Interstellar communication

Interstellar communication

Interstellar communication is the transmission of signals between planetary systems. Sending interstellar messages is potentially much easier than interstellar travel, being possible with technologies and equipment which are currently available. However, the distances from Earth to other potentially inhabited systems introduce prohibitive delays, assuming the limitations of the speed of light. Even an immediate reply to radio communications sent to stars tens of thousands of light-years away would take many human generations to arrive. == Radio == The SETI project has for the past several decades been conducting a search for signals being transmitted by extraterrestrial life located outside the Solar System, primarily in the radio frequencies of the electromagnetic spectrum. Special attention has been given to the Water Hole, the frequency of one of neutral hydrogen's absorption lines, due to the low background noise at this frequency and its symbolic association with the basis for what is likely to be the most common system of biochemistry (but see alternative biochemistry). The regular radio pulses emitted by pulsars were briefly thought to be potential intelligent signals; the first pulsar to be discovered was originally designated "LGM-1", for "Little Green Men." They were quickly determined to be of natural origin, however. Several attempts have been made to transmit signals to other stars as well. (See "Realized projects" at Active SETI.) One of the earliest and most famous was the 1974 radio message sent from the largest radio telescope in the world, the Arecibo Observatory in Puerto Rico. An extremely simple message was aimed at a globular cluster of stars known as M13 in the Milky Way Galaxy and at a distance of 30,000 light years from the Solar System. These efforts have been more symbolic than anything else, however. Further, a possible answer needs double the travel time, i.e. tens of years (near stars) or 60,000 years (M13). == Other methods == It has also been proposed that higher frequency signals, such as lasers operating at visible light frequencies, may prove to be a fruitful method of interstellar communication; at a given frequency it takes surprisingly small energy output for a laser emitter to outshine its local star from the perspective of its target. Other more exotic methods of communication have been proposed, such as modulated neutrino or gravitational wave emissions. These would have the advantage of being essentially immune to interference by intervening matter. Sending physical mail packets between stars may prove to be optimal for many applications. While mail packets would likely be limited to speeds far below that of electromagnetic or other light-speed signals (resulting in very high latency), the amount of information that could be encoded in only a few tons of physical matter could more than make up for it in terms of average bandwidth. The possibility of using interstellar messenger probes for interstellar communication — known as Bracewell probes — was first suggested by Ronald N. Bracewell in 1960, and the technical feasibility of this approach was demonstrated by the British Interplanetary Society's starship study Project Daedalus in 1978. Starting in 1979, Robert Freitas advanced arguments for the proposition that physical space-probes provide a superior mode of interstellar communication to radio signals, then undertook telescopic searches for such probes in 1979 and 1982.

Marq (company)

Marq (formerly Lucidpress) is a cloud-based software platform for brand management and templated content creation. The platform integrates with digital asset management (DAM) systems—including Aprimo and Bynder and customer relationship management (CRM) tools such as Salesforce and HubSpot. Marq also includes AI-assisted features for brand compliance and content automation. Trade publications have described the product as a brand templating and creative automation platform. == History == In October 2013, Lucid Software, Inc. announced Lucidpress as a public beta version. Following its release, Lucidpress was featured in TechCrunch, VentureBeat and PC World, with TechCrunch noting: "I had a chance to test the app before its launch and it is indeed very easy to use. If you've ever used a desktop publishing app in the past, you'll feel right at home with Marq, as it features the same kind of standard top-bar menu and layout options as most other publishing apps. In terms of features, it can also hold its own against similar desktop-based apps." In May 2021, Lucidpress announced that it had been acquired by Charles Thayne Capital ("CTC"), a growth-oriented and technology-focused private investment firm. In May 2021, following its acquisition by Charles Thayne Capital, Lucidpress became fully independent. Owen Fuller, who had served as General Manager since 2017, was appointed Chief Executive Officer. In 2022, Lucidpress was rebranded as Marq to reflect the company’s shift toward brand templating and creative automation tools, while continuing to support its publishing features. == Features == Marq integrates with customer relationship management (CRM) platforms such as Salesforce and HubSpot, enabling the creation of personalized, on-brand sales and marketing materials. The platform also connects with multiple digital asset management (DAM) systems, including Bynder, Aprimo, MediaValet, PhotoShelter, Acquia, and Canto. == Investment == Lucid Software raised $1 million in Seed in 2011, led by Google Ventures. In May 2014, the company received a $5 million investment. The round was led by Salt Lake-based Kickstart Seed Fund. In September 2016, the company received a $36 million investment from Spectrum Equity.

Software component

A software component is a modular unit of software that encapsulates specific functionality. The desired characteristics of a component are reusability and maintainability. == Value == Components allow software developers to assemble software with reliable parts rather than writing code for every aspect. It makes implementation more like factory assembly than custom building. == Attributes == Desirable attributes of a component include but are not limited to: Cohesive – encapsulates related functionality Reusable Robust Substitutable – can be replaced by another component with the same interface Documented Tested == Third-party == Some components are built in-house by the same organization or team building the software system. Some are third-party, developed elsewhere and assembled into the software system. == Component-based software engineering == For large-scale systems, component-based development encourages a disciplined process to manage complexity. == Framework == Some components conform to a framework technology that allows them to be consumed in a well-known way. Examples include: CORBA, COM, Enterprise JavaBeans, and the .NET Framework. == Modeling == Component design is often modeled visually. In Unified Modeling Language (UML) 2.0 a component is shown as a rectangle, and an interface is shown as a lollipop to indicate a provided interface and as a socket to indicate consumption of an interface. == History == The idea of reusable software components was promoted by Douglas McIlroy in his presentation at the NATO Software Engineering Conference of 1968. (One goal of that conference was to resolve the so-called software crisis of the time.) In the 1970s, McIlroy put this idea into practice with the addition of the pipeline feature to the Unix operating system. Brad Cox refined the concept of a software component in the 1980s. He attempted to create an infrastructure and market for reusable third-party components by inventing the Objective-C programming language. IBM introduced System Object Model (SOM) in the early 1990s. Microsoft introduced Component Object Model (COM) in the early 1990s. Microsoft built many domain-specific component technologies on COM, including Distributed Component Object Model (DCOM), Object Linking and Embedding (OLE), and ActiveX.

Marq (company)

Marq (formerly Lucidpress) is a cloud-based software platform for brand management and templated content creation. The platform integrates with digital asset management (DAM) systems—including Aprimo and Bynder and customer relationship management (CRM) tools such as Salesforce and HubSpot. Marq also includes AI-assisted features for brand compliance and content automation. Trade publications have described the product as a brand templating and creative automation platform. == History == In October 2013, Lucid Software, Inc. announced Lucidpress as a public beta version. Following its release, Lucidpress was featured in TechCrunch, VentureBeat and PC World, with TechCrunch noting: "I had a chance to test the app before its launch and it is indeed very easy to use. If you've ever used a desktop publishing app in the past, you'll feel right at home with Marq, as it features the same kind of standard top-bar menu and layout options as most other publishing apps. In terms of features, it can also hold its own against similar desktop-based apps." In May 2021, Lucidpress announced that it had been acquired by Charles Thayne Capital ("CTC"), a growth-oriented and technology-focused private investment firm. In May 2021, following its acquisition by Charles Thayne Capital, Lucidpress became fully independent. Owen Fuller, who had served as General Manager since 2017, was appointed Chief Executive Officer. In 2022, Lucidpress was rebranded as Marq to reflect the company’s shift toward brand templating and creative automation tools, while continuing to support its publishing features. == Features == Marq integrates with customer relationship management (CRM) platforms such as Salesforce and HubSpot, enabling the creation of personalized, on-brand sales and marketing materials. The platform also connects with multiple digital asset management (DAM) systems, including Bynder, Aprimo, MediaValet, PhotoShelter, Acquia, and Canto. == Investment == Lucid Software raised $1 million in Seed in 2011, led by Google Ventures. In May 2014, the company received a $5 million investment. The round was led by Salt Lake-based Kickstart Seed Fund. In September 2016, the company received a $36 million investment from Spectrum Equity.

Stevens Award

The Stevens Award is a software engineering lecture award given by the Reengineering Forum, an industry association. The international Stevens Award was created to recognize outstanding contributions to the literature or practice of methods for software and systems development. The first award was given in 1995. The presentations focus on the current state of software methods and their direction for the future. This award lecture is named in memory of Wayne Stevens (1944-1993), a consultant, author, pioneer, and advocate of the practical application of software methods and tools. The Stevens Award and lecture is managed by the Reengineering Forum. The award was founded by International Workshop on Computer Aided Software Engineering (IWCASE), an international workshop association of users and developers of computer-aided software engineering (CASE) technology, which merged into The Reengineering Forum. Wayne Stevens was a charter member of the IWCASE executive board. == Recipients == 1995: Tony Wasserman 1996: David Harel 1997: Michael Jackson 1998: Thomas McCabe 1999: Tom DeMarco 2000: Gerald Weinberg 2001: Peter Chen 2002: Cordell Green 2003: Manny Lehman 2004: François Bodart 2005: Mary Shaw, Jim Highsmith 2006: Grady Booch 2007: Nicholas Zvegintzov 2008: Harry Sneed 2009: Larry Constantine 2010: Peter Aiken 2011: Jared Spool, Barry Boehm 2012: Philip Newcomb 2013: Jean-Luc Hainaut 2014: François Coallier 2015: Pierre Bourque

Smart data capture

Smart data capture (SDC), also known as 'intelligent data capture' or 'automated data capture', describes the branch of technology concerned with using computer vision techniques like optical character recognition (OCR), barcode scanning, object recognition and other similar technologies to extract and process information from semi-structured and unstructured data sources. IDC characterize smart data capture as an integrated hardware, software, and connectivity strategy to help organizations enable the capture of data in an efficient, repeatable, scalable, and future-proof way. Data is captured visually from barcodes, text, IDs and other objects - often from many sources simultaneously - before being converted and prepared for digital use, typically by artificial intelligence-powered software. An important feature of SDC is that it focuses not just on capturing data more efficiently but serving up easy-to-access, actionable insights at the instant of data collection to both frontline and desk-based workers, aiding decision-making and making it a two-way process. Smart data capture automates and accelerates capture, applying insights in real time and automating processes based on extracted input. Smart data capture is designed to be repeatable and scalable to reduce low-level manual tasks and eliminate human error. To achieve this goal, smart data capture solutions are often made available using specialist software installed on commodity hardware such as smartphones. However, some solutions may rely on specialized hardware such as dedicated scanning devices, wearables or shop floor robots. == Differences from OCR == Optical character recognition applications are typically concerned with the actual data capture process; they are intended to faithfully reproduce text, words, letters and symbols from a printed document. Smart data capture is multimodal, capable of extracting data from a wider range of semi-structured and unstructured sources, going beyond basic text recognition to offer a wider scope of applications. By extending functionality to provide actionable insights at the point of capture, SDC is also a two-way process (capture-display), while OCR is more commonly one-way (capture only), primarily used for data input. Smart data capture solutions typically have two parts: Data capture (which includes OCR, barcode scanning, object recognition) Functionality that then uses this data to provide actionable insights at the point of capture. == Applications == Smart data capture can be applied to almost any industry and application that requires visual information capture and interpretation. This may include: Retail Warehouse inventory control Logistics, handling and shipping Manufacturing Field service Healthcare Transport and travel Fraud detection

Microsoft Clipchamp

Microsoft Clipchamp is a freemium video editing tool developed by Australian company Clipchamp Pty Ltd., a subsidiary of Microsoft. It is a web-based, non-linear editing software that allows users to import, edit, and export audiovisual material in a web browser window. The application is designed to be easy to use for beginners. Clipchamp has offices in Australia, the Philippines, Germany, and the United States. According to figures published by the company, at the beginning of 2021, it had more than 14 million users worldwide. In September 2021, Clipchamp Pty Ltd. was acquired by Microsoft. It has since been offered in a personal version through a Microsoft account and in a business or education version through a work or school account that is built on OneDrive and SharePoint. == Features == Microsoft Clipchamp has multiple features that allow further creativity and accessibility. Since July 2023, users can drag and drop files from their computer, OneDrive, and SharePoint (images, sound & video files) into a list of all media uploaded or inserted. Users can insert media into the video timeline as many times as they want. Users can replace an image, sound, or video clip with another by dragging and dropping it over the target. There is also a Gap Remover tool that removes gaps in the video. Videos can be trimmed, along with timings that can be edited. The user can crop videos and images, too. Text can be added anywhere on the screen, and can be in many fonts, and the size can be changed, too. Specific text color can be selected using presets or an HSV picker, and specific Text Styles (bold, medium, italics, normal) can be selected. The aspect ratio can also be selected, including 16:9, 9:16, 1:1, 4:5, 2:3, and 21:9. Clipchamp also supports numerous effects and transitions for videos and images. The user can export videos in 480p, 720p, and 1080p for free. Exporting GIFs are possible, while the video has to be 15 seconds or less. Microsoft Clipchamp uses a hybrid model of desktop and online application. In the personal version of Clipchamp (on Windows and in a web browser), video processing is all done locally on the computer and mobile phones, but the app itself runs online as a browser-based web app. This is done by uploading and saving project data and information like file names online but not the associated media files themselves. In the work version of Clipchamp, which is a part of Microsoft 365, media files are still processed locally but are automatically backed up to the user's OneDrive or SharePoint work or school account so that it can be accessed anywhere. This version also has integration with other Microsoft productivity services like Microsoft Teams and Microsoft Stream. == History == Clipchamp Pty Ltd. was founded as a startup company by Alexander Dreiling (current CEO), Dave Hewitt, Tobias Raub and Soeren Balko, in Brisbane, Australia, in 2013. In an interview given to SmartCompany, Dreiling commented that at first, the company was "trying to build an enormous, distributed supercomputer". Among the first software developed by the company's team was a tool for video compression and conversion. 2014 saw the official launch of the first version of the free, audiovisual browser-based software on the Clipchamp platform. When the supercomputer project ground to a halt, the team decided to keep going with the video programming technology, which was, in the words of Dreiling, "a tool that worked on Chromebooks". In June 2016, Clipchamp was valued at 1.1 million dollars, according to the Wall Street Journal. In the same month, the second version of Clipchamp was launched internationally. By 2018, the firm had amassed 6.5 million users, attracting investors such as Steve Baxter, who invested one million dollars. In 2020, Clipchamp set up a base in Seattle, USA, after achieving capital of 13.2 million dollars, from alliances made with investment funds such as Transition Level Investments, Tola Capital, and TEN13, among others. In February 2021, Clipchamp published on its website that it has 14 million users worldwide, registered in 250 countries and territories. At that time, the company announced that it had an audiovisual library of 800,000 files. On September 7, 2021, Microsoft announced the acquisition of Clipchamp. In a press release, they expressed their interest in learning more about the video content creation market. Johnson Winter Slattery advised Microsoft on its acquisition. Clipchamp was integrated as part of Windows 11 beginning on March 9, 2022, as part of Insider Preview Build 22572.