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  • GitHub Codespaces

    GitHub Codespaces

    GitHub Codespaces is a cloud-based online integrated development environment developed by GitHub. It allows users to create and manage development environments directly within the browser or through Visual Studio Code desktop. Codespaces is tightly integrated with GitHub repositories and enables on-demand coding, debugging, and testing in a full-featured development container hosted in the cloud. == Features == Instant development environments integrated with GitHub Browser-based and desktop access via Visual Studio Code Configurable Dockerfile or devcontainer.json environments Built-in support for GitHub Copilot, extensions, snippets, and SSH. == Licensing == GitHub Codespaces is proprietary software and available to GitHub users under various subscription plans. Codespaces includes a monthly usage quota for free tier users of 120 hours, and expanded access for GitHub education, Pro, Team, and GitHub Enterprise plans. == GitHub Classroom == GitHub Classroom is an educational tool developed by GitHub to streamline the process of managing programming assignments and coursework. Integrated with GitHub repositories, it allows instructors to distribute starter code, automate grading workflows, and track student progress. GitHub Classroom is widely used in computer science education and supports integration with GitHub Codespaces for cloud-based development environments. == Programming languages supported == == Extensions == Some of the popular extensions include:

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  • Terminology model

    Terminology model

    A terminology model is a refinement of a concept system. Within a terminology model the concepts (object types) of a specific problem or subject area are defined by subject-matter experts in terms of concept (object type) definitions and definitions of subordinated concepts or characteristics (properties). Besides object types, the terminology model allows defining hierarchical classifications, definitions for object type and property behavior and definition of casual relations. The terminology model is a means for subject-matter experts to express their knowledge about the subject in subject-specific terms. Since the terminology model is structured rather similar to an object-oriented database schema, is can be transformed without loss of information into an object-oriented database schema. Thus, the terminology model is a method for problem analysis on the one side and a mean of defining database schema on the other side. Several terminology models have been developed and published in the field of statistics: Terminology model for classifications Terminology model for statistical variables Reference model for statistical metadata

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  • Gooch shading

    Gooch shading

    Gooch shading is a non-photorealistic rendering technique for shading objects. It is also known as "cool to warm" shading, and is widely used in technical illustration. == History == Gooch shading was developed by Amy Gooch et al. at the University of Utah School of Computing and first presented at the 1998 SIGGRAPH conference. It has since been implemented in shader libraries, software, and games released by Autodesk, Nvidia, and Valve. == Process == Gooch shading defines an additional two colors in conjunction with the original model color: a warm color (such as yellow) and a cool color (such as blue). The warm color indicates surfaces that are facing toward the light source while the cool color indicates surfaces facing away. This allows shading to occur only in mid-tones so that edge lines and highlights remain visually prominent. The Gooch shader is typically implemented in two passes: all objects in the scene are first drawn with the "cool to warm" shading, and in the second pass the object's edges are rendered in black.

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  • Plane Finder

    Plane Finder

    Plane Finder is a United Kingdom-based real-time flight tracking service launched in 2009, that is able to show flight data globally. The data available includes flight numbers, how fast an aircraft is moving, its elevation and destination of travel. Several variants of the service are available as mobile apps including free, premium 3D and augmented reality versions. The flight tracking map and database can be accessed by web browsers. Plane Finder allows registered users to share their ADS-B and MLAT data via the Plane Finder ADS-B Client, available for macOS, Windows and Linux. Plane Finder supports VFR charts from NATS, and was the first major flight tracking app to introduce a replay feature, allowing users to replay flights dating back to 2011. == Flight tracking == Plane Finder collects data from its own global network of receivers, using the following sources. === Automatic dependent surveillance-broadcast (ADS-B) === A network of automatic dependent surveillance-broadcast (ADS-B) receivers gathers aircraft data such as callsign, position and speed. Plane Finder serves to supplement this data with additional information, including aircraft registration/tail number, departure airport, destination, artwork, and photographs. Plane Finder users can apply for an ADS-B receiver in exchange for their flight data. === Multilateration (MLAT) === To deliver aircraft position data where ADS-B is unavailable, Plane Finder uses multilateration (MLAT). Using three or more receivers running Plane Finder client software, monitoring the aircraft simultaneously, the aircraft’s position is calculated using receiver location and accurate timestamps. While European airspace is widely covered, only some parts of North American airspace are covered. === Federal Aviation Administration (FAA) feed === ADS-B is prevalent across Europe and Australia, but not in North America. Where MLAT or ADS-B data is unavailable, a feed from the Federal Aviation Administration provides flight information. The FAA feed covers United States and Canadian airspace, including bordering areas of the Atlantic and Pacific Oceans. === FLARM feed === Plane Finder collects data from a centralised FLARM feed, for monitoring small aircraft and gliders. == Flight data source == The Plane Finder website and database is widely used as an information source to support articles in the media. The Independent used Plane Finder flight tracking to demonstrate to readers the flight path of flight MT2706, which turned back as a result of last minute Egyptian government flight restrictions on 6 November 2015. The Independent also used Plane Finder information to demonstrate a timeline of the speed/altitude of flight 7K 9268, a Russian plane which crashed on 31 October 2015. The BBC cited Plane Finder in regard to the point at which at British Airways flight turned back to Heathrow Airport to make an emergency landing after smoke was seen coming from its engines. Plane Finder data has also been used to create original imagery for the media, such as the Washington Post, which used Plane Finder as a source to show flight patterns immediately after the Brussels bombings in March 2016.

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  • Negobot

    Negobot

    Negobot also referred to as Lolita or Lolita chatbot is a chatterbot that was introduced to the public in 2013, designed by researchers from the University of Deusto and Optenet to catch online pedophiles. It is a conversational agent that utilizes natural language processing (NLP), information retrieval (IR) and Automatic Learning. Because the bot poses as a young female in order to entice and track potential predators, it became known in media as the "virtual Lolita", in reference to Vladimir Nabokov's novel. == Background == In 2013, the University of Deusto researchers published a paper on their work with Negobot and disclosed the text online. In their abstract, the researchers addressed the issue that an increasing number of children are using the internet and that these young users are more susceptible to existing internet risks. Their main objective was to create a chatterbot with the ability to trap online predators that posed a threat to children. They intended to deploy the bot into sites frequented by predators such as social networks and chatrooms. The university researchers used information provided by anti-pedophilia activist organization Perverted-Justice, including examples of online encounters and conversations with sexual predators, to supplement the program's artificial intelligence system. == Features == === Programmed persona === The chatterbot takes the guise of a naive and vulnerable 14-year-old girl. The bot's programmers used methods of artificial intelligence and natural language processing to create a conversational agent fluent in typical teenage slang, misspellings, and knowledge of pop culture. Through these linguistic features, the bot is able to mimic the conversational style of young teenagers. It also features split personalities and seven different patterns of conversation. Negobot's primary creator, Dr. Carlos Laorden, expressed the significance of the bot's distinguishable style of communication, stating that normally, "chatbots tend to be very predictable. Their behavior and interest in a conversation are flat, which is a problem when attempting to detect untrustworthy targets like paedophiles." What makes Negobot different is its game theory feature, which makes it able to "maintain a much more realistic conversation." Apart from being able to imitate a stereotypical teenager, the program is also able to translate messages into different languages. === Game theory === Negobot's designers programmed it with the ability to treat conversations with potential predators as if it were a game, the objective being to collect as much information on the suspect as possible that could provide evidence of pedophilic characteristics and motives. The use of game theory shapes the decisions the bot makes and the overall direction of the conversation. The bot initiates its undercover operations by entering a chat as a passive participant, waiting to be chatted by a user. Once a user elicits conversation, the bot will frame the conversation in such a way that keeps the target engaged, extracting personal information and discouraging it from leaving the chat. The information is then recorded to be potentially sent to the police. If the target seems to lose interest, the bot attempts to make it feel guilty by expressing sentiments of loneliness and emotional need through strategic, formulated responses, ultimately prolonging interaction. In addition, the bot may provide fake information about itself in attempt to lure the target into physical meetings. === Limitations === Despite being able to carry out a realistic conversation, Negobot is still unable to detect linguistic subtleties in the messages of others, including sarcasm. == Controversy == John Carr, a specialist in online child safety, expressed his concern to BBC over the legality of this undercover investigation. He claimed that using the bot on unsuspecting internet users could be considered a form of entrapment or harassment. The type of information that Negobot collects from potential online predators, he said, is unlikely to be upheld in court. Furthermore, he warned that relying on only software without any real-world policing risks enticing individuals to do or say things that they would not have if real-world policing were a factor.

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  • Data event

    Data event

    A data event is a relevant state transition defined in an event schema. Typically, event schemata are described by pre- and post condition for a single or a set of data items. In contrast to ECA (Event condition action), which considers an event to be a signal, the data event not only refers to the change (signal), but describes specific state transitions, which are referred to in ECA as conditions. Considering data events as relevant data item state transitions allows defining complex event-reaction schemata for a database. Defining data event schemata for relational databases is limited to attribute and instance events. Object-oriented databases also support collection properties, which allows defining changes in collections as data events, too.

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  • Pocketbook (application)

    Pocketbook (application)

    Pocketbook was a Sydney-based free budget planner and personal finance app launched in 2012. The app helped users setup and manage budgets, track spending and manage bills. As of 2016 Pocketbook claimed to support over 250,000 Australians, in January 2018 that number was 435,000. After being acquired by Zip Co Ltd in 2016, it was announced in 2022 that the app was to be shut down and all user accounts deleted. == History == Pocketbook was founded by Alvin Singh and Bosco Tan in 2012. It was conceived in 2011 in a Wolli Creek apartment as a tool for Alvin and Bosco to take control of their money. In 2013, Pocketbook raised $500,000 from technology fund Tank Stream Ventures, and a group of investors including TV personality David Koch, Geoff Levy, David Shein and Peter Cooper. In September 2016 Digital retail finance and payment industry player zipMoney (now trading as Zip Co Limited) acquired Pocketbook in a $7.5m deal == Features == The app synced with the bank account of users and would organize spending into different categories. Users could also be reminded of bill payments, analyse spending and set spending limits. They can also be alerted of fraudulent transactions and deductions. The app employs security measures like end to end encryption, CloudFlare protection, fraud detection, identity protection etc. Pocketbook was available via web and mobile version. == Awards == Personal Finance Innovator of the Year by Fintech Business Awards 2017 Innovator of the Year by OPTUS MyBusiness Awards 2017 Best Finance App of 2016 by Australian Fintech Best Personal Finance App: Pocketbook won the 2016 Finder Innovation Awards, presented at a gala dinner hosted by media personality and The New Inventors presenter James O'Loghlin. Best Mobile App of the Year Winner: StartCon hosted the first annual Australasian Startup Awards. Over 200 nominations in 14 categories and an overall winner were reviewed, and winners were determined by public voting, with over 63,000 votes in total. Best New Startup 2014 by StartupSmart. Finalist in the SWIFT Innotribe startup competition in Dubai in 2013.

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  • SCADA Strangelove

    SCADA Strangelove

    SCADA Strangelove is an independent group of information security researchers founded in 2012, focused on security assessment of industrial control systems (ICS) and SCADA. == Activities == Main fields of research include: Discovery of 0-day vulnerabilities in cyber physical systems and coordinated vulnerability disclosure; Security assessment of ICS protocols and development suites; Identification of publicly Internet-connected ICS components and secure it with help of proper authorities; Development of security hardening guides for ICS software; Mapping cybersecurity on to functional safety; Awareness control and delivery of information regarding the actual security state of ICS systems. SCADA Strangelove's interests expand further than classic ICS components and covers various embedded systems, however, and encompass smart home components, solar panels, wind turbines, SmartGrid as well as other areas. == Projects == Group members have and continue to develop and publish numerous open source tools for scanning, fingerprinting, security evaluation and password bruteforcing for ICS devices. These devices work over industrial protocols such as modbus, Siemens S7, MMS, ISO EC 60870, ProfiNet. In 2014 Shodan used some of the published tools for building a map of ICS devices which is publicly available on the Internet. Open source security assessment frameworks, such as THC Hydra, Metasploit, and DigitalBond Redpoint have used Shodan-developed tools and techniques. The group has published security-hardening guidelines for industrial solutions based on Siemens SIMATIC WinCC and WinCC Flexible. The guidelines contain detailed security configuration walk-throughs, descriptions of internal security features and appropriate best practices. Among the group’s more noticeable projects is Choo Choo PWN (CCP) also named the Critical Infrastructure Attack (CIA). This is an interactive laboratory built upon ICS software and hardware used in real world. Every system is connected to a toy city infrastructure, which includes factories, railroads and other facilities. The laboratory has been demonstrated at various conferences including PHDays, Power of Community, and 30C3. Primarily the laboratory is used for the discovery of new vulnerabilities and for evaluation of security mechanisms, however it is also used for workshops and other educational activities. At Positive Hack Days IV, contestants found several 0-day vulnerabilities in Indusoft Web Studio 7.1 by Schneider Electric, and in specific ICS hardware RTU PET-7000 during the ICS vulnerability discovery challenge. The group supports Secure Open SmartGrid (SCADASOS) project to find and fix vulnerabilities in intellectual power grid components such as photovoltaic power station, wind turbine, power inverter. More than 80 000 industrial devices were discovered and isolated from the Internet in 2015. == Appearances == Group members are frequently seen presenting at conferences like CCC, SCADA Security Scientific Symposium, Positive Hack Days. Most notable talks are: === 29C3 === An overview of vulnerabilities discovered in the widely distributed Siemens SIMATIC WinCC software and tools that are implemented for searching ICS on the Internet. === PHDays === This talk consisted of an overview of vulnerabilities discovered in various systems produced by ABB, Emerson, Honeywell and Siemens and was presented at PHDays III and PHDays IV. === Confidence 2014 === Implications of security research aimed at realization of various industrial network protocols Profinet, Modbus, DNP3, IEC 61850-8-1 (MMS), IEC (International Electrotechnical Commission) 61870-5-101/104, FTE (Fault Tolerant Ethernet), Siemens S7. === PacSec 2014 === Presentations of security research showing the impact of radio and 3G/4G networks on the security of mobile devices as well as on industrial equipment. === 31C3 === Analysis of security architecture and implementation of the most wide spread platforms for wind and solar energy generation which produce many gigawatts of it. === 32C3 === Cybersecurity assessment of railway signaling systems such as Automatic Train Control (ATC), Computer-based interlocking (CBI) and European Train Control System (ETCS). === China Internet Security Conference 2016 === In "Greater China Cyber Threat Landscape" keynote by Sergey Gordeychik an overview of vulnerabilities, attacks and cyber-security incidents in Greater China region was presented. === Recon 2017 === In talk "Hopeless: Relay Protection for Substation Automation" by Kirill Nesterov and Alexander Tlyapov security analysis results of key Digital Substation component - Relay Protection Terminals was presented. Vulnerabilities, including remote code execution in Siemens SIPROTEC, General Electric Line Distance Relay, NARI and ABB protective relays was presented. == Philosophy == All names, catchwords and graphical elements refer to Stanley Kubrick’s film, Dr. Strangelove. In their talks, group members often refer to Cold War events such as the Caribbean Crisis, and draw parallels between nuclear arms race and the current escalation of cyberwar. Group members follow the approach of “responsible disclosure” and “ready to wait for years, while vendor is patching the vulnerability”. Public exploits for discovered vulnerabilities are not published. This is on account of the longevity of ICS and by implication the long process of patching ICS. However, conflicts still happen, notably in 2012 when the talk at DEF CON was called off due to a dispute of persistent weaknesses in Siemens industrial software.

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  • Statistical relational learning

    Statistical relational learning

    Statistical relational learning (SRL) is a subdiscipline of artificial intelligence and machine learning that is concerned with domain models that exhibit both uncertainty (which can be dealt with using statistical methods) and complex, relational structure. Typically, the knowledge representation formalisms developed in SRL use (a subset of) first-order logic to describe relational properties of a domain in a general manner (universal quantification) and draw upon probabilistic graphical models (such as Bayesian networks or Markov networks) to model the uncertainty; some also build upon the methods of inductive logic programming. Significant contributions to the field have been made since the late 1990s. As is evident from the characterization above, the field is not strictly limited to learning aspects; it is equally concerned with reasoning (specifically probabilistic inference) and knowledge representation. Therefore, alternative terms that reflect the main foci of the field include statistical relational learning and reasoning (emphasizing the importance of reasoning) and first-order probabilistic languages (emphasizing the key properties of the languages with which models are represented). Another term that is sometimes used in the literature is relational machine learning (RML). == Canonical tasks == A number of canonical tasks are associated with statistical relational learning, the most common ones being. collective classification, i.e. the (simultaneous) prediction of the class of several objects given objects' attributes and their relations link prediction, i.e. predicting whether or not two or more objects are related link-based clustering, i.e. the grouping of similar objects, where similarity is determined according to the links of an object, and the related task of collaborative filtering, i.e. the filtering for information that is relevant to an entity (where a piece of information is considered relevant to an entity if it is known to be relevant to a similar entity) social network modelling object identification/entity resolution/record linkage, i.e. the identification of equivalent entries in two or more separate databases/datasets == Representation formalisms == One of the fundamental design goals of the representation formalisms developed in SRL is to abstract away from concrete entities and to represent instead general principles that are intended to be universally applicable. Since there are countless ways in which such principles can be represented, many representation formalisms have been proposed in recent years. In the following, some of the more common ones are listed in alphabetical order: Bayesian logic program BLOG model Markov logic networks Multi-entity Bayesian network Probabilistic logic programs Probabilistic relational model – a Probabilistic Relational Model (PRM) is the counterpart of a Bayesian network in statistical relational learning. Probabilistic soft logic Recursive random field Relational Bayesian network Relational dependency network Relational Markov network Relational Kalman filtering

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  • Materialized view

    Materialized view

    In computing, a materialized view is a database object that contains the results of a query. For example, it may be a local copy of data located remotely, or may be a subset of the rows and/or columns of a table or join result, or may be a summary using an aggregate function. The process of setting up a materialized view is sometimes called materialization. This is a form of caching the results of a query, similar to memoization of the value of a function in functional languages, and it is sometimes described as a form of precomputation. As with other forms of precomputation, database users typically use materialized views for performance reasons, i.e. as a form of optimization. Materialized views that store data based on remote tables were also known as snapshots (deprecated Oracle terminology). In any database management system following the relational model, a view is a virtual table representing the result of a database query. Whenever a query or an update addresses an ordinary view's virtual table, the DBMS converts these into queries or updates against the underlying base tables. A materialized view takes a different approach: the query result is cached as a concrete ("materialized") table (rather than a view as such) that may be updated from the original base tables from time to time. This enables much more efficient access, at the cost of extra storage and of some data being potentially out-of-date. Materialized views find use especially in data warehousing scenarios, where frequent queries of the actual base tables can be expensive. In a materialized view, indexes can be built on any column. In contrast, in a normal view, it's typically only possible to exploit indexes on columns that come directly from (or have a mapping to) indexed columns in the base tables; often this functionality is not offered at all. == Implementations == === Oracle === Materialized views were implemented first by the Oracle Database: the Query rewrite feature was added from version 8i. Example syntax to create a materialized view in Oracle: === PostgreSQL === In PostgreSQL, version 9.3 and newer natively support materialized views. In version 9.3, a materialized view is not auto-refreshed, and is populated only at time of creation (unless WITH NO DATA is used). It may be refreshed later manually using REFRESH MATERIALIZED VIEW. In version 9.4, the refresh may be concurrent with selects on the materialized view if CONCURRENTLY is used. Example syntax to create a materialized view in PostgreSQL: === SQL Server === Microsoft SQL Server differs from other RDBMS by the way of implementing materialized view via a concept known as "Indexed Views". The main difference is that such views do not require a refresh because they are in fact always synchronized to the original data of the tables that compound the view. To achieve this, it is necessary that the lines of origin and destination are "deterministic" in their mapping, which limits the types of possible queries to do this. This mechanism has been realised since the 2000 version of SQL Server. Example syntax to create a materialized view in SQL Server: === Stream processing frameworks === Apache Kafka (since v0.10.2), Apache Spark (since v2.0), Apache Flink, Kinetica DB, Materialize, RisingWave, and Epsio all support materialized views on streams of data. === Others === Materialized views are also supported in Sybase SQL Anywhere. In IBM Db2, they are called "materialized query tables". ClickHouse supports materialized views that automatically refresh on merges. MySQL doesn't support materialized views natively, but workarounds can be implemented by using triggers or stored procedures or by using the open-source application Flexviews. Materialized views can be implemented in Amazon DynamoDB using data modification events captured by DynamoDB Streams. Google announced in 8 April 2020 the availability of materialized views for BigQuery as a beta release.

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  • Visualization (graphics)

    Visualization (graphics)

    Visualization (or visualisation in Commonwealth English; see spelling differences), also known as graphics visualization, is any technique for creating images, diagrams, or animations to communicate a message. Visualization through visual imagery has been an effective way to communicate both abstract and concrete ideas since the dawn of humanity. Examples from history include cave paintings, Egyptian hieroglyphs, Greek geometry, and Leonardo da Vinci's revolutionary methods of technical drawing for engineering purposes that actively involve scientific requirements. Visualization today has ever-expanding applications in science, education, engineering (e.g., product visualization), interactive multimedia, medicine, etc. Typical of a visualization application is the field of computer graphics. The invention of computer graphics (and 3D computer graphics) may be the most important development in visualization since the invention of central perspective in the Renaissance period. The development of animation also helped advance visualization. == Overview == The use of visualization to present information is not a new phenomenon. It has been used in maps, scientific drawings, and data plots for over a thousand years. Examples from cartography include Ptolemy's Geographia (2nd century AD), a map of China (1137 AD), and Minard's map (1861) of Napoleon's invasion of Russia a century and a half ago. Most of the concepts learned in devising these images carry over in a straightforward manner to computer visualization. Edward Tufte has written three critically acclaimed books that explain many of these principles. Computer graphics has from its beginning been used to study scientific problems. However, in its early days the lack of graphics power often limited its usefulness. The recent emphasis on visualization started in 1987 with the publication of Visualization in Scientific Computing, a special issue of Computer Graphics. Since then, there have been several conferences and workshops, co-sponsored by the IEEE Computer Society and ACM SIGGRAPH, devoted to the general topic, and special areas in the field, for example volume visualization. Most people are familiar with the digital animations produced to present meteorological data during weather reports on television, though few can distinguish between those models of reality and the satellite photos that are also shown on such programs. TV also offers scientific visualizations when it shows computer drawn and animated reconstructions of road or airplane accidents. Some of the most popular examples of scientific visualizations are computer-generated images that show real spacecraft in action, out in the void far beyond Earth, or on other planets. Dynamic forms of visualization, such as educational animation or timelines, have the potential to enhance learning about systems that change over time. Apart from the distinction between interactive visualizations and animation, the most useful categorization is probably between abstract and model-based scientific visualizations. The abstract visualizations show completely conceptual constructs in 2D or 3D. These generated shapes are completely arbitrary. The model-based visualizations either place overlays of data on real or digitally constructed images of reality or make a digital construction of a real object directly from the scientific data. Scientific visualization is usually done with specialized software, though there are a few exceptions, noted below. Some of these specialized programs have been released as open source software, having very often its origins in universities, within an academic environment where sharing software tools and giving access to the source code is common. There are also many proprietary software packages of scientific visualization tools. Models and frameworks for building visualizations include the data flow models popularized by systems such as AVS, IRIS Explorer, and VTK toolkit, and data state models in spreadsheet systems such as the Spreadsheet for Visualization and Spreadsheet for Images. == Applications == === Scientific visualization === As a subject in computer science, scientific visualization is the use of interactive, sensory representations, typically visual, of abstract data to reinforce cognition, hypothesis building, and reasoning. Scientific visualization is the transformation, selection, or representation of data from simulations or experiments, with an implicit or explicit geometric structure, to allow the exploration, analysis, and understanding of the data. Scientific visualization focuses and emphasizes the representation of higher order data using primarily graphics and animation techniques. It is a very important part of visualization and maybe the first one, as the visualization of experiments and phenomena is as old as science itself. Traditional areas of scientific visualization are flow visualization, medical visualization, astrophysical visualization, and chemical visualization. There are several different techniques to visualize scientific data, with isosurface reconstruction and direct volume rendering being the more common. === Data and information visualization === Data visualization is a related subcategory of visualization dealing with statistical graphics and geospatial data (as in thematic cartography) that is abstracted in schematic form. Information visualization concentrates on the use of computer-supported tools to explore large amount of abstract data. The term "information visualization" was originally coined by the User Interface Research Group at Xerox PARC and included Jock Mackinlay. Practical application of information visualization in computer programs involves selecting, transforming, and representing abstract data in a form that facilitates human interaction for exploration and understanding. Important aspects of information visualization are dynamics of visual representation and the interactivity. Strong techniques enable the user to modify the visualization in real-time, thus affording unparalleled perception of patterns and structural relations in the abstract data in question. === Educational visualization === Educational visualization is using a simulation to create an image of something so it can be taught about. This is very useful when teaching about a topic that is difficult to otherwise see, for example, atomic structure, because atoms are far too small to be studied easily without expensive and difficult to use scientific equipment. === Knowledge visualization === The use of visual representations to transfer knowledge between at least two persons aims to improve the transfer of knowledge by using computer and non-computer-based visualization methods complementarily. Thus properly designed visualization is an important part of not only data analysis but knowledge transfer process, too. Knowledge transfer may be significantly improved using hybrid designs as it enhances information density but may decrease clarity as well. For example, visualization of a 3D scalar field may be implemented using iso-surfaces for field distribution and textures for the gradient of the field. Examples of such visual formats are sketches, diagrams, images, objects, interactive visualizations, information visualization applications, and imaginary visualizations as in stories. While information visualization concentrates on the use of computer-supported tools to derive new insights, knowledge visualization focuses on transferring insights and creating new knowledge in groups. Beyond the mere transfer of facts, knowledge visualization aims to further transfer insights, experiences, attitudes, values, expectations, perspectives, opinions, and estimates in different fields by using various complementary visualizations. See also: picture dictionary, visual dictionary === Product visualization === Product visualization involves visualization software technology for the viewing and manipulation of 3D models, technical drawing and other related documentation of manufactured components and large assemblies of products. It is a key part of product lifecycle management. Product visualization software typically provides high levels of photorealism so that a product can be viewed before it is actually manufactured. This supports functions ranging from design and styling to sales and marketing. Technical visualization is an important aspect of product development. Originally technical drawings were made by hand, but with the rise of advanced computer graphics the drawing board has been replaced by computer-aided design (CAD). CAD-drawings and models have several advantages over hand-made drawings such as the possibility of 3-D modeling, rapid prototyping, and simulation. 3D product visualization promises more interactive experiences for online shoppers, but also challenges retailers to overcome hurdles in the production of 3D content, as large-scale 3D content production can be extremel

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  • Object Data Management Group

    Object Data Management Group

    The Object Data Management Group (ODMG) was conceived in the summer of 1991 at a breakfast with object database vendors that was organized by Rick Cattell of Sun Microsystems. In 1998, the ODMG changed its name from the Object Database Management Group to reflect the expansion of its efforts to include specifications for both object database and object–relational mapping products. The primary goal of the ODMG was to put forward a set of specifications that allowed a developer to write portable applications for object database and object–relational mapping products. In order to do that, the data schema, programming language bindings, and data manipulation and query languages needed to be portable. Between 1993 and 2001, the ODMG published five revisions to its specification. The last revision was ODMG version 3.0, after which the group disbanded. == Major components of the ODMG 3.0 specification == Object Model. This was based on the Object Management Group's Object Model. The OMG core model was designed to be a common denominator for object request brokers, object database systems, object programming languages, etc. The ODMG designed a profile by adding components to the OMG core object model. Object Specification Languages. The ODMG Object Definition Language (ODL) was used to define the object types that conform to the ODMG Object Model. The ODMG Object Interchange Format (OIF) was used to dump and load the current state to or from a file or set of files. Object Query Language (OQL). The ODMG OQL was a declarative (nonprocedural) language for query and updating. It used SQL as a basis, where possible, though OQL supports more powerful object-oriented capabilities. C++ Language Binding. This defined a C++ binding of the ODMG ODL and a C++ Object Manipulation Language (OML). The C++ ODL was expressed as a library that provides classes and functions to implement the concepts defined in the ODMG Object Model. The C++ OML syntax and semantics are those of standard C++ in the context of the standard class library. The C++ binding also provided a mechanism to invoke OQL. Smalltalk Language Binding. This defined the mapping between the ODMG ODL and Smalltalk, which was based on the OMG Smalltalk binding for the OMG Interface Definition Language (IDL). The Smalltalk binding also provided a mechanism to invoke OQL. Java Language Binding. This defined the binding between the ODMG ODL and the Java programming language as defined by the Java 2 Platform. The Java binding also provided a mechanism to invoke OQL. == Status == ODMG 3.0 was published in book form in 2000.[1] By 2001, most of the major object database and object-relational mapping vendors claimed conformance to the ODMG Java Language Binding. Compliance to the other components of the specification was mixed.[2] In 2001, the ODMG Java Language Binding was submitted to the Java Community Process as a basis for the Java Data Objects specification. The ODMG member companies then decided to concentrate their efforts on the Java Data Objects specification. As a result, the ODMG disbanded in 2001. In 2004, the Object Management Group (OMG) was granted the right to revise the ODMG 3.0 specification as an OMG specification by the copyright holder, Morgan Kaufmann Publishers. In February 2006, the OMG announced the formation of the Object Database Technology Working Group (ODBT WG) and plans to work on the 4th generation of an object database standard. == ODMG Compliant DBMS == Orient ODBMS: http://www.OrienTechnologies.com Objectivity/DB C++, Java and Smalltalk interfaces.

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  • WriterDuet

    WriterDuet

    WriterDuet is a screenwriting software for writing and editing screenplays and other forms of mass media. == History == WriterDuet was founded in 2013 by Guy Goldstein. In April 2015, WriterDuet acquired the domain for Scripped.com after they closed, citing a serious technical failure. In August 2016, WriterDuet released a localized version of its software in China. In May 2018, WriterDuet included Bechdel test analysis functions to address issues of gender diversity in the screenwriting industry. In 2018, WriterDuet published WriterSolo, an offline version of their app that runs on the browser and opens/saves files on the computer, Dropbox, Google Drive, and iCloud. In July 2019, WriterDuet made the WriterSolo browser app and desktop app available as pay-what-you-want under the web address FreeScreenwriting.com. == Features == WriterDuet is primarily used to outline, write, and format screenplays to the standards recommended by the AMPAS. It also supports formats for theater, novels, and video games. The software is powered by Firebase allowing users to write together in real-time from multiple devices. WriterDuet's main competitors in the screenwriting industry are Final Draft, Celtx, and Movie Magic Screenwriter.

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  • ImageNet

    ImageNet

    The ImageNet project is a large visual database designed for use in visual object recognition software research. More than 14 million images have been hand-annotated by the project to indicate what objects are pictured and in at least one million of the images, bounding boxes are also provided. ImageNet contains more than 20,000 categories, with a typical category, such as "balloon" or "strawberry", consisting of several hundred images. The database of annotations of third-party image URLs is freely available directly from ImageNet, though the actual images are not owned by ImageNet. Since 2010, the ImageNet project runs an annual software contest, the ImageNet Large Scale Visual Recognition Challenge (ILSVRC), where software programs compete to correctly classify and detect objects and scenes. The challenge uses a "trimmed" list of one thousand non-overlapping classes. == History == AI researcher Fei-Fei Li began working on the idea for ImageNet in 2006. At a time when most AI research focused on models and algorithms, Li wanted to expand and improve the data available to train AI algorithms. In 2007, Li met with Princeton professor Christiane Fellbaum, one of the creators of WordNet, to discuss the project. As a result of this meeting, Li went on to build ImageNet starting from the roughly 22,000 nouns of WordNet and using many of its features. She was also inspired by a 1987 estimate that the average person recognizes roughly 30,000 different kinds of objects. As an assistant professor at Princeton, Li assembled a team of researchers to work on the ImageNet project. They used Amazon Mechanical Turk to help with the classification of images. Labeling started in July 2008 and ended in April 2010. It took 49K workers from 167 countries filtering and labeling over 160M candidate images. They had enough budget to have each of the 14 million images labelled three times. The original plan called for 10,000 images per category, for 40,000 categories at 400 million images, each verified 3 times. They found that humans can classify at most 2 images/sec. At this rate, it was estimated to take 19 human-years of labor (without rest). They presented their database for the first time as a poster at the 2009 Conference on Computer Vision and Pattern Recognition (CVPR) in Florida, titled "ImageNet: A Preview of a Large-scale Hierarchical Dataset". The poster was reused at Vision Sciences Society 2009. In 2009, Alex Berg suggested adding object localization as a task. Li approached PASCAL Visual Object Classes contest in 2009 for a collaboration. It resulted in the subsequent ImageNet Large Scale Visual Recognition Challenge starting in 2010, which has 1000 classes and object localization, as compared to PASCAL VOC which had just 20 classes and 19,737 images (in 2010). === Significance for deep learning === On 30 September 2012, a convolutional neural network (CNN) called AlexNet achieved a top-5 error of 15.3% in the ImageNet 2012 Challenge, more than 10.8 percentage points lower than that of the runner-up. Using convolutional neural networks was feasible due to the use of graphics processing units (GPUs) during training, an essential ingredient of the deep learning revolution. According to The Economist, "Suddenly people started to pay attention, not just within the AI community but across the technology industry as a whole." In 2015, AlexNet was outperformed by Microsoft's very deep CNN with over 100 layers, which won the ImageNet 2015 contest, having 3.57% error on the test set. Andrej Karpathy estimated in 2014 that with concentrated effort, he could reach 5.1% error rate, and ~10 people from his lab reached ~12-13% with less effort. It was estimated that with maximal effort, a human could reach 2.4%. == Dataset == ImageNet crowdsources its annotation process. Image-level annotations indicate the presence or absence of an object class in an image, such as "there are tigers in this image" or "there are no tigers in this image". Object-level annotations provide a bounding box around the (visible part of the) indicated object. ImageNet uses a variant of the broad WordNet schema to categorize objects, augmented with 120 categories of dog breeds to showcase fine-grained classification. In 2012, ImageNet was the world's largest academic user of Mechanical Turk. The average worker identified 50 images per minute. The original plan of the full ImageNet would have roughly 50M clean, diverse and full resolution images spread over approximately 50K synsets. This was not achieved. The summary statistics given on April 30, 2010: Total number of non-empty synsets: 21841 Total number of images: 14,197,122 Number of images with bounding box annotations: 1,034,908 Number of synsets with SIFT features: 1000 Number of images with SIFT features: 1.2 million === Categories === The categories of ImageNet were filtered from the WordNet concepts. Each concept, since it can contain multiple synonyms (for example, "kitty" and "young cat"), so each concept is called a "synonym set" or "synset". There were more than 100,000 synsets in WordNet 3.0, majority of them are nouns (80,000+). The ImageNet dataset filtered these to 21,841 synsets that are countable nouns that can be visually illustrated. Each synset in WordNet 3.0 has a "WordNet ID" (wnid), which is a concatenation of part of speech and an "offset" (a unique identifying number). Every wnid starts with "n" because ImageNet only includes nouns. For example, the wnid of synset "dog, domestic dog, Canis familiaris" is "n02084071". The categories in ImageNet fall into 9 levels, from level 1 (such as "mammal") to level 9 (such as "German shepherd"). === Image format === The images were scraped from online image search (Google, Picsearch, MSN, Yahoo, Flickr, etc) using synonyms in multiple languages. For example: German shepherd, German police dog, German shepherd dog, Alsatian, ovejero alemán, pastore tedesco, 德国牧羊犬. ImageNet consists of images in RGB format with varying resolutions. For example, in ImageNet 2012, "fish" category, the resolution ranges from 4288 x 2848 to 75 x 56. In machine learning, these are typically preprocessed into a standard constant resolution, and whitened, before further processing by neural networks. For example, in PyTorch, ImageNet images are by default normalized by dividing the pixel values so that they fall between 0 and 1, then subtracting by [0.485, 0.456, 0.406], then dividing by [0.229, 0.224, 0.225]. These are the mean and standard deviations for ImageNet, so this whitens the input data. === Labels and annotations === Each image is labelled with exactly one wnid. Dense SIFT features (raw SIFT descriptors, quantized codewords, and coordinates of each descriptor/codeword) for ImageNet-1K were available for download, designed for bag of visual words. The bounding boxes of objects were available for about 3000 popular synsets with on average 150 images in each synset. Furthermore, some images have attributes. They released 25 attributes for ~400 popular synsets: Color: black, blue, brown, gray, green, orange, pink, red, violet, white, yellow Pattern: spotted, striped Shape: long, round, rectangular, square Texture: furry, smooth, rough, shiny, metallic, vegetation, wooden, wet === ImageNet-21K === The full original dataset is referred to as ImageNet-21K. ImageNet-21k contains 14,197,122 images divided into 21,841 classes. Some papers round this up and name it ImageNet-22k. The full ImageNet-21k was released in Fall of 2011, as fall11_whole.tar. There is no official train-validation-test split for ImageNet-21k. Some classes contain only 1-10 samples, while others contain thousands. === ImageNet-1K === There are various subsets of the ImageNet dataset used in various context, sometimes referred to as "versions". One of the most highly used subsets of ImageNet is the "ImageNet Large Scale Visual Recognition Challenge (ILSVRC) 2012–2017 image classification and localization dataset". This is also referred to in the research literature as ImageNet-1K or ILSVRC2017, reflecting the original ILSVRC challenge that involved 1,000 classes. ImageNet-1K contains 1,281,167 training images, 50,000 validation images and 100,000 test images. Each category in ImageNet-1K is a leaf category, meaning that there are no child nodes below it, unlike ImageNet-21K. For example, in ImageNet-21K, there are some images categorized as simply "mammal", whereas in ImageNet-1K, there are only images categorized as things like "German shepherd", since there are no child-words below "German shepherd". === Later developments === In the WordNet they built ImageNet on, there were 2832 synsets in the "person" subtree. During 2018--2020 period, they removed the download of the ImageNet-21k as they went through extensive filtering in these person synsets. Out of these 2832 synsets, 1593 were deemed "potentially offensive". Out of the remaining 1239, 1081 were deemed not really "visual". The result was that only 158 syn

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  • Collaboration-oriented architecture

    Collaboration-oriented architecture

    Collaboration Oriented Architecture (COA) is a computer system that is designed to collaborate, or use services, from systems that are outside of the operators control. Collaboration Oriented Architecture will often use Service Oriented Architecture to deliver the technical framework. Collaboration Oriented Architecture is the ability to collaborate between systems that are based on the Jericho Forum principles or "Commandments". Bill Gates and Craig Mundie (Microsoft) clearly articulated the need for people to work outside of their organizations in a secure and collaborative manner in their opening keynote to the RSA Security Conference in February 2007. Successful implementation of a Collaboration Oriented Architecture implies the ability to successfully inter-work securely over the Internet and will typically mean the resolution of the problems that come with de-perimeterisation. == Etymology == The term Collaboration Oriented Architectures was defined and developed in a meeting of the Jericho Forum at a meeting held at HSBC on 6 July 2007. == Definition == The key elements that qualify a security architecture as a Collaboration Oriented Architecture are as follows; Protocol: Systems use appropriately secure protocols to communicate. Authentication: The protocol is authenticated with user and/or system credentials. Federation: User and/or systems credentials are accepted and validated by systems that are not under your (locus of) control. Network Agnostic: The design does not rely on a secure network, thus it will operate securely from an Intranet to raw-Internet Trust: The collaborating system have the capacity to be able to confirm to a specified degree of confidence that the components in a transaction chain have. Risk: The collaborating systems can make a risk assessment on any transaction based on the communicated levels of required trust, based on the required degree of identity, confidentiality, integrity, availability. == Authentication == Working in a collaborative multi-sourced environment implies the need for authentication, authorization and accountability which must interoperate / exchange outside of your locus / area of control. People/systems must be able to manage permissions of resources and rights of users they don't control There must be capability of trusting an organization, which can authenticate individuals or groups, thus eliminating the need to create separate identities In principle, only one instance of person / system / identity may exist, but privacy necessitates the support for multiple instances, or one instance with multiple facets, often referred to as personas Systems must be able to pass on security credentials /assertions Multiple loci (areas) of control must be supported

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