Morphological antialiasing

Morphological antialiasing

Morphological antialiasing (MLAA) is a spatial anti-aliasing technique used in real-time computer graphics. It reduces artifacts, such as jaggies, when representing a high-resolution image at a lower resolution. MLAA is a post-process filtering which detects borders in the resulting image and then finds specific patterns in these. Anti-aliasing is achieved by blending pixels in these borders, according to the pattern they belong to and their position within the pattern. Introduced in 2009, MLAA was an early and influential example of anti-aliasing techniques done in post-processing, which makes them suitable for deferred shading. A similar method in this class is fast approximate anti-aliasing (FXAA). Temporal anti-aliasing, also a post-process, has become the most common anti-aliasing method for real-time rendering and video games. Enhanced subpixel morphological antialiasing, or SMAA, is an image-based GPU-based implementation of MLAA developed by Universidad de Zaragoza and Crytek.

Cyborg

A cyborg () is a being with both organic and biomechatronic body parts. It is a portmanteau of cybernetic and organism. The term was coined in 1960 by Manfred Clynes and Nathan S. Kline. In contrast to biorobots and androids, the term cyborg applies to a living organism that has undergone restoration of function or enhancements of abilities due to the integration of some artificial component or technology that relies on feedback. == Description and definition == Alternative names for a cyborg include cybernetic organism, cyber-organism, cyber-organic being, cybernetically enhanced organism, cybernetically augmented organism, technorganic being, techno-organic being, and techno-organism. Unlike bionics, biorobotics, or androids, a cyborg is an organism that has restored function or, especially, enhanced abilities due to the integration of some artificial component or technology that relies on some sort of feedback, for example: prostheses, artificial organs, implants or, in some cases, wearable technology. Cyborg technologies may enable or support collective intelligence. A related idea is the "augmented human". While cyborgs are commonly thought of as mammals, including humans, the term can apply to any organism. === Placement and distinctions === D. S. Halacy's Cyborg: Evolution of the Superman (1965) featured an introduction which spoke of a "new frontier" that was "not merely space, but more profoundly the relationship between 'inner space' to 'outer space' – a bridge...between mind and matter." In "A Cyborg Manifesto", Donna Haraway rejects the notion of rigid boundaries between humanity and technology, arguing that, as humans depend on more technology over time, humanity and technology have become too interwoven to draw lines between them. She believes that since we have allowed and created machines and technology to be so advanced, there should be no reason to fear what we have created, and cyborgs should be embraced because they are part of human identities. However, Haraway has also expressed concern over the contradictions of scientific objectivity and the ethics of technological evolution, and has argued that "There are political consequences to scientific accounts of the world." === Biosocial definition === According to some definitions of the term, the physical attachments that humans have with even the most basic technologies have already made them cyborgs. In a typical example, a human with an artificial cardiac pacemaker or implantable cardioverter-defibrillator would be considered a cyborg, since these devices measure voltage potentials in the body, perform signal processing, and can deliver electrical stimuli, using a synthetic feedback mechanism to keep that person alive. Implants, especially cochlear implants, that combine mechanical modification with any kind of feedback response are also cybernetic enhancements. Some theorists cite such modifications as contact lenses, hearing aids, smartphones, or intraocular lenses as examples of fitting humans with technology to enhance their biological capabilities. The emerging trend of implanting microchips inside the body (mainly the hands), to make financial operations like a contactless payment, or basic tasks like opening a door, has been erroneously marketed as more recent examples of cybernetic enhancement. The latter has not yet seen significant traction outside niche areas in Scandinavia and in actual function is little more than a pre-programmed Radio-frequency identification (RFID) microchip encased in glass that does not interact with the human body (it is the same technology used in the microchips injected into animals for ease of identification), thus not fitting the definition of a cybernetic implant. As cyborgs currently are on the rise, some theorists argue there is a need to develop new definitions of aging. For instance, a bio-techno-social definition of aging has been suggested. The term is also used to address human-technology mixtures in the abstract. This includes not only commonly used pieces of technology such as phones, computers, the Internet, and so on, but also artifacts that are not usually considered technology; for example, pen and paper, and speech and language. When augmented with these technologies and connected in communication with people in other times and places, a person becomes capable of more than they were before. An example is a computer, which gains power by using Internet protocols to connect with other computers. Another example is a social-media bot—either a bot-assisted human or a human-assisted-bot—used to target social media with likes and shares. Cybernetic technologies thus include highways, pipes, electrical wiring, buildings, electrical plants, libraries, and other infrastructural constructs. Bruce Sterling, in his Shaper/Mechanist universe, suggested an idea of an alternative cyborg called 'Lobster', which is made not by using internal implants, but by using an external shell (e.g. a powered exoskeleton). The computer game Deus Ex: Invisible War prominently features cyborgs called Omar, Russian for 'lobster'. === Evolutionary perspective === In 1994, Hans Hass formulated a scientific view of the human-machine hybrids he called "hypercells". They can expand their biological cell body with artificial artifacts and thus expand their performance body. The theory of hypercells or Homo proteus, as Hass called the human-machine hybrid to distinguish Homo sapiens, extends Charles Darwin's theory of evolution and deals with the course of evolution beyond humans. In his 2019 book Novacene, James Lovelock used the term "cyborgs" to refer to the next generation of beings who will become the "understanders of the future" and "lead the cosmos to self-knowledge". While acknowledging the organic component in Clynes' and Kline's definition, he proposed that these cyborgs "will have designed and built themselves from the artificial intelligence systems we have already constructed", and used the term cyborg "to emphasize that the new intelligent beings will have arisen, like us, from Darwinian evolution." == Origins == The concept of a man-machine mixture was widespread in science fiction before World War II. As early as 1843, Edgar Allan Poe described a man with extensive prostheses in the short story "The Man That Was Used Up". In 1911, Jean de La Hire introduced the Nyctalope, a science fiction hero who was perhaps the first literary cyborg, in Le Mystère des XV (later translated as The Nyctalope on Mars). Nearly two decades later, Edmond Hamilton presented space explorers with a mixture of organic and machine parts in his 1928 novel The Comet Doom. He later featured the talking, living brain of an old scientist, Simon Wright, floating in a transparent case, and in all the adventures of his famous hero, Captain Future. In 1944, in the short story "No Woman Born", C. L. Moore wrote of Deirdre, a dancer, whose body was burned completely and whose brain was placed in a faceless but beautiful and supple mechanical body. In 1960, the term "cyborg" was coined by Manfred E. Clynes and Nathan S. Kline to refer to their conception of an enhanced human being who could survive in extraterrestrial environments: For the exogenously extended organizational complex functioning as an integrated homeostatic system unconsciously, we propose the term 'Cyborg'. Their concept was the outcome of thinking about the need for an intimate relationship between human and machine as the new frontier of space exploration was beginning to develop. A designer of physiological instrumentation and electronic data-processing systems, Clynes was the chief research scientist in the Dynamic Simulation Laboratory at Rockland State Hospital in New York. The term first appears in print 5 months earlier when The New York Times reported on the "Psychophysiological Aspects of Space Flight Symposium" where Clynes and Kline first presented their paper: A cyborg is essentially a man-machine system in which the control mechanisms of the human portion are modified externally by drugs or regulatory devices so that the being can live in an environment different from the normal one. Thereafter, Hamilton would first use the term "cyborg" explicitly in the 1962 short story, "After a Judgment Day", to describe the "mechanical analogs" called "Charlies," explaining that "[c]yborgs, they had been called from the first one in the 1960s...cybernetic organisms." The 1972 novel Cyborg by Martin Caidin introduced the character of bionic government agent Steve Austin, and was adapted into the popular television series The Six Million Dollar Man, which ran from 1973 to 1978. In 2001, a book titled Cyborg: Digital Destiny and Human Possibility in the Age of the Wearable computer was published by Doubleday. Some of the ideas in the book were incorporated into the documentary film Cyberman that same year. == Cyborg tissues in engineering == Cyborg tissues structured with carbon nanotubes and plan

Discoverability

Discoverability is the degree to which something, especially a piece of content or information, can be found in a search of a file, database, or other information system. Discoverability is a concern in library and information science, many aspects of digital media, software and web development, and in marketing, since products and services cannot be used if people cannot find it or do not understand what it can be used for. In human-computer interaction the term is further used to describe the discoverability of interactions, features and interactive systems overall . Metadata, or "information about information", such as a book's title, a product's description, or a website's keywords, affects how discoverable something is on a database or online. Adding metadata to a product that is available online can make it easier for end users to find the product. For example, if a song file is made available online, making the title, band name, genre, year of release, and other pertinent information available in connection with this song means the file can be retrieved more easily. The organization of information through the implementation of alphabetical structures or the integration of content into search engines exemplifies strategies employed to enhance the discoverability of information. The concept of discoverability, while related to but distinct from accessibility and usability, which are other qualities that affect the usefulness of a piece of information, is a critical aspect of information retrieval. == Etymology == The concept of "discoverability" in an information science and online context is a loose borrowing from the concept of the similar name in the legal profession. In law, "discovery" is a pre-trial procedure in a lawsuit in which each party, through the law of civil procedure, can obtain evidence from the other party or parties by means of discovery devices such as a request for answers to interrogatories, request for production of documents, request for admissions and depositions. Discovery can be obtained from non-parties using subpoenas. When a discovery request is objected to, the requesting party may seek the assistance of the court by filing a motion to compel discovery. == Purpose == The usability of any piece of information directly relates to how discoverable it is, either in a "walled garden" database or on the open Internet. The quality of information available on this database or on the Internet depends upon the quality of the meta-information about each item, product, or service. In the case of a service, because of the emphasis placed on service reusability, opportunities should exist for reuse of this service. However, reuse is only possible if information is discoverable in the first place. To make items, products, and services discoverable, the process is as follows: Document the information about the item, product or service (the metadata) in a consistent manner. Store the documented information (metadata) in a searchable repository. while technically a human-searchable repository, such as a printed paper list would qualify, "searchable repository" is usually taken to mean a computer-searchable repository, such as a database that a human user can search using some type of search engine or "find" feature. Enable search for the documented information in an efficient manner. supports number 2, because while reading through a printed paper list by hand might be feasible in a theoretical sense, it is not time and cost-efficient in comparison with computer-based searching. Apart from increasing the reuse potential of the services, discoverability is also required to avoid development of solution logic that is already contained in an existing service. To design services that are not only discoverable but also provide interpretable information about their capabilities, the service discoverability principle provides guidelines that could be applied during the service-oriented analysis phase of the service delivery process. === Specific to digital media === In relation to audiovisual content, according to the meaning given by the Canadian Radio-television and Telecommunications Commission (CRTC) for the purpose of its 2016 Discoverability Summit, discoverability can be summed up to the intrinsic ability of given content to "stand out of the lot", or to position itself so as to be easily found and discovered. A piece of audiovisual content can be a movie, a TV series, music, a book (eBook), an audio book or podcast. When audiovisual content such as a digital file for a TV show, movie, or song, is made available online, if the content is "tagged" with identifying information such as the names of the key artists (e.g., actors, directors and screenwriters for TV shows and movies; singers, musicians and record producers for songs) and the genres (for movies genres, music genres, etc.). When users interact with online content, algorithms typically determine what types of content the user is interested in, and then a computer program suggests "more like this", which is other content that the user may be interested in. Different websites and systems have different algorithms, but one approach, used by Amazon (company) for its online store, is to indicate to a user: "customers who bought x also bought y" (affinity analysis, collaborative filtering). This example is oriented around online purchasing behaviour, but an algorithm could also be programmed to provide suggestions based on other factors (e.g., searching, viewing, etc.). Discoverability is typically referred to in connection with search engines. A highly "discoverable" piece of content would appear at the top, or near the top of a user's search results. A related concept is the role of "recommendation engines", which give a user recommendations based on his/her previous online activity. Discoverability applies to computers and devices that can access the Internet, including various console video game systems and mobile devices such as tablets and smartphones. When producers make an effort to promote content (e.g., a TV show, film, song, or video game), they can use traditional marketing (billboards, TV ads, radio ads) and digital ads (pop-up ads, pre-roll ads, etc.), or a mix of traditional and digital marketing. Even before the user's intervention by searching for a certain content or type of content, discoverability is the prime factor which contributes to whether a piece of audiovisual content will be likely to be found in the various digital modes of content consumption. As of 2017, modes of searching include looking on Netflix for movies, Spotify for music, Audible for audio books, etc., although the concept can also more generally be applied to content found on Twitter, Tumblr, Instagram, and other websites. It involves more than a content's mere presence on a given platform; it can involve associating this content with "keywords" (tags), search algorithms, positioning within different categories, metadata, etc. Thus, discoverability enables as much as it promotes. For audiovisual content broadcast or streamed on digital media using the Internet, discoverability includes the underlying concepts of information science and programming architecture, which are at the very foundation of the search for a specific product, information or content. === Human-Computer Interaction === In human–computer interaction (HCI), discoverability refers to the ability of users to perceive and comprehend a system, function, or input method upon encountering it, despite a lack of prior awareness or knowledge, whether through intentional effort or serendipitously . The concept was popularised by Don Norman, who framed it around whether users can determine what actions are possible and how to perform them . Discoverability is considered a precondition for learnability, though the two concepts are frequently conflated in the literature . == Applications == === Within a webpage === Within a specific webpage or software application ("app"), the discoverability of a feature, content or link depends on a range of factors, including the size, colour, highlighting features, and position within the page. When colour is used to communicate the importance of a feature or link, designers typically use other elements as well, such as shadows or bolding, for individuals, who cannot see certain colours. Just as traditional paper printing created other physical locations that stood out, such as being "above the fold" of a newspaper versus "below the fold", a web page or app's screenview may have certain locations that give features additional visibility to users, such as being right at the bottom of the web page or screen. The positional advantages or disadvantages of various locations depend on different cultures and languages (e.g., left to right vs. right to left). Some locations have become established, such as having toolbars at the top of a screen or webpage. Some designers have argued t

Information architecture

Information architecture is the structural design of shared information environments, in particular the organisation of websites and software to support usability and findability. The term information architecture was coined by Richard Saul Wurman. Since its inception, information architecture has become an emerging community of practice focused on applying principles of design, architecture and information science in digital spaces. Typically, a model or concept of information is used and applied to activities which require explicit details of complex information systems. These activities include library systems and database development. == Definition == The term information architecture has different meanings in different branches of information systems or information technology. === User experience === In user experience design, information architecture has been described as the structural design of shared information environments, comprising the study and practice of organising and labelling web sites, intranets, online communities, and software to support user experience, in particular, the findability and usability of information. It has also been described as an emerging community of practice focused on bringing principles of design and architecture to the digital landscape. === Information systems === Technically speaking, information architecture comprises the combination of organization, labeling, search and navigation systems within websites and intranets, serving as a navigational aid to the content of information-rich systems. === Data architecture === Information architecture can be described as a subset of data architecture where usable data is constructed, designed, and arranged in a fashion most useful to the users of data. === Systems design === In the field of systems design, for example, information architecture is a component of enterprise architecture that deals with the information component when describing the structure of an enterprise. Some system design practitioners regard information architecture as strictly the application of information science to web design, which considers such issues as classification and information retrieval, and not factors like user experience and information design. == Principles == Principles of information architecture include the following: The principle of objects The principle of choices The principle of disclosure The principle of exemplars The principle of front doors The principle of multiple classification The principle of focused navigation The principle of growth == History == Richard Saul Wurman is credited with coining the term information architecture in relation to the design of information. From 1998 to 2015, Peter Morville and Louis Rosenfeld were co-authors of Information Architecture for the World Wide Web. Other authors include Jesse James Garrett and Christina Wodtke.

Bibliometrician

A bibliometrician is a researcher or a specialist in bibliometrics. It is near-synonymous with an informetrican (who studies informetrics), a scientometrican (who study scientometrics) and a webometrician, who study webometrics. == Notable bibliometricians == Christine L. Borgman Samuel C. Bradford Blaise Cronin Margaret Elizabeth Egan Eugene Garfield (developer of the Science Citation Index and the Impact factor) Jorge E. Hirsch (developer of the h-index) Alfred J. Lotka Vasily Nalimov Derek J. de Solla Price Ronald Rousseau George Kingsley Zipf

List of security assessment tools

This is a list of available software and hardware tools that are designed for or are particularly suited to various kinds of security assessment and security testing. == Operating systems and tool suites == Several operating systems and tool suites provide bundles of tools useful for various types of security assessment. === Operating system distributions === Kali Linux (formerly BackTrack), a penetration-test-focused Linux distribution based on Debian Pentoo, a penetration-test-focused Linux distribution based on Gentoo ParrotOS, a Linux distro focused on penetration testing, forensics, and online anonymity. == Tools ==

Flajolet–Martin algorithm

The Flajolet–Martin algorithm is an algorithm for approximating the number of distinct elements in a stream with a single pass and space-consumption logarithmic in the maximal number of possible distinct elements in the stream (the count-distinct problem). The algorithm was introduced by Philippe Flajolet and G. Nigel Martin in their 1984 article "Probabilistic Counting Algorithms for Data Base Applications". Later it has been refined in "LogLog counting of large cardinalities" by Marianne Durand and Philippe Flajolet, and "HyperLogLog: The analysis of a near-optimal cardinality estimation algorithm" by Philippe Flajolet et al. In their 2010 article "An optimal algorithm for the distinct elements problem", Daniel M. Kane, Jelani Nelson and David P. Woodruff give an improved algorithm, which uses nearly optimal space and has optimal O(1) update and reporting times. == The algorithm == Assume that we are given a hash function h a s h ( x ) {\displaystyle \mathrm {hash} (x)} that maps input x {\displaystyle x} to integers in the range [ 0 ; 2 L − 1 ] {\displaystyle [0;2^{L}-1]} , and where the outputs are sufficiently uniformly distributed. Note that the set of integers from 0 to 2 L − 1 {\displaystyle 2^{L}-1} corresponds to the set of binary strings of length L {\displaystyle L} . For any non-negative integer y {\displaystyle y} , define b i t ( y , k ) {\displaystyle \mathrm {bit} (y,k)} to be the k {\displaystyle k} -th bit in the binary representation of y {\displaystyle y} , such that: y = ∑ k ≥ 0 b i t ( y , k ) 2 k . {\displaystyle y=\sum _{k\geq 0}\mathrm {bit} (y,k)2^{k}.} We then define a function ρ ( y ) {\displaystyle \rho (y)} that outputs the position of the least-significant set bit in the binary representation of y {\displaystyle y} , and L {\displaystyle L} if no such set bit can be found as all bits are zero: ρ ( y ) = { min { k ≥ 0 ∣ b i t ( y , k ) ≠ 0 } y > 0 L y = 0 {\displaystyle \rho (y)={\begin{cases}\min\{k\geq 0\mid \mathrm {bit} (y,k)\neq 0\}&y>0\\L&y=0\end{cases}}} Note that with the above definition we are using 0-indexing for the positions, starting from the least significant bit. For example, ρ ( 13 ) = ρ ( 1101 2 ) = 0 {\displaystyle \rho (13)=\rho (1101_{2})=0} , since the least significant bit is a 1 (0th position), and ρ ( 8 ) = ρ ( 1000 2 ) = 3 {\displaystyle \rho (8)=\rho (1000_{2})=3} , since the least significant set bit is at the 3rd position. At this point, note that under the assumption that the output of our hash function is uniformly distributed, then the probability of observing a hash output ending with 2 k {\displaystyle 2^{k}} (a one, followed by k {\displaystyle k} zeroes) is 2 − ( k + 1 ) {\displaystyle 2^{-(k+1)}} , since this corresponds to flipping k {\displaystyle k} heads and then a tail with a fair coin. Now the Flajolet–Martin algorithm for estimating the cardinality of a multiset M {\displaystyle M} is as follows: Initialize a bit-vector BITMAP to be of length L {\displaystyle L} and contain all 0s. For each element x {\displaystyle x} in M {\displaystyle M} : Calculate the index i = ρ ( h a s h ( x ) ) {\displaystyle i=\rho (\mathrm {hash} (x))} . Set B I T M A P [ i ] = 1 {\displaystyle \mathrm {BITMAP} [i]=1} . Let R {\displaystyle R} denote the smallest index i {\displaystyle i} such that B I T M A P [ i ] = 0 {\displaystyle \mathrm {BITMAP} [i]=0} . Estimate the cardinality of M {\displaystyle M} as 2 R / ϕ {\displaystyle 2^{R}/\phi } , where ϕ ≈ 0.77351 {\displaystyle \phi \approx 0.77351} . The idea is that if n {\displaystyle n} is the number of distinct elements in the multiset M {\displaystyle M} , then B I T M A P [ 0 ] {\displaystyle \mathrm {BITMAP} [0]} is accessed approximately n / 2 {\displaystyle n/2} times, B I T M A P [ 1 ] {\displaystyle \mathrm {BITMAP} [1]} is accessed approximately n / 4 {\displaystyle n/4} times and so on. Consequently, if i ≫ log 2 ⁡ n {\displaystyle i\gg \log _{2}n} , then B I T M A P [ i ] {\displaystyle \mathrm {BITMAP} [i]} is almost certainly 0, and if i ≪ log 2 ⁡ n {\displaystyle i\ll \log _{2}n} , then B I T M A P [ i ] {\displaystyle \mathrm {BITMAP} [i]} is almost certainly 1. If i ≈ log 2 ⁡ n {\displaystyle i\approx \log _{2}n} , then B I T M A P [ i ] {\displaystyle \mathrm {BITMAP} [i]} can be expected to be either 1 or 0. The correction factor ϕ ≈ 0.77351 {\displaystyle \phi \approx 0.77351} (OEIS: A244256) is found by calculations, which can be found in the original article. == Improving accuracy == A problem with the Flajolet–Martin algorithm in the above form is that the results vary significantly. A common solution has been to run the algorithm multiple times with k {\displaystyle k} different hash functions and combine the results from the different runs. One idea is to take the mean of the k {\displaystyle k} results together from each hash function, obtaining a single estimate of the cardinality. The problem with this is that averaging is very susceptible to outliers (which are likely here). A different idea is to use the median, which is less prone to be influences by outliers. The problem with this is that the results can only take form 2 R / ϕ {\displaystyle 2^{R}/\phi } , where R {\displaystyle R} is integer. A common solution is to combine both the mean and the median: Create k ⋅ l {\displaystyle k\cdot l} hash functions and split them into k {\displaystyle k} distinct groups (each of size l {\displaystyle l} ). Within each group use the mean for aggregating together the l {\displaystyle l} results, and finally take the median of the k {\displaystyle k} group estimates as the final estimate. The 2007 HyperLogLog algorithm splits the multiset into subsets and estimates their cardinalities, then it uses the harmonic mean to combine them into an estimate for the original cardinality.