320×200 pixels and 256 colors) was widely used, especially in video game development. === Atari ST === Deluxe Paint ST was developed by ArtisTech Development, published by Electronic Arts, and was released in 1990. It supports the Atari STE 4096 color palette and animated graphics. Features advertised for the Atari ST version include 3D perspective, design your own fonts, mirror symmetry, multi-color airbrushing & animations, printing up to poster size, split-screen magnification with variable zoom, and working on animations (including multiple animations). == Workflow == "[" and "]" hotkeys step through the indexed palette, turning indexed-pixel-painting into a fast two-handed mouse+keys process, and the right mouse button paints with the background color. For example, transparency is obtained as simply as selecting a background color index (a single right click on the palette GUI to change). colors could be locked from editing by use of a stencil (a list of color indices whose pixels should not be altered in the image data) and simple color-cycling animations could be created using contiguous entries in the palette. This was easy to change the hue and tone of a section of the image by altering the corresponding colors in the palette. (The specific section needed to use a dedicated part of the palette for this technique to work.) Brushes can be cut from the background by using the box, freehand, or polygon selection tools. They can then be used in the same manner as any other brush or pen. This functionality is simpler to use than the "stamp" tool of Photoshop or Alpha Channels as provided in later programs. Brushes can be rotated and scaled, even in 3D. After a brush is selected, it appears attached to the mouse cursor, providing an exact preview of what will be drawn. This allows precise pixel positioning of brushes. Animations stored in IFF ANIM format are delta compressed making animations both smaller and faster to playback. == Reception == Compute! criticized the documentation of the first release of DeluxePaint as inadequate, but stated that "DeluxePaint is a visual arts program of immense scope and flexibility". In later versions the documentation was much improved; for instance DeluxePaint IV came with a 300-page manual. Deluxe Paint was a hit for EA. The main line of the series, particularly installments one to three, has won a total of at least nine awards from independent publications and organizations, including three Amiga-specific awards. Deluxe Paint III also won Commodore International's Enterprise and Vision award in 1990, becoming the first software to win the award, for what the company's judges believed to be best utilizing the Amiga's graphical capabilities. Deluxe Pai

Digital data

Digital data or digital information, in information theory and information systems, is data or information represented as a string of discrete symbols, each of which can take on one of only a finite number of values from some alphabet, such as letters or digits. An example is a text document, which consists of a string of alphanumeric characters. The most common form of digital data in modern information systems is binary data, which is represented by a string of binary digits (bits) each of which can have one of two values, either 0 or 1. Digital data can be contrasted with analog data, which is represented by a value from a continuous range of real numbers. Analog data is transmitted by an analog signal, which not only takes on continuous values but can vary continuously with time, a continuous real-valued function of time. An example is the air pressure variation in a sound wave. Data requires interpretation to become information. In modern (post-1960) computer systems, all data is digital. The word digital comes from the same source as the words digit and digitus (the Latin word for finger), as fingers are often used for counting. Mathematician George Stibitz of Bell Telephone Laboratories used the word digital in reference to the fast electric pulses emitted by a device designed to aim and fire anti-aircraft guns in 1942. The term is most commonly used in computing and electronics, especially where real-world information is converted to binary numeric form as in digital audio and digital photography. == Symbol to digital conversion == Since symbols (for example, alphanumeric characters) are not continuous, representing symbols digitally is rather simpler than conversion of continuous or analog information to digital. Instead of sampling and quantization as in analog-to-digital conversion, such techniques as polling and encoding are used. A symbol input device usually consists of a group of switches that are polled at regular intervals to see which switches are switched. Data will be lost if, within a single polling interval, two switches are pressed, or a switch is pressed, released, and pressed again. This polling can be done by a specialized processor in the device to prevent burdening the main CPU. When a new symbol has been entered, the device typically sends an interrupt, in a specialized format, so that the CPU can read it. For devices with only a few switches (such as the buttons on a joystick), the status of each can be encoded as bits (usually 0 for released and 1 for pressed) in a single word. This is useful when combinations of key presses are meaningful, and is sometimes used for passing the status of modifier keys on a keyboard (such as shift and control). But it does not scale to support more keys than the number of bits in a single byte or word. Devices with many switches (such as a computer keyboard) usually arrange these switches in a scan matrix, with the individual switches on the intersections of x and y lines. When a switch is pressed, it connects the corresponding x and y lines together. Polling (often called scanning in this case) is done by activating each x line in sequence and detecting which y lines then have a signal, thus which keys are pressed. When the keyboard processor detects that a key has changed state, it sends a signal to the CPU indicating the scan code of the key and its new state. The symbol is then encoded or converted into a number based on the status of modifier keys and the desired character encoding. A custom encoding can be used for a specific application with no loss of data. However, using a standard encoding such as ASCII is problematic if a symbol such as 'ß' needs to be converted but is not in the standard. It is estimated that in the year 1986, less than 1% of the world's technological capacity to store information was digital and in 2007 it was already 94%. The year 2002 is assumed to be the year when humankind was able to store more information in digital than in analog format (the "beginning of the digital age"). == States == Digital data come in these three states: data at rest, data in transit, and data in use. The confidentiality, integrity, and availability have to be managed during the entire lifecycle from 'birth' to the destruction of the data. === Data at rest === Data at rest in information technology means data that is housed physically on computer data storage in any digital form (e.g. cloud storage, file hosting services, databases, data warehouses, spreadsheets, archives, tapes, off-site or cloud backups, mobile devices etc.). Data at rest includes both structured and unstructured data. This type of data is subject to threats from hackers and other malicious threats to gain access to the data digitally or physical theft of the data storage media. To prevent this data from being accessed, modified or stolen, organizations will often employ security protection measures such as password protection, data encryption, or a combination of both. The security options used for this type of data are broadly referred to as data-at-rest protection (DARP). Definitions include: "...all data in computer storage while excluding data that is traversing a network or temporarily residing in computer memory to be read or updated." "...all data in storage but excludes any data that frequently traverses the network or that which resides in temporary memory. Data at rest includes but is not limited to archived data, data which is not accessed or changed frequently, files stored on hard drives, USB thumb drives, files stored on backup tape and disks, and also files stored off-site or on a storage area network (SAN)." While it is generally accepted that archive data (i.e. which never changes), regardless of its storage medium, is data at rest and active data subject to constant or frequent change is data in use. “Inactive data” could be taken to mean data which may change, but infrequently. The imprecise nature of terms such as “constant” and “frequent” means that some stored data cannot be comprehensively defined as either data at rest or in use. These definitions could be taken to assume that Data at Rest is a superset of data in use; however, data in use, subject to frequent change, has distinct processing requirements from data at rest, whether completely static or subject to occasional change. ==== Security ==== Because of its nature data at rest is of increasing concern to businesses, government agencies and other institutions. Mobile devices are often subject to specific security protocols to protect data at rest from unauthorized access when lost or stolen and there is an increasing recognition that database management systems and file servers should also be considered as at risk; the longer data is left unused in storage, the more likely it might be retrieved by unauthorized individuals outside the network. Data encryption, which prevents data visibility in the event of its unauthorized access or theft, is commonly used to protect data in motion and increasingly promoted for protecting data at rest. The encryption of data at rest should only include strong encryption methods such as AES or RSA. Encrypted data should remain encrypted when access controls such as usernames and password fail. Increasing encryption on multiple levels is recommended. Cryptography can be implemented on the database housing the data and on the physical storage where the databases are stored. Data encryption keys should be updated on a regular basis. Encryption keys should be stored separately from the data. Encryption also enables crypto-shredding at the end of the data or hardware lifecycle. Periodic auditing of sensitive data should be part of policy and should occur on scheduled occurrences. Finally, only store the minimum possible amount of sensitive data. Tokenization is a non-mathematical approach to protecting data at rest that replaces sensitive data with non-sensitive substitutes, referred to as tokens, which have no extrinsic or exploitable meaning or value. This process does not alter the type or length of data, which means it can be processed by legacy systems such as databases that may be sensitive to data length and type. Tokens require significantly less computational resources to process and less storage space in databases than traditionally encrypted data. This is achieved by keeping specific data fully or partially visible for processing and analytics while sensitive information is kept hidden. Lower processing and storage requirements makes tokenization an ideal method of securing data at rest in systems that manage large volumes of data. A further method of preventing unwanted access to data at rest is the use of data federation especially when data is distributed globally (e.g. in off-shore archives). An example of this would be a European organisation which stores its archived data off-site in the US. Under the terms of the USA PATRIOT Act the American authorities can demand