Intel Threat Detection Technology

Intel Threat Detection Technology

Intel Threat Detection Technology (TDT) is a CPU-level technology created by Intel in 2018 to enable host endpoint protections to use a CPU's low-level access to detect threats to a system. TDT consists of multiple components including Accelerated Memory Scanning, which uses the CPU's integrated GPU to scan memory, and Advanced Platform Telemetry, which uses processor-level activity monitoring to detect unusual activity. It is supported on sixth-generation or newer Intel Core CPUs and additional capabilities were added to the 11th generation Core processors. Intel TDT is integrated into several third-party anti-malware solutions including Microsoft Defender, Check Point Harmony Endpoint, CrowdStrike Falcon, and others. == Accelerated Memory Scanning == Accelerated Memory Scanning (also referred to as "Advanced Memory Scanning") uses the CPU's integrated GPU to scan memory for malicious code, instead of using the CPU directly. This improves system responsiveness during anti-malware scanning. and lowers power consumption. Features include pattern matching, using random forest decision trees, string extraction, entropy calculation, and Euclidean clustering. == Advanced Platform Telemetry == Advanced Platform Telemetry collects CPU-level telemetry to detect uncommon activity patterns which might be indicative of malware. The telemetry data is collected from the CPU performance monitoring unit (PMU) and doesn't require a large signature database to detect malware. Instead, it uses machine-learning based correlations to identify indicators of attack For example, Microsoft Defender is able to use TDT's Advanced Platform Telemetry features to detect processor usage patterns indicative of ransomware and cryptojacking with TDT so it can detect them.

Journal of Machine Learning Research

The Journal of Machine Learning Research is a peer-reviewed open access scientific journal covering machine learning. It was established in 2000 and the first editor-in-chief was Leslie Kaelbling. The current editors-in-chief are Francis Bach (Inria) and David Blei (Columbia University). == History == The journal was established as an open-access alternative to the journal Machine Learning. In 2001, forty editorial board members of Machine Learning resigned, saying that in the era of the Internet, it was detrimental for researchers to continue publishing their papers in expensive journals with pay-access archives. The open access model employed by the Journal of Machine Learning Research allows authors to publish articles for free and retain copyright, while archives are freely available online. Print editions of the journal were published by MIT Press until 2004 and by Microtome Publishing thereafter. From its inception, the journal received no revenue from the print edition and paid no subvention to MIT Press or Microtome Publishing. In response to the prohibitive costs of arranging workshop and conference proceedings publication with traditional academic publishing companies, the journal launched a proceedings publication arm in 2007 and now publishes proceedings for several leading machine learning conferences, including the International Conference on Machine Learning, COLT, AISTATS, and workshops held at the Conference on Neural Information Processing Systems.

Structural similarity index measure

The structural similarity index measure (SSIM) is a method for predicting the perceived quality of digital television and cinematic pictures, as well as other kinds of digital images and videos. It is also used for measuring the similarity between two images. The SSIM index is a full reference metric; in other words, the measurement or prediction of image quality is based on an initial uncompressed or distortion-free image as reference. SSIM is a perception-based model that considers image degradation as perceived change in structural information, while also incorporating important perceptual phenomena, including both luminance masking and contrast masking terms. This distinguishes from other techniques such as mean squared error (MSE) or peak signal-to-noise ratio (PSNR) that instead estimate absolute errors. Structural information is the idea that the pixels have strong inter-dependencies especially when they are spatially close. These dependencies carry important information about the structure of the objects in the visual scene. Luminance masking is a phenomenon whereby image distortions (in this context) tend to be less visible in bright regions, while contrast masking is a phenomenon whereby distortions become less visible where there is significant activity or "texture" in the image. == History == The predecessor of SSIM was called Universal Quality Index (UQI), or Wang–Bovik index, which was developed by Zhou Wang and Alan Bovik in 2001. This evolved, through their collaboration with Hamid Sheikh and Eero Simoncelli, into the current version of SSIM, which was published in April 2004 in the IEEE Transactions on Image Processing. In addition to defining the SSIM quality index, the paper provides a general context for developing and evaluating perceptual quality measures, including connections to human visual neurobiology and perception, and direct validation of the index against human subject ratings. The basic model was developed in the Laboratory for Image and Video Engineering (LIVE) at The University of Texas at Austin and further developed jointly with the Laboratory for Computational Vision (LCV) at New York University. Further variants of the model have been developed in the Image and Visual Computing Laboratory at University of Waterloo and have been commercially marketed. SSIM subsequently found strong adoption in the image processing community and in the television and social media industries. The 2004 SSIM paper has been cited over 50,000 times according to Google Scholar, making it one of the highest cited papers in the image processing and video engineering fields. It was recognized with the IEEE Signal Processing Society Best Paper Award for 2009. It also received the IEEE Signal Processing Society Sustained Impact Award for 2016, indicative of a paper having an unusually high impact for at least 10 years following its publication. Because of its high adoption by the television industry, the authors of the original SSIM paper were each accorded a Primetime Engineering Emmy Award in 2015 by the Television Academy. == Algorithm == The SSIM index is calculated between two windows of pixel values x {\displaystyle x} and y {\displaystyle y} of common size, from corresponding locations in two images to be compared. These SSIM values can be aggregated across the full images by averaging or other variations. === Special-case formula === In one simple special case, further explained in the next section, the SSIM measure between x {\displaystyle x} and y {\displaystyle y} is: SSIM ( x , y ) = ( 2 μ x μ y + c 1 ) ( 2 σ x y + c 2 ) ( μ x 2 + μ y 2 + c 1 ) ( σ x 2 + σ y 2 + c 2 ) {\displaystyle {\hbox{SSIM}}(x,y)={\frac {(2\mu _{x}\mu _{y}+c_{1})(2\sigma _{xy}+c_{2})}{(\mu _{x}^{2}+\mu _{y}^{2}+c_{1})(\sigma _{x}^{2}+\sigma _{y}^{2}+c_{2})}}} with: μ x {\displaystyle \mu _{x}} the pixel sample mean of x {\displaystyle x} ; μ y {\displaystyle \mu _{y}} the pixel sample mean of y {\displaystyle y} ; σ x 2 {\displaystyle \sigma _{x}^{2}} the sample variance of x {\displaystyle x} ; σ y 2 {\displaystyle \sigma _{y}^{2}} the sample variance of y {\displaystyle y} ; σ x y {\displaystyle \sigma _{xy}} the sample covariance of x {\displaystyle x} and y {\displaystyle y} ; c 1 = ( k 1 L ) 2 {\displaystyle c_{1}=(k_{1}L)^{2}} , c 2 = ( k 2 L ) 2 {\displaystyle c_{2}=(k_{2}L)^{2}} two variables to stabilize the division with weak denominator; L {\displaystyle L} the dynamic range of the pixel-values (typically this is 2 # b i t s p e r p i x e l − 1 {\displaystyle 2^{\#bits\ per\ pixel}-1} ); k 1 = 0.01 {\displaystyle k_{1}=0.01} and k 2 = 0.03 {\displaystyle k_{2}=0.03} by default. === General formula and components === The SSIM formula is based on three comparison measurements between the samples of x {\displaystyle x} and y {\displaystyle y} : luminance ( l {\displaystyle l} ), contrast ( c {\displaystyle c} ), and structure ( s {\displaystyle s} ). The individual comparison functions are: l ( x , y ) = 2 μ x μ y + c 1 μ x 2 + μ y 2 + c 1 {\displaystyle l(x,y)={\frac {2\mu _{x}\mu _{y}+c_{1}}{\mu _{x}^{2}+\mu _{y}^{2}+c_{1}}}} c ( x , y ) = 2 σ x σ y + c 2 σ x 2 + σ y 2 + c 2 {\displaystyle c(x,y)={\frac {2\sigma _{x}\sigma _{y}+c_{2}}{\sigma _{x}^{2}+\sigma _{y}^{2}+c_{2}}}} s ( x , y ) = σ x y + c 3 σ x σ y + c 3 {\displaystyle s(x,y)={\frac {\sigma _{xy}+c_{3}}{\sigma _{x}\sigma _{y}+c_{3}}}} The SSIM for each block is then a weighted combination of those comparative measures: SSIM ( x , y ) = l ( x , y ) α ⋅ c ( x , y ) β ⋅ s ( x , y ) γ {\displaystyle {\text{SSIM}}(x,y)=l(x,y)^{\alpha }\cdot c(x,y)^{\beta }\cdot s(x,y)^{\gamma }} Choosing the third denominator stabilizing constant as: c 3 = c 2 / 2 {\displaystyle c_{3}=c_{2}/2} leads to a simplification when combining the c and s components with equal exponents ( β = γ {\displaystyle \beta =\gamma } ), as the numerator of c is then twice the denominator of s, leading to a cancellation leaving just a 2. Setting the weights (exponents) α , β , γ {\displaystyle \alpha ,\beta ,\gamma } to 1, the formula can then be reduced to the special case shown above. === Mathematical properties === SSIM satisfies the identity of indiscernibles, and symmetry properties, but not the triangle inequality or non-negativity, and thus is not a distance function. However, under certain conditions, SSIM may be converted to a normalized root MSE measure, which is a distance function. The square of such a function is not convex, but is locally convex and quasiconvex, making SSIM a feasible target for optimization. === Application of the formula === In order to evaluate the image quality, this formula is usually applied only on luma, although it may also be applied on color (e.g., RGB) values or chromatic (e.g. YCbCr) values. The resultant SSIM index is a decimal value between -1 and 1, where 1 indicates perfect similarity, 0 indicates no similarity, and -1 indicates perfect anti-correlation. For an image, it is typically calculated using a sliding Gaussian window of size 11×11 or a block window of size 8×8. The window can be displaced pixel-by-pixel on the image to create an SSIM quality map of the image. In the case of video quality assessment, the authors propose to use only a subgroup of the possible windows to reduce the complexity of the calculation. === Variants === ==== Multi-scale SSIM ==== A more advanced form of SSIM, called Multiscale SSIM (MS-SSIM) is conducted over multiple scales through a process of multiple stages of sub-sampling, reminiscent of multiscale processing in the early vision system. It has been shown to perform equally well or better than SSIM on different subjective image and video databases. ==== Multi-component SSIM ==== Three-component SSIM (3-SSIM) is a form of SSIM that takes into account the fact that the human eye can see differences more precisely on textured or edge regions than on smooth regions. The resulting metric is calculated as a weighted average of SSIM for three categories of regions: edges, textures, and smooth regions. The proposed weighting is 0.5 for edges, 0.25 for the textured and smooth regions. The authors mention that a 1/0/0 weighting (ignoring anything but edge distortions) leads to results that are closer to subjective ratings. This suggests that edge regions play a dominant role in image quality perception. The authors of 3-SSIM have also extended the model into four-component SSIM (4-SSIM). The edge types are further subdivided into preserved and changed edges by their distortion status. The proposed weighting is 0.25 for all four components. ==== Structural dissimilarity ==== Structural dissimilarity (DSSIM) may be derived from SSIM, though it does not constitute a distance function as the triangle inequality is not necessarily satisfied. DSSIM ( x , y ) = 1 − SSIM ( x , y ) 2 {\displaystyle {\hbox{DSSIM}}(x,y)={\frac {1-{\hbox{SSIM}}(x,y)}{2}}} ==== Video quality metrics and temporal variants ==== It is worth noting that the original vers

Adobe After Effects

Adobe After Effects is a digital effects, motion graphics, and compositing application developed by Adobe Inc.; it is used for animation and in the post-production process of film making, video games and television production. Among other things, After Effects can be used for keying, tracking, compositing, and animation. It also functions as a very basic non-linear editor, audio editor, and media transcoder. In 2019, the program won an Academy Award for scientific and technical achievement. == History == After Effects was originally created by David Herbstman, David Simons, Daniel Wilk, David M. Cotter, and Russell Belfer at the Company of Science and Art in Providence, Rhode Island. The first two versions of the software, 1.0 (January 1993) and 1.1, were released there by the company. CoSA with After Effects was acquired by Aldus Corporation in July 1993, which in turn was acquired by Adobe in 1994. Adobe acquired PageMaker as well. Adobe's first new release of After Effects was version 3.0. == Third-party integrations == After Effects functionality can be extended through a variety of third-party integrations. The most common integrations are: plug-ins, scripts, and extensions. === Plug-ins === Plug-ins are predominantly written in C or C++ and extend the functionality of After Effects, allowing for more advanced features such as particle systems, physics engines, 3D effects, and the ability to bridge the gap between After Effects and another. === Scripts === After Effects Scripts are a series of commands written in both JavaScript and the ExtendScript language. After Effects Scripts, unlike plug-ins, can only access the core functionality of After Effects. Scripts are often developed to automate repetitive tasks, to simplify complex After Effects features, or to perform complex calculations that would otherwise take a long time to complete. Scripts can also use some functionality not directly exposed through the graphical user interface. === Extensions === After Effects Extensions offer the ability to extend After Effects functionality through modern web development technologies like HTML5, and Node.js, without the need for C++. After Effects Extensions make use of Adobe's Common Extensibility Platform or CEP Panels, which means they can be built to interact with other Adobe CC apps.

EditDV

EditDV was a video editing software released by Radius, Inc. in late 1997 as an evolution of their earlier Radius Edit product. EditDV was one of the first products providing professional-quality editing of the then new DV format at a relatively affordable cost ($999 including Radius FireWire capture card) and was named "The Best Video Tool of 1998". Originally EditDV was available for Macintosh only but in February 2000 EditDV 2.0 for Windows was released. With version 3.0 EditDV's name was changed to CineStream. == Features == Originally bundled with a FireWire card, EditDV 1.5 got updated into a less expensive software only package for use with the newer PowerMac G3 that came with a FireWire interface. Later, a scaled down version named EditDV 1.6.1 Unplugged was released as a freeware version next to EditDV 2.0. Unlike many other applications at the time which transcoded video to M-JPEG for editing, EditDV provided lossless native editing of the DV format. Only transitions (such as dissolves or wipes), effects (such as rotating or scaling the video, adjusting the audio level, or adding titles) and filters (such as changing the brightness or color balance) needed to be rendered. This also had the disadvantage to not work with analogue video capture. EditDV was built on top of QuickTime and supported QuickTime filters as well as its own built-in effects and transitions. Effects could be animated using keyframes. EditDV 2.0 worked natively with Quicktime MOV format. For Microsoft Windows users, where the standard was AVI, this required the use of a provided external conversion tool afterwards when AVI was wanted. The user interface had a Project window for organising clips into bins, a Sequence window with a multi-track timeline for arranging clips into a program using three-point editing, and Source and Program monitor windows. A finished program could either be exported as a QuickTime movie or written back to DV tape using the "print to video" command. Version 3.0, then renamed CineStream, shifted towards web designers who wanted to add video streaming interactivity to a website. The new feature called EventStream allowed setting clickable hot spots to link to another location, either to another page with a URL or to another video. This feature distinguished CineStream from the rest of the competition. == Products == The EditDV product family included a number of related products, all sharing a similar name: EditDV Video editing software (Mac and Windows) SoftDV A QuickTime software codec for playing DV media, included as part of EditDV (Mac and Windows) MotoDV PCI-based FireWire interface with DV capture software (Mac and Windows) PhotoDV Software to capture high-quality stills from a DV tape using MotoDV hardware (Mac and Windows) RotoDV Software for rotoscoping (painting over video), released in Sept 1999 (Macintosh only) == Name changes and eventual demise == In 1999, the company Radius Inc. changed its name to Digital Origin. In 2000, Digital Origin Inc (and EditDV) was bought by Media 100. In early 2001, Media 100 released an updated version of EditDV under the new name CineStream 3.0. Later that year (October 2001) Media 100 was bought by Autodesk's Discreet Division. CineStream for Macintosh required classic Mac OS. It was never ported to Mac OS X and faced increasing competition on that platform from Apple's own Final Cut Pro application. Development of EditDV/Cinestream was officially discontinued in 2002.

Multiple satellite imaging

Multiple satellite imaging is the process of using multiple satellites to gather more information than a single satellite so that a better estimate of the desired source is possible. Something that cannot be resolved with one telescope might be visible with two or more telescopes. == Background == Interferometry is the process of combining waves in such a way that they constructively interfere. When two or more independent sources detect a signal at the same given frequency those signals can be combined and the result is better than each one individually. An overview of Astronomical interferometers and a History of astronomical interferometry can be referenced from their respective pages. The NASA Origins Program was created in the 1990s to ultimately search for the origin of the universe. The theory that the Origins Program is based on is: since light travels at a constant speed until it is absorbed by something; there is still light that was part of the first light ever created traveling about the universe and ultimately some of that light is coming in the general direction of Earth. So a satellite system capable of collecting light from the beginning of the universe would be able to tell us more about where we came from. There is also the constant search for life in other worlds. A satellite system using the interferometric technologies mentioned above would be able to have a much higher resolution than any of the current deep space imaging systems. == Future == NASA is currently focused on the Vision for Space Exploration and has reduced current funding for scientific unmanned space exploration in favor of human exploration. These budget cuts have slowed the multiple satellite imaging development and relevant scientific missions as Project Prometheus and Terrestrial Planet Finder have ended as well but research continues.

Dating app

An online dating application, commonly known as a dating app, is an online dating service presented through a mobile phone application. These apps often take advantage of a smartphone's GPS location capabilities, always on-hand presence, and access to mobile wallets. These apps aim to speed up the online dating process of sifting through potential dating partners, chatting, flirting, and potentially meeting or becoming romantically involved. Online dating apps are now mainstream in the United States. As of 2017, online dating (which included both apps and other online dating services) was the principal method by which new couples in the U.S. met. The percentage of couples meeting online is predicted to increase to 70% by 2040. == Origins == The first computerized dating service was launched in 1964, the St. James Computer Dating Service, which became known as Com-Pat. The first U.S. dating service that used computerized match making was Operation Match. It required men and women to complete a questionnaire and was launched in 1965. Operation Match inspired the methodology of Dateline, which became popular in the 1970s and 1980s. Match.com was launched in 1995 and turned computerized match making into a profitable business. Grindr targeted gay and bisexual men at launch. Tinder, launched in 2012, led to a growth of online dating applications by both new providers and existing online dating services that expanded into the mobile app market. == Usage by demographic group == Online dating applications typically target a younger demographic group, though some apps, like Senior Match and Silver Singles are geared toward the 50 and up demographic. In 2016, almost 50% of people knew of someone who use the services or had met their loved one through the service. After the iPhone launch in 2007, online dating data has mushroomed as application usage increased. In 2005, only 10% of 18-24 year olds reported to have used online dating services; this number quickly grew to over 27%, making this target demographic the largest number of users for most applications. When Pew Research Center conducted a study in 2016, they found that 59% of U.S. adults agreed that online dating is a good way to meet people compared to 44% in 2005. This explosion in usage can be explained by the increased use of smartphones. By the end of 2022, it is expected there will be 413 million active users of online dating services worldwide. A 2023 Pew Research Center survey of 6,034 American adults found that 30% had ever used an online dating site or app, including 53% of those aged 18 to 29, 37% of those aged 30 to 49, and 17% of those aged 50 and over. Lesbian, gay and bisexual respondents reported using dating apps at nearly twice the rate of straight respondents (51% versus 28%), and 36% of divorced, separated or widowed adults had used one, compared with 16% of married adults. The increased use of smartphones by those 65 and older has also driven that population to the use dating apps. The Pew Research Center found that usage increase by 8 points since last surveyed in 2012. A study in 2021 found that more than one-third of seniors have dated in the past 5 years, and roughly one-third of those dating seniors have turned to dating apps. During the COVID-19 pandemic, Morning Consult found that more Americans were using online dating apps than ever before. In one survey in April 2020, the company discovered that 53% of U.S. adults who use online dating apps have been using them more during the pandemic. As of February 2021, that share increased to 71 percent. Research using Hofstede's cultural dimensions theory has indicated that norms about online dating applications tend to differ across cultures. A study published in the Journal of Creative Communications looked into the relationships between dating-app advertisements from over 51 countries and the cultural dimensions of these countries. The results revealed that dating-app advertisements appealed to multiple cultural needs, including the needs for relationships, friendship, entertainment, sex, status, design and identity. The use of these appeals was found to be 'congruent with ... the individualism/collectivism and uncertainty avoidance cultural dimensions.' == Popular applications == Following Tinder's success, other companies released dating applications. Raya was released in 2015 as a membership-based dating app, allowing entrance only through referrals, which was marketed as a dating app for celebrities. In early 2026, Hily surpassed Bumble to become the third most-used dating application in the United States and the fifth highest-grossing overall, driven largely by growing popularity among Generation Z users, while remaining behind Tinder and Hinge, both owned by Match Group. A number of dating apps have been created targeting adherents of particular religions seeking partners of the same religion, such as Muzmatch for Muslims, Christian Mingle, SALT, and Christian Connection for Christians, and JSwipe and JDate for Jews. === VR Dating === VR Dating is an application of Social VR where people can exist, collaborate, and perform various activities together. Virtual reality apps use virtual and augmented realities to make the dating experience more lifelike and more effective, as well as allow people to expand what is already possible in the world of online dating. There are several online platforms of VR Dating. The VR dating app Nevermet is the VR equivalent of Tinder, where people can search and find on dates. However, instead of actual real-life pictures, users will update pictures of virtual selves and will be interacting with avatars rather than real faces. Flirtual is a self-contained social VR app that serves to match users who then decide where and how to meet in VR. Flirtual hosts speed dating and social events in VR. == Effects on dating == The usage of online dating applications can have both advantages and disadvantages: === Advantages === Many of the applications provide personality tests for matching or use algorithms to match users. These factors enhance the possibility of users getting matched with a compatible candidate. Users are in control; they are provided with many options so there are enough matches that fit their particular type. Users can simply choose to not match the candidates that they know they are not interested in. Narrowing down options is easy. Once users think they are interested, they are able to chat and get to know the potential candidate. This form of communication can reduce the time, cost, and uncertainty often associated with traditional dating methods. Online dating offers convenience; people want dating to work around their schedules. Online dating can also increase self-confidence; even if users get rejected, they know there are hundreds of other candidates that will want to match with them so they can simply move on to the next option. In fact, 60% of U.S. adults agree that online dating is a good way to meet people and 66% say they have gone on a real date with someone they met through an application. Today, 5% of married Americans or Americans in serious relationships said they met their significant other online. The 39% of online dating users (representing 12% of all U.S. adults) say they have been in a committed relationship or married someone they met on a dating site or app. ==== Rejection sensitive individuals ==== Individuals high in rejection sensitivity are more likely to use online dating applications. As they tend to expect, perceive and overreact to rejection, rejection sensitive individuals struggle with traditional dating. Online dating applications allow for them to better reveal their true selves, potentially increasing their dating success. Online dating applications also obscure rejection cues, alleviating the rejection-related distress experienced by rejection sensitive individuals. ==== Anxiously attached individuals ==== Individuals high in attachment anxiety are also more likely to use online dating applications. While they harbour negative self-views, anxiously attached individuals are also more eager to enter and commit to relationships. Online dating applications allow for them to present "an authentic yet ideal version of themselves", mitigating their tendencies to view themselves as undesirable. This increases their romantic confidence, and potentially alleviates their anxiety when searching for a romantic partner. === Disadvantages === Sometimes having too many options can be overwhelming. With so many options available, users can get lost in their choices and end up spending too much time looking for the "perfect" candidate instead of using that time to start a real relationship. In addition, the algorithms and matching systems put in place may not always be as accurate as users think. There is no perfect system that can match two people's personalities perfectly every time. Communication online also lacks the physical chemistry aspec