omniomni/omni-engineering huggingface dataset:
Rajiv Gupta (technocrat). Rajiv Gupta is an engineer, a repeat entrepreneur and currently an executive at McAfee.

Early life
Gupta earned a bachelor's degree from the Indian Institute of Technology Kharagpur around 1984. He received his Ph.D. in compiler optimization from the California Institute of Technology (Caltech) in 1990. He married a British woman, Debra and they have two children - Veda and Anya. He resides in Los Altos.

Career
Gupta joined Hewlett-Packard in 1990, and developed the IA-64 architecture, which HP called WideWord and Intel marketed as Itanium.
From 1995 he developed a client utility project at HP Labs, which was an early example of a service-oriented architecture for Web services.
He was co-creator and general manager of the E-speak project when it was announced in 1999.
Around the same time, he supported his brother Sanjiv Gupta, to start Bodhtree Consulting, Ltd., in  Hyderabad, India.
The E-speak technology was abandoned in late 2001.
In 2002, Gupta founded Confluent Software, developing what became the CoreSV product. It was acquired by Oblix in February 2004, which in turn was acquired by Oracle Corporation in March, 2005.
In 2005 he founded Securent, which was acquired by Cisco in November 2007 for an estimated $100 million.
He has more than 45 patents.

In 2011 Gupta founded Skyhigh Networks. The first round of financing was led by Greylock Partners in April, 2012, for about $6.5 million.
The company raised $20 million in May, 2013, led by Sequoia Capital.
Another investment of $40 million was announced in June, 2014, from existing investors and Salesforce.com.

On November 28, 2017, McAfee announced it would acquire Skyhigh Networks and appoint Rajiv Gupta as the head of McAfee's entire cloud business.

References

People in information technology
California Institute of Technology alumni
Living people
IIT Kharagpur alumni
Hewlett-Packard people
1963 births
Pacesetters. Pacesetters was a proposed energy-harvesting scheme created by Facility Architects, a London-based design firm.  Its announced aim was to harness the vibrations generated by activities within a city and generate electricity for lighting purposes.  The electronics company Philips and Hull University also took part in the project.

History 

DARPA (Defense Advanced Research Projects Agency) of the United States pioneered research into the field of energy harvesting from vibrations, wanting to reduce the use of heavy rechargeable batteries that power communication devices carried by soldiers into battlefields. Most of the research was spent in development of  "heel-strike" generators, powered by the pumping motion of a footstep, which would be embedded within a heel of an army boot. They succeeded in achieving upwards of 3 - 6 watts of power output.

Design 

There were two design prototypes considered.  The first was a staircase that would contain either hydraulic or piezoelectric mechanisms within the steps to absorb the kinetic energy from stairclimbers' footfalls and convert it into electricity.  This method was believed to more efficient as more energy is expended by the commuters to ascend a staircase. 

The second design was a wireless system of lighting that would use tiny generators with components designed to resonate at the same frequency of surrounding vibrations.  The resonance would then either move a tiny magnet relative to a coil of wire looped around it or apply pressure to a crystal inside the generator to create current. Light-emitting diodes or LEDs connected to such vibration harvesters could be used to illuminate areas where constant heavy vibration is present, such as train or metro stations, airports or highways.  This system would have enabled lighting without any cables or wires connected to the power grid.

See also
 Energy harvesting

References

External links
  
 

Sustainable energy
AFE. AFE or Afe may refer to:

 Active front end, in variable-frequency drives
 Advanced FLOW engineering (aFe), a manufacturer of high performance automotive parts
 Afe Annang, a political unit of the Annang people of Nigeria
 AfE-Turm/Uni-Turm (English: AfE Tower), a demolished skyscraper in Frankfurt, Germany
 Afrique Football Élite, a football club in Bamako, Mali
 Amniotic fluid embolism, a potentially fatal complication of pregnancy
 Analog front-end, in electronics
 Armed Forces Entertainment, a United States Department of Defense agency
 Assembly of French Citizens Abroad, a French government body
 Association of Spanish Footballers (Spanish: Asociación de Futbolistas Españoles)
 Authorization for expenditure, also known as cost in accounting
 Kake Airport, Alaska, United States, by FAA location identifier
 Putukwam language, by ISO 639-3 language code
 State Railways Administration of Uruguay (Spanish: ), Uruguay's government-owned railroad company
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.

References

Further reading

External links

Computer science journals
Open access journals
Machine learning
Academic journals established in 2000
3D Construction Kit II. 3D Construction Kit II (released in North America as Virtual Reality Studio 2.0), is a utility for creating 3D virtual worlds in Freescape. Developed by Incentive Software and published by Domark, it was released on November 10, 1992 as a sequel to 3D Construction Kit. Unlike its predecessor, 3D Construction Kit II was released simultaneously on three platforms: Amiga, Atari ST and MS-DOS.

Features
3D Construction Kit II takes advantage of the refined Freescape III engine for its 3D graphics. Compared to the original, 3D Construction Kit II has double the number of controls and commands for added complexity and flexibility. Transparent objects can be created and ones that fade over time. The game supports rounded objects such as "flexicubes" and spheres, which were not possible in the original 3D Construction Kit. This feature is emphasised in the modified cover art.

The sound effects editor is improved, allowing players to add sounds and music to their virtual creations. The program comes with a library of predesigned 3D "clipart" aimed at novice users who may not know how to create more complex structures themselves.

As in the previous version game files may be compiled into stand-alone programs that can be run independently of the editor.

Like the original 3D Construction Kit, the program came packaged with a tutorial on VHS video cassette.

Reception 
The Amiga version received a score of 80% on Amiga Power, 78% on Amiga Format and 72% on CU Amiga.

See also 
 Virtual Reality
 VRML

References

1992 video games
Amiga games
Atari ST games
Domark games
DOS games
Freescape games
Video game development software
Video games developed in the United Kingdom
Allerton TMD. Allerton TMD is a railway depot situated in Allerton, Liverpool. Situated opposite Liverpool South Parkway bus and rail interchange, it is visible from trains which are travelling between the former and  and the overhead passageway above platforms 1 to 4 at Liverpool South Parkway. The depot is located less than  from the Freightliner intermodal terminal at Garston Docks and is also  from the Stobart Rail intermodal depot in Widnes.

During the days of steam locomotive operation, the shed code was 8H between 1960 and 1963 and 8J between 1963 and 1973. Since 1973, when TOPS was introduced, Allerton's depot code has been AN.

History
During the British Rail era, Allerton depot was responsible for maintaining all of the main line and shunting locomotives which were operating in the Liverpool area, having an allocation of Class 08 diesel shunters and a wheel lathe.

Users

Merseyrail
Until 2006, when a new wheel lathe was installed at Merseyrail's Kirkdale depot, Merseyrail's Class 507 and 508 electric multiple units were regularly sent to Allerton for wheel turning, being transferred via the crossover at Hunts Cross. Other units, including Virgin CrossCountry's Class 220 and 221 diesel electric multiple units (servicing only) and goods wagons and locomotives, have previously been stabled here.

Northern Rail
From March 2011 until 31 March 2016, the depot was operated by Northern Rail.

In 2011, it was announced that Network Rail had purchased the then closed Allerton TMD with the intention of refurbishing and reopening the depot for servicing of Northern Rail's fleet of Class 156 Super Sprinter diesel multiple units and the planned allocation of  units, which were to cascade to Northern Rail for planned electrified services. Previously owned by the English Welsh and Scottish Railway, Allerton TMD re-opened on 10 December 2011. The first Class 319 units entered traffic in March 2015 with the completion of the first phase of the North West Electrification programme.

Arriva Rail North

On 1 April 2016, when the new Northern franchise period commenced, operation of Allerton transferred to Arriva Rail North. The depot retained its allocation of 29 Class 156 DMUs and twenty Class 319/3 EMUs, with an additional twelve Class 319s being allocated to the depot during 2017. Whilst not on the depot's allocation,  units are stabled here overnight on weeknights after completing a  to  service.

Allerton's allocation of Class 156 units transferred to Newton Heath in 2018.

Northern Trains

On 1 March 2020 the Northern franchise was taken over by Northern Trains as an Operators last choice by the Department for Transport and the operation of Allerton transferred to Northern Trains.

Allerton is allocated , ,  and  units.

References

Sources
 

Railway depots in England
Rail transport in Liverpool
Crewe Electric TMD. Crewe Electric TMD (officially named Crewe IEMD – International Electric Maintenance Depot) is a traction maintenance depot for AC electric and diesel-electric locomotives; it is operated currently by DB Cargo UK. The depot is situated to the north-west of Crewe railway station on the Crewe-Chester railway line, opposite Crewe Works. Road access is from Wistaston Road.

Depot plaque

In 1987, Railfreight introduced depot plaques on its locomotives; those allocated to Crewe IEMD carried a plaque depicting an eagle.

References

Further reading

External links
Depot Directory West Coast (Internet Archive)
An overhead view of the depot. Crewe Works is the long, rectangular building and Crewe Electric is on the branch of tracks to the south.

Railway depots in England
Rail transport in Cheshire
POW-R. POW-R (Psychoacoustically Optimized Wordlength Reduction) is a set of commercial dithering and noise shaping algorithms used in digital audio bit-depth reduction.
Developed by a consortium of four companies – The POW-R Consortium – the algorithms were first made available in 1999 in digital audio hardware products.
POW-R is now licensed for use by many companies, particularly those in the digital audio workstation (DAW) arena, where it currently has significant market share.

History
POW-R was developed between 1997 and 1998 after an unfavorable change in the licensing terms of a leading bit-depth reduction algorithm of the time prompted some of its licensees to put together a consortium to develop a viable alternative algorithm.

Formed by four audio engineering companies: Lake Technology (Dolby Labs), Weiss Engineering, Millennia Media and Z-Systems, the consortium set out with the goal to create 'the most sonically transparent dithering algorithm possible'.

In 1999, the first products containing POW-R were released by consortium companies. Other companies became interested in using POW-R in their products, and the algorithms are now licensed to a number of leading DAW vendors including Apple, Avid (Digidesign), Sonic Studio, Ableton, Magix / Sequoia / Samplitude, and others.

Reception
One of the first products to include POW-R was a hardware dithering unit from Weiss engineering; in a review of this product in 1999, mastering engineer Bob Katz spoke highly of the new algorithm declaring it 'an incredible achievement'.

Technical details

Technically, the entire POW-R suite is not noise shaping; rather, the original POW-R algorithm is based on narrow-band Nyquist dither, while other POW-R algorithms include noise shaping and white noise. Unlike noise-shaping algorithms based on an ‘Absolute threshold of hearing’ model (i.e. the quietest sound that can be heard on otherwise silent conditions), POW-R has been designed to give optimal performance at normal listening levels. Here, optimal performance means maximizing the apparent dynamic range of the resultant signal while simultaneously minimizing the audible effects of the dither and quantization noise which, if this is not achieved, are typically tonal in nature.

Since noise audibility depends on the nature of the audio being processed, the POW-R algorithm is made available in three variants, optimized respectively for simple program such as spoken word, limited dynamic range program such as rock music, and wide dynamic range program such as orchestral music. Each algorithm moves the noise to those frequencies where its audible effect for the particular audio type is minimized. The graph to the right shows the frequency response of the orchestral music algorithm variant (POW-R3, a 9th order filter).

See also
 Dithering
 Audio mastering
 Noise shaping

References

Further reading

Digital audio
Customer integrated system. A Customer integrated system (CIS) is an extension or hybrid of the transaction processing system (TPS) that places technology in the hands of the customer and allows them to process their own transactions. CIS represents a way of doing business at substantial savings; customers save time and organizations can lower their human resource costs.

Origin 

In 1992, Bergen Brunswig, a distributor of diversified drug and health care products, unintentionally created a CIS. According to the story, Bergen Brunswig decided to equip its sales representatives with a portable computer which included a multimedia product encyclopedia and customers' account information. The clients became increasingly interested in this system and in some cases even requested to borrow it from the sales representatives for their own use. As a result, the head of Research and Development at Bergen Brunswig, Jim McLaughlin, came up with the idea of modifying the system so that it included order-entry software and to provide this new system to the pharmacist free of charge.

Characteristics 

Characteristics include:

 Streamline organization's business processes
 Are at the very heart of every organization
 Are the new primary interface to customers
 Further decentralization of computing power in an organization by placing that power in the hands of the customers
 Empower the customers to process their own transactions anywhere at any time
 Can reduce waiting line time and therefore improve overall customer satisfaction
 Allow for an organization to cut costs by reducing human resources expenditures

Functions 

Functions include:

 Capturing information
 Creating information
 Cradling or storing information
 Communicating information
 Conveying information (secondary)

Examples 

A range of applications exist:

 Online shopping – browse or purchase a broad array of products anywhere any time
 ATMs and online banking – permits banking anywhere any time
 University and college online services – register for classes, make tuition payments and purchase books anywhere any time
 Vending machines – purchase anything from assorted snack foods to iPods

See also 

 Transaction processing system (TPS)
 Transaction processing
 Online transaction processing (OLTP)
 Online analytical processing (OLAP)
 Executive information systems (EIS)
 Artificial intelligence
 Neural network
 Workgroup support system (WSS)
 Groupware
 Spyware

References 

Transaction processing
The Secret Island of Dr. Quandary. The Secret Island of Dr. Quandary is an educational computer puzzle game developed by MECC, which pits the player against a variety of mathematical and logical puzzles. It was released in 1992 for MS-DOS and Macintosh.

Story
The player starts as a human playing in a shooting gallery in Dr. Quandary's carnival, and is given a live-action figure when the shooting game is defeated. However, it is a ruse for Dr. Quandary to put the player in the doll and transport them to his secret island, where the player must gather and brew the Fixer Elixir in order to escape.

Puzzles
There are a variety of puzzles in the game, most requiring some mathematical or logic skills, with some memory challenges thrown in as well. There are also varieties of traditional puzzles, such as Tangrams, Bulls and Cows, Taxman, the Tower of Hanoi, and Nim. Beating each puzzle nets the player an ingredient for the Fixer Elixir, the recipe of which can be a puzzle in itself for the harder difficulty levels.

References

External links

1992 video games
Classic Mac OS games
DOS games
The Learning Company games
Mathematical education video games
MECC games
Single-player video games
Video games about sentient toys
Video games developed in the United States
Video games set on fictional islands
System 80. System 80 is a pressurized water reactor design by Combustion Engineering (which was subsequently bought by Asea Brown Boveri and eventually merged into the Westinghouse Electric Company). Three System 80 reactors were built at Palo Verde Nuclear Generating Station.

System 80+
An updated version of the plant has been designed which was given a "+" at the end of the name. This indicates an evolutionary plant design - changes were made to improve costs and safety.

The control rods differ by using both 12 finger CEAs (control element assemblies) and 4 finger CEAs. The 12 finger rods are more reactive and only used for shutdown, while the 4 finger CEAs are used to control reactivity smoothly during operation.

The System 80+ in 1993 was considered by members of the American Nuclear Society as the "premier" burner of weapons grade plutonium, as the reactor design can handle a full inventory of MOX plutonium. After the Cold War ended, 100 tons of surplus weapons grade plutonium existed and the System 80+ was assessed to be the best available way to "denature" it beyond use in typical bomb designs, the "burning"/fissioning process would produce reactor grade plutonium, which while still a security concern, it is considerably diminished.

The System 80+ was developed into the Korean OPR-1000 and later APR-1400, and contributed design features to the AP1000.

The NRC has certified the System 80+ for the U.S. market, but Westinghouse ceased actively promoting the design for domestic sale, prior to their bankruptcy.

See also
Generation II reactor
WNP-3 and WNP-5

References

Nuclear power reactor types
Interorganizational system. An interorganizational system (IOS) is a system between organizations, or "shared information system among a group of companies." The most common form of interorganizational system is electronic data interchange, which permits instantaneous computer-to-computer transfer of information.

Overview 
Interorganizational systems allow the flow of information to be automated between organizations in order to reach a desired supply-chain management system, which enables the development of competitive organizations. This supports forecasting client needs and the delivery of products and services.

Interorganizational system helps to better manage buyer-supplier relationships by encompassing the full depths of tasks associated with business processes company-wide. In doing these activities, an organization is able to increase the productivity automatically; therefore, optimizing communication within all levels of an organization as well as between the organization and the supplier.  For example, each T-shirt that is sold in a retail store is automatically communicated to the supplier who will, in turn, ship more T-shirts to the retailer.

An Inter-organizational system is an information system shared by one or more suppliers and customers

Organizations might pursue an interorganizational system for the following reasons:
Reduce the risk in the organization
Pursue economies of scale
Benefit from the exchange of technologies
Increase competitiveness
Overcome investment barriers
Encourage global communication

An examples of interorganizational systems is the Sabre (computer system).

“ understanding of environmental uncertainty are leading to the horizontal relationships across organizations."

References

Further reading 
 F.J. Contractor, P. Lorgance [eds.]. Cooperative Strategies in International Business Lexington Books, 1988.
 Haag, Cummings, McCubbrey, Pinsonneult, and Donovan. Information Management Systems for the Information Age McGraw-Hill Ryerson. 1996. p. 26-27
 Nelson, Shaw. The Adoption and Diffusion of Interorganizational System Standards and Process Innovations University of Illinois. June 26, 2006. (online)

Supply chain management
Armstrong Whitworth Ape. The Ape was a British biplane experimental aeroplane built by Armstrong Whitworth Aircraft in the early 1920s and first flown on 5 January 1926 to "answer all the questions of aerodynamics."

Development
The aircraft was designed to be "infinitely" adjustable: The fuselage could be lengthened or shortened, different fins and tailplanes could be fitted, the incidence angle of both the tailplane and the wings could be altered and the wings could be additionally changed in stagger, rake and dihedral. However, it could not be converted to a monoplane configuration, nor be fitted with a more powerful engine. Additionally, the entire tail was a single unit and the incidence angle of the tailplane could not be changed without also changing that of the fin. It was equipped with a comparatively small  Lynx engine that did not deliver nearly as much power as the relatively heavy plane needed, and certainly prohibited the Ape from experimenting to its full potential. The second Ape had a bigger engine, the Bristol Jupiter, but additional gadgets added weight that mostly negated the extra power.

The Ape would continue to see occasional use throughout the 1920s.

Operators
 
 Royal Aircraft Establishment

Specifications (First Ape)

See also

References

 Tapper, Oliver. Armstrong Whitworth Aircraft since 1913. London:Putnam, 1988. .

1920s British experimental aircraft
Ape
Biplanes
Aircraft first flown in 1926
Single-engined tractor aircraft
Aircraft with fixed conventional landing gear
Single-engined piston aircraft