RAMnets

RAMnets

RAMnets is one of the oldest practical neurally inspired classification algorithms. The RAMnets is also known as a type of "n-tuple recognition method" or "weightless neural network". == Algorithm == Consider (let us say N) sets of n distinct bit locations are selected randomly. These are the n-tuples. The restriction of a pattern to an n-tuple can be regarded as an n-bit number which, together with the identity of the n-tuple, constitutes a `feature' of the pattern. The standard n-tuple recognizer operates simply as follows: A pattern is classified as belonging to the class for which it has the most features in common with at least one training pattern of that class. This is the Θ {\displaystyle \Theta } = 0 case of a more general rule whereby the class assigned to unclassified pattern u is a c r g m a x ( ∑ i = 1 N Θ ( ∑ v ∈ D c δ ( α i ( u ) , α i ( v ) ) ) ) {\displaystyle {\begin{aligned}{\underset {c}{a}}rgmax(\sum _{i=1}^{N}\Theta (\sum _{v\in D_{c}}\delta (\alpha _{i}(u),\alpha _{i}(v))))\end{aligned}}} where Dc is the set of training patterns in class c, Θ ( x ) {\displaystyle \Theta (x)} = x for 0 ≤ x ≤ θ {\displaystyle 0\leq x\leq \theta } , Θ ( x ) = θ {\displaystyle \Theta (x)=\theta } for x ≥ θ {\displaystyle x\geq \theta } , δ i , j {\displaystyle \delta _{i,j}} is the Kronecker delta( δ i , j {\displaystyle \delta _{i,j}} =1 if i=j and 0 otherwise.)and ( α i ( u ) ) {\displaystyle (\alpha _{i}(u))} is the ith feature of the pattern u: ∑ j = 0 n − 1 u η i ( j ) 2 j {\displaystyle \sum _{j=0}^{n-1}u_{\eta }i(j)2^{j}} Here uk is the kth bit of u and u η i ( j ) {\displaystyle u_{\eta }i(j)} is the jth bit location of the ith n-tuple. With C classes to distinguish, the system can be implemented as a network of NC nodes, each of which is a random access memory (RAM); hence the term RAMnet. The memory content m c i α {\displaystyle m_{ci\alpha }} at address α {\displaystyle \alpha } of the ith node allocated to class c is set to m c i α {\displaystyle m_{ci\alpha }} = Θ ( ∑ v ∈ D c δ ( α , α i ( v ) ) ) {\displaystyle \Theta (\sum _{v\in D_{c}}\delta (\alpha ,\alpha _{i}(v)))} In the usual θ {\displaystyle \theta } = 1 case, the 1-bit content of m c i α {\displaystyle m_{ci\alpha }} is set if any pattern of Dc has feature α {\displaystyle \alpha } and unset otherwise. Recognition is accomplished by summing the contents of the nodes of each class at the addresses given by the features of the unclassified pattern. That is, pattern u is assigned to class a c r g m a x ( ∑ i = 1 N m c i α ( u ) ) {\displaystyle {\begin{aligned}{\underset {c}{a}}rgmax(\sum _{i=1}^{N}m_{ci\alpha }(u))\end{aligned}}} == RAM-discriminators and WiSARD == The RAMnets formed the basis of a commercial product known as WiSARD (Wilkie, Stonham and Aleksander Recognition Device) was the first artificial neural network machine to be patented. A RAM-discriminator consists of a set of X one-bit word RAMs with n inputs and a summing device (Σ). Any such RAM-discriminator can receive a binary pattern of X⋅n bits as input. The RAM input lines are connected to the input pattern by means of a biunivocal pseudo-random mapping. The summing device enables this network of RAMs to exhibit – just like other ANN models based on synaptic weights – generalization and noise tolerance. In order to train the discriminator one has to set all RAM memory locations to 0 and choose a training set formed by binary patterns of X⋅n bits. For each training pattern, a 1 is stored in the memory location of each RAM addressed by this input pattern. Once the training of patterns is completed, RAM memory contents will be set to a certain number of 0's and 1's. The information stored by the RAM during the training phase is used to deal with previous unseen patterns. When one of these is given as input, the RAM memory contents addressed by the input pattern are read and summed by Σ. The number r thus obtained, which is called the discriminator response, is equal to the number of RAMs that output 1. r reaches the maximum X if the input belongs to the training set. r is equal to 0 if no n-bit component of the input pattern appears in the training set (not a single RAM outputs 1). Intermediate values of r express a kind of “similarity measure” of the input pattern with respect to the patterns in the training set. A system formed by various RAM-discriminators is called WiSARD. Each RAM-discriminator is trained on a particular class of patterns, and classification by the multi-discriminator system is performed in the following way. When a pattern is given as input, each RAM-discriminator gives a response to that input. The various responses are evaluated by an algorithm which compares them and computes the relative confidence c of the highest response (e.g., the difference d between the highest response and the second highest response, divided by the highest response). A schematic representation of a RAM-discriminator and a 10 RAM-discriminator WiSARD is shown in Figure 1.

National Cyber Security Policy 2013

National Cyber Security Policy is a policy framework by Department of Electronics and Information Technology (DeitY) It aims at protecting the public and private infrastructure from cyber attacks. The policy also intends to safeguard "information, such as personal information (of web users), financial and banking information and sovereign data". This was particularly relevant in the wake of US National Security Agency (NSA) leaks that suggested the US government agencies are spying on Indian users, who have no legal or technical safeguards against it. Ministry of Communications and Information Technology (India) defines Cyberspace as a complex environment consisting of interactions between people, software services supported by worldwide distribution of information and communication technology. == Reason for Cyber Security policies == India had no Cyber security policy before 2013. In 2013, The Hindu newspaper, citing documents leaked by NSA whistle-blower Edward Snowden, has alleged that much of the NSA surveillance was focused on India's domestic politics and its strategic and commercial interests. This sparked a furore among people. Under pressure, the government unveiled a National Cyber Security Policy 2013 on 2 July 2013. == Vision == To build a secure and resilient cyberspace for citizens, business, and government and also to protect anyone from intervening in user's privacy.It mentioned a five year target of training five lakh cyber security personnel by 2018. == Mission == To protect information and information infrastructure in cyberspace, build capabilities to prevent and respond to cyber threat, reduce vulnerabilities and minimize damage from cyber incidents through a combination of institutional structures, people, processes, technology, and cooperation. == Objective == Ministry of Communications and Information Technology (India) define objectives as follows: To create a secure cyber ecosystem in the country, generate adequate trust and confidence in IT system and transactions in cyberspace and thereby enhance adoption of IT in all sectors of the economy. To create an assurance framework for the design of security policies and promotion and enabling actions for compliance to global security standards and best practices by way of conformity assessment (Product, process, technology & people). To strengthen the Regulatory Framework for ensuring a SECURE CYBERSPACE ECOSYSTEM. To enhance and create National and Sectoral level 24x7 mechanism for obtaining strategic information regarding threats to ICT infrastructure, creating scenarios for response, resolution and crisis management through effective predictive, preventive, protective response and recovery actions. -To improve visibility of integrity of ICT products and services by establishing infrastructure for testing & validation of security of such product. To create workforce for 500,000 professionals skilled in next 5 years through capacity building skill development and training. To provide fiscal benefit to businesses for adoption of standard security practices and processes. To enable Protection of information while in process, handling, storage & transit so as to safeguard privacy of citizen's data and reducing economic losses due to cyber crime or data theft. To enable effective prevention, investigation and prosecution of cybercrime and enhancement of law enforcement capabilities through appropriate legislative intervention. == Strategies == Creating a secured Ecosystem. Creating an assurance framework. Encouraging Open Standards. Strengthening The regulatory Framework. Creating a mechanism for Security Threats Early Warning, Vulnerability management, and response to security threats. Securing E-Governance services. Protection and resilience of Critical Information Infrastructure. Promotion of Research and Development in cyber security. Reducing supply chain risks Human Resource Development (fostering education and training programs both in formal and informal sectors to Support the Nation's cyber security needs and build capacity. Creating cyber security awareness. Developing effective Public-Private partnerships. To develop bilateral and multilateral relationships in the area of cyber security with another country. (Information sharing and cooperation) a Prioritized approach for implementation.

Lost Art-Database

The Lost Art-Datenbank is an online database published by the German Lost Art Foundation (Deutsches Zentrum Kulturgutverluste. It contains information on cultural objects looted from Jewish collectors or transferred due to Nazi persecution during the Nazi era. Until 2015, it was managed by the Koordinierungsstelle für Kulturgutverluste (Magdeburg Coordination Office). == Creation == Following the Washington Conference of 1998, and the commitments to provide more transparency regarding looted art, Germany launched the Lost Art Database in 2000 order to help Holocaust victims and their families track down artworks that had been looted from them or lost due to Nazi persecution. == Functionality == The Lost Art Database lists art and books and other cultural objects that were lost, seized, stolen or forceably sold during the Nazi era. The database is divided into search requests from victims' families, heirs or institutions and "found" reports from cultural institutions on items with unresolved provenance gaps from the Nazi periods. The section on reports of finds lists objects that are known to have been unlawfully seized or relocated as a result of the war. In addition, reports are published here on cultural objects for which an uncertain or incomplete provenance may indicate a possible unlawful seizure or war-related relocation. The publication of reports in the Lost Art Internet Database is carried out on behalf of and with the consent of the reporting persons and institutions. The responsibility for the content of the reports lies with these legal or natural persons. There have been controversies over which items should be included in the database. Lost Art is based on the Washington Principles adopted in 1998, which Germany has committed itself to implementing (Joint Declaration, 1999). The Lost Art Database is considered a key resource in the search for looted art and the victims of persecution. Every item in the Lost Art Database has an identifier, known as a Lost Art ID. Proveana is the linked research database. == Other lost art databases == Other countries have launched databases to help identify Nazi looted art. Each database has its own area of focus. The German Lost Art Database allows families or heirs to submit information. Other countries have databases that focus on looted artworks that have not been found or artworks that were repatriated to the national authorities after the defeat of the Nazis but were never returned to their original owners. Other databases have been created for stolen antiquities, looted art from colonial era, art stolen from Syria, Iraq, Ukraine, or from museums or collectors.

Path tracing

Path tracing is a rendering algorithm in computer graphics that simulates how light interacts with objects and participating media to generate realistic (physically plausible) images. It is based on earlier, more limited, ray tracing algorithms. Path tracing is used to create photorealistic images for artistic purposes, and for applications such as architectural rendering and product design. It is also used to render frames for animated films, and visual effects for film and television. Because it can be very accurate and unbiased, it is commonly used to generate reference images when testing the quality of other rendering algorithms. The technique uses the Monte Carlo method to compute estimates of global illumination and simulate the ways different materials reflect (or scatter), transmit, absorb, and emit light. It can incorporate simple modeling of the effects of aperture and lens (depth of field, and bokeh) and shutter speed (motion blur), or more realistic simulation of the optical components in a camera. The algorithm works by describing illumination in a scene using the rendering equation, or light transport equation, and finding an approximate solution using Monte Carlo integration. An inefficient (but accurate) version of the algorithm can be very simple, and involves tracing a ray from the camera, allowing this ray to bounce in random directions as it hits different objects in the scene, and computing the amount of light transmitted along the path to the camera whenever the path encounters a light source. This process is repeated many times for each pixel (each repetition, with generated path and transmitted light, is called a sample), and the results are averaged. One main difference between this algorithm and standard ray tracing is that a single unbranching path is traced each time, while "Whitted-style" or "Cook-style" ray tracing recursively samples branching paths (e.g. when light is both reflected and refracted by a glass object). More practical versions incorporate improvements such as quasi-Monte Carlo methods (techniques that distribute samples more evenly), importance sampling (take more samples of paths that are likely to transport more light), and next event estimation (allow a very limited form of branching, and sample additional paths that connect to the lights more directly). Because path tracing uses random samples there is noise in the final image, which decreases as more samples are taken. Images commonly require many thousands of samples per pixel (spp) to reduce noise to an acceptable level, and denoising techniques (e.g. based on neural networks) are often used. Denoising is usually necessary when path tracing is used for real-time rendering in video games, because relatively few samples can be taken. Many alternative algorithms for path tracing have been developed, although they do not always outperform more straightforward implementations. These include bidirectional path tracing (which traces paths forwards from the light source as well as backwards from the camera), Metropolis light transport, and ways of combining path tracing with photon mapping. Video games often use biased versions of path tracing to improve performance (e.g. limiting the number of bounces in each path). A family of techniques called ReSTIR has been developed that can help real-time path tracing by sharing data between nearby pixels and consecutive frames. == History == Like all ray tracing methods, path tracing is based on ray casting, which Arthur Appel used for computer graphics rendering in the late 1960s. In 1980, John Turner Whitted published a recursive ray tracing algorithm that allows rendering images of scenes containing mirrored surfaces and refractive transparent objects. In 1984, Cook et al. described a form of ray tracing called distributed ray tracing, which uses Monte Carlo integration to render effects such as depth of field, motion blur, reflection from rough surfaces, and area lights. The same year, the radiosity method (not a ray tracing method) was published, which was the first physically based method for rendering diffuse global illumination. In 1986, Jim Kajiya published a paper exploring how to use distributed ray tracing to render physically-based global illumination, and this paper also introduced and named the method called "path tracing". Path tracing and other distributed ray tracing techniques were further refined in the late 1980s and early 1990s by researchers such as James Arvo and Peter Shirley, and by Greg Ward in the open source Radiance software. Despite being theoretically able to render any lighting, the original form of path tracing can sometimes be very inefficient (or noisy) for rendering light that is reflected or refracted before illuminating a visible surface, including diffuse global illumination where light enters an area through narrow gaps, because it traces paths only from the camera. To address this, variations of path tracing that trace paths from both the camera and from light sources, called bidirectional path tracing, were published in 1993 by Eric Lafortune and Yves Willems, and in 1997 by Eric Veach and Leonidas Guibas. In 1997 Veach and Guibas also published an alternative method called Metropolis light transport, which combines bidirectional path tracing with the Metropolis method. Veach's lengthy Ph.D. dissertation described both techniques, along with the theoretical background of path tracing; later, the book Physically Based Rendering (which won an Academy Award for Technical Achievement in 2014) helped to make information about path tracing more widely available. Path tracing requires tracing a large number of paths of light in order to produce an image with a visually acceptable amount of noise. This made path tracing very slow on computers available in the 1980s and 1990s, and noise remained a problem when trying to reproduce the style of earlier computer graphics animated films. Most animated films produced until around 2010, by studios such as Pixar, used rasterization-based rendering, with ray tracing used selectively for reflections (and later for precomputed or cached global illumination). However the speed of computers rapidly increased during the 1990s. Blue Sky Studios pioneered using Monte Carlo ray tracing for global illumination in animation, including in the 1998 short film "Bunny", but they did not disclose the precise techniques used. Path tracing gradually become more practical for film production in the early 2000s. The Arnold renderer, developed by Marcos Fajardo, was used by Sony Pictures Imageworks to produce the feature-length film Monster House, released in 2006. Pixar rewrote their RenderMan software to use path tracing, and released their first feature-length path-traced film Finding Dory in 2016. Although path tracing still had a large computational cost, animation studios discovered that less human labor was required when using it, for example because global illumination no longer needed to be faked by manually placing lights. The amount of noise present in path traced images still caused difficulties, particularly when rendering motion blur (which was used extensively by earlier animated films) but denoising techniques were developed to address this. New techniques were also needed for rendering hair and fur, and to handle the extremely large scenes sometimes required by films. Renderers such as Arnold, and Disney's Hyperion, originally only used CPUs for rendering, but as GPUs became more capable (and APIs such as CUDA, OpenCL, and OptiX were released) researchers and developers began adapting algorithms and implementations to use GPUs. GPUs can dramatically reduce rendering time: for example using a high-end GPU to accelerate portions of the rendering code can make it over 30 times faster than using only a high-end CPU. == Description == Kajiya's 1986 paper defined a recursive integral equation called the rendering equation, which describes a simplified form of light transport. Using Monte Carlo integration for the integral on the right side of the equation leads fairly directly to the path tracing algorithm: I ( x , x ′ ) = g ( x , x ′ ) [ ϵ ( x , x ′ ) + ∫ S ρ ( x , x ′ , x ″ ) I ( x ′ , x ″ ) d x ″ ] {\displaystyle I(x,x')=g(x,x')\left[\epsilon (x,x')+\int _{S}\rho (x,x',x'')I(x',x'')dx''\right]} This expresses I(x,x'), the light arriving at point x from point x', as the product of a geometry term, g(x,x'), which is 0 if there is something blocking the light between the two points and 1 otherwise, and the amount of light leaving point x' and traveling towards x. The light leaving point x' is the sum of the light emitted by the surface at x', and the integral of the light arriving at x' from all other points in the scene (the integration domain S) and being reflected towards x. The factor ρ(x,x',x''), which calculates how much light is reflected, must take into account the angles at which the light is arriving and leaving, and

Tensor glyph

In scientific visualization a tensor glyph is an object that can visualize all or most of the nine degrees of freedom, such as acceleration, twist, or shear – of a 3 × 3 {\displaystyle 3\times 3} matrix. It is used for tensor field visualization, where a data-matrix is available at every point in the grid. "Glyphs, or icons, depict multiple data values by mapping them onto the shape, size, orientation, and surface appearance of a base geometric primitive." Tensor glyphs are a particular case of multivariate data glyphs. There are certain types of glyphs that are commonly used: Ellipsoid Cuboid Cylindrical Superquadrics According to Thomas Schultz and Gordon Kindlmann, specific types of tensor fields "play a central role in scientific and biomedical studies as well as in image analysis and feature-extraction methods."

Amaryllo

Amaryllo Inc. is a multinational company founded in Amsterdam, the Netherlands, and now headquartered in the United States. It operates as a cloud service platform, providing cloud storage and cloud computing solutions to enterprises and brand companies. Amaryllo began with Skype IP camera development, pioneering biometric robotic technologies, encrypted P2P network, and secure cloud storage. Amaryllo was founded by Band of Angels member, Marcus Yang to develop patents for a new type of robotic cameras that is claimed to "talk, hear, sense, recognize human faces, and track intruders". It also claims to have made the world's first security robot based on the WebRTC protocol, Icam PRO FHD, and won the 2015 CES Best of Innovation Award under Embedded Technology category. Its home security robots claim to employ 256-bit encryption and run on the WebRTC protocol. Amaryllo products are sold in over 100 Countries across 6 Continents. == History == Amaryllo revealed its first smart home security products at Internationale Funkausstellung Berlin (IFA) 2013 with a Skype-enabled IP camera called iCam HD. Amaryllo announced its second Skype-certified smart home product, iBabi HD, at CES 2014. The company was chosen as a "Cool Vendor" by Gartner in Connected Home 2014. Amaryllo introduced WebRTC-based smart home products after Microsoft terminated embedded Skype services in mid 2014. Since then, Amaryllo has been developing camera robots with auto-tracking and facial recognition technologies. Its camera robots, ATOM AR3 and ATOM AR3S, were introduced in late 2016. It focuses on wired and wireless technology based on AI services. == Cloud Service Platform == Amaryllo offers prepaid cloud storage through digital codes and gift cards, distributed via InComm Payments, Blackhawk Network, and other partners. It provides high-performance cloud computing service through Rescale partnership. Amaryllo provides free cameras under an annual cloud storage subscription on its website. == Global Supercomputing Network (GSN) == The Global Supercomputing Network (GSN) is a distributed high-performance computing (HPC) platform developed by Amaryllo. The network is designed to provide scalable Infrastructure as a Service (IaaS) by connecting a global array of data centers to offer GPU computing resources for specialized industrial and scientific applications. === Architecture and Technology === GSN operates as a decentralized distributed network of servers rather than a single centralized supercomputer. The platform integrates an artificial intelligence assistant named Genie, also developed by Amaryllo. Genie's primary function is to manage computing allocation, helping users identify and connect to available resources across the network’s various nodes based on the specific requirements of their tasks. === Services === The network primarily focuses on the rental of GPU processing resources, catering to fields that require massive parallel processing capabilities, including: Artificial Intelligence and Machine Learning: Training large language models (LLMs) and neural networks. Scientific Simulations: Executing complex calculations in physics, chemistry, and bioinformatics. Data Analytics: Processing large-scale datasets. By utilizing a rental model, GSN allows organizations to access high-end hardware without the capital expenditure associated with purchasing and maintaining physical server infrastructure. === Infrastructure and Partnerships === The network’s physical footprint is expanded through strategic partnerships with data center operators. GSN collaborates with MettaDC and Cyber DC to provide colocation services. These partnerships facilitate the deployment of Nvidia server clusters within secure, Tier-rated facilities, ensuring high availability and connectivity for GSN users. == Official Brand Licensee of HP == Amaryllo Inc. is an official licensee of HP Inc., managing both B2B and B2C cloud services under the HP brand. Through this partnership, Amaryllo offers a range of secure and scalable cloud solutions, including HP Cloud, which provides subscription and one-time payment storage for reliable data backup and storage for individuals, families, and businesses. HP Cloud employs cloud computing technologies to create smart albums for users.

Stop Motion Studio

Stop Motion Studio is a stop motion animation software developed by Cateater LLC. It is available as both an app for iOS and Android and as a software for Windows and Mac. Two versions of the software exist, the standard Stop Motion Studio for free, and the paid Stop Motion Studio Pro, which contains extra, more advanced features. The software is commonly used in brickfilming.