Deluxe Media

Deluxe Media

Deluxe Media Inc., also known simply as Deluxe and formerly Deluxe Entertainment Services Group, Inc., is an American multinational multimedia and entertainment service provisions company owned by Platinum Equity, founded in 1915 by Hungarian-born American film producer William Fox and headquartered in Burbank, California. The company services multiple clients in the film, television, digital content and advertising industries across the globe, and has been recognized with 10 Academy Awards for scientific and technical achievements, including developments in CinemaScope pictures (as part of 20th Century Fox) and more recently for a process of creating archival separations from digital image data. == History == Deluxe began as a film processing laboratory established in 1915 by William Fox under the name De Luxe as part of his eponymous film conglomerate corporation in Fort Lee, New Jersey. In 1916, Fox Film Corporation opened its studio in Hollywood on 13 acres at Sunset and Western. The first Deluxe film laboratory on the west coast was built on the south side of the lot (Fernwood and Serrano), and the laboratory was moved to the new Fox studios building on Manhattan's west side in 1919, where it remained for over 40 years. The "business manager" (later president) of the laboratory was Alan E. Freedman, who guided the company into the 1960s. In 1927, Fox (Deluxe) received a patent for sound-on-film, the Fox Movietone system. In 1927, "Sunrise: A Song of Two Humans," an early Movietone film, opened. Fox Movietone News, ran weekly in theaters until 1963. During the Great Depression, Fox Film Corporation encountered financial difficulties. Among the actions taken to maintain liquidity, Fox sold the laboratories in 1932 to Freedman, who renamed the operation Deluxe. Under Freedman's leadership, Deluxe added two more plants in Chicago and Toronto. In January 1934, Fox was granted an option to rebuy DeLuxe before December 31, 1938. On 31 May 1935, under Sidney Kent, Fox merged his film company with Twentieth Century Pictures to form The Twentieth Century-Fox Film Corporation following a bank-infused reorganisation. The merged company then exercised this option in July 1936, with Freedman remaining as president. In 1953, Deluxe developed the widescreen format CinemaScope. Titles included "There's No Business Like Show Business" (1954) and "The Seven Year Itch" (1955). Other innovations included the processing and sound striping of CinemaScope, and were patented and/or received Academy awards. In 1962 Freedman retired. In the 1960s, Deluxe closed its New York plant, followed by its plants in Chicago and Toronto, as motion picture production declined on the East Coast. In 1972, Deluxe began large volume videocassette production, with a billion by 1996. In 1990, The Rank Organisation acquired Deluxe from Fox. In 2000, Deluxe began large volume DVD production. In 2006, The Rank Organisation sold Deluxe Film Group to MacAndrews & Forbes, renamed Deluxe Entertainment Services Group. On 9 February 2012, Deluxe acquired Hong Kong–based visual effects and post-production company, Centro Digital Pictures, with its founder John Chu remaining as president while reporting to Alaric McAusland, managing director for Deluxe in Australia. In May 2014, Deluxe shut down its Los Angeles plant at Sunset & Western Studios complex, where other studios themselves were demolished way back in 1971. Also that same year, Deluxe closed the Hollywood film labs, and they gave thousands of orphaned film elements to the Academy Film Archive. The Deluxe Laboratories Collection at the Academy Film Archive consists of over 7,500 35mm and 16mm film elements of various motion pictures dating back to the early 1960s. On 22 April 2015, Deluxe and its longtime competitor, Technicolor S.A., announced that they had entered into a binding agreement to create a new joint venture known as Deluxe Technicolor Digital Cinema which will specialize in cinema mastering, distribution and management services. Deluxe got acquired on 4 September 2019 by creditors in a debt-for-equity swap to avoid bankruptcy. On 3 October 2019, Deluxe filed for bankruptcy, pending in the Southern District of New York. The same month on the 24th, the company received court approval to emerge from bankruptcy with a comprehensive restructuring plan. On July 1, 2020, Platinum Equity agreed to acquire the distribution division of Deluxe and re-unite with former CEO Cyril Drabinsky who would merge CineVizion, a film distribution company he founded after leaving Deluxe in 2016, into it. The companies Company 3 and Method Studios which formed the creative divisions of Deluxe were sold to Framestore in November 2020.

Cloud-to-cloud integration

Cloud-to-Cloud Integration ( C2I ) allows users to connect disparate cloud computing platforms. While Paas (Platform as a service) and Saas (Software as a service) continue to gain momentum, different vendors have different implementations for cloud computing, e.g. Database, REST, SOAP API. Another name for Cloud-to-Cloud Integration is Cloud-Surfing. See also Cloud-based integration

G.9972

G.9972 (also known as G.cx) is a Recommendation developed by ITU-T that specifies a coexistence mechanism for networking transceivers capable of operating over electrical power line wiring. It allows G.hn devices to coexist with other devices implementing G.9972 and operating on the same power line wiring. G.9972 received consent during the meeting of ITU-T Study Group 15, on October 9, 2009, and final approval on June 11, 2010. G.9972 specifies two mechanisms for coexistence between G.hn home networks and broadband over power lines (BPL) Internet access networks: Frequency-division multiplexing (FDM), in which the available spectrum is divided into two parts: frequencies below 10 or 14 MHz (specific value can be selected by the access network) are reserved for the access network, while frequencies above them are reserved for the in-home network. Time-division multiplexing (TDM), in which the available channel time is split equally between both networks. 50% of time slots are allocated for the access network, and 50% are allocated to the in-home network.

Virtual influencer

A virtual influencer, sometimes described as a virtual persona or virtual model, is a computer-generated fictional character that can be used for a variety of marketing-related purposes, but most frequently for social media marketing, in lieu of online human "influencers". Most virtual influencers are designed using computer graphics and motion capture technology to resemble real people in realistic situations. Common derivatives of virtual influencers include VTubers, which broadly refer to online entertainers and YouTubers who represent themselves using virtual avatars instead of their physical selves. == History == Virtual influencers are fundamentally synonymous with virtual idols, which originate from Japan's anime and Japanese idol culture that dates back to the 1980s. The first virtual idol created was Lynn Minmay, a fictional singer and main character of the anime television series Super Dimension Fortress Macross (1982) and the animated film adaptation Macross: Do You Remember Love? (1984). Minmay's success led to the production of more Japanese virtual idols, such as EVE from the Japanese cyberpunk anime Megazone 23 (1985), and Sharon Apple in Macross Plus (1994). Virtual idols were not always well received – in 1995, Japanese talent agency Horipro created Kyoko Date, which was inspired by the Macross franchise and dating sim games such as Tokimeki Memorial (1994). Date failed to gain commercial success despite drawing headlines for her debut as a CGI idol, largely due to technical limitations leading to issues such as unnatural movements, an issue also known as the uncanny valley. Since their inception, many virtual idols created have achieved continual success, with notable names including the Vocaloid singer Hatsune Miku, and the VTuber Kizuna AI. Technological advancements have also enabled production teams to use artificial intelligence and advanced techniques to customize the personalities and behavior of virtual idols. Due to modern-day advancements in technology, many virtual idols have held real-life tours and events. Notable ones include Hatsune Miku's titular tour Miku Expo and Hololive's concerts with many of their idols from their English, Japanese and Indonesian branches. Some notable events including virtual singers and influencers have included: Hatsune Miku opening for Lady Gaga in 2014 and Hoshimachi Suisei's concerts at the famous Budokan venue in Japan and her addition to the Forbes Japan list of '30 Under 30' individuals who are changing the world in their respective fields. == Benefits and criticism == From a branding perspective, virtual influencers are perceived to be much less likely to be mired in scandals. In China, celebrities caught in bad publicity such as singer Wang Leehom and entertainer Kris Wu have heightened the appeal of virtual influencers, since their existence relies entirely on computer-generated imagery and they are therefore unlikely to cause any damage to a brand's image by association. Some studies have also suggested that Generation Z consumers have a unique appetite for virtual idols and influencers, since they grew up in the age of the internet. Studies also show that human-like appearance of virtual influencers show higher message credibility than anime-like virtual influencers. Scholars and commentators have also questioned the ethics and cultural impact of virtual influencers, arguing that computer-generated personas can entrench unrealistic beauty standards while diffusing accountability for labor, identity, and consent. Business and marketing analysts have also warned that disclosure and governance remain inconsistent, recommending clearer guardrails and transparency when brands deploy synthetic spokespeople. In 2025, reporting highlighted concerns that AI-driven "virtual humans" could displace human creators and sales workers, intensifying debates over the future of creative labor and authenticity online. == Notable examples == === Virtual bands === Eternity - A South Korean virtual idol group formed by Pulse9. Gorillaz - A virtual band formed in 1998. K/DA - A virtual K-pop girl group created as part of the League of Legends video game franchise. MAVE: - A South Korean virtual girl group formed in 2023 by Metaverse Entertainment. Pentakill - A virtual heavy metal band created as part of the League of Legends video game franchise. Plave (band) - A South Korean virtual boy band formed by VLast. Squid Sisters and Off the Hook - Two virtual pop idol duos as part of the Splatoon series. Studio Killers - A Finnish-Danish-British virtual band formed in 2011. === Vocaloids === Hatsune Miku (modeled after Saki Fujita) Kagamine Rin/Len (modeled after Asami Shimoda) Megurine Luka (modeled after Yū Asakawa) Meiko (modeled after Meiko Haigō) Kaito (modeled after Naoto Fūga) === VTubers === Kano Kizuna AI Neuro-sama VShojo Ironmouse Projekt Melody Nijisanji Hololive Akai Haato Gawr Gura Hoshimachi Suisei Natsuiro Matsuri === Other examples === Ami Yamato Crazy Frog FN Meka IA Kuki AI Kyoko Date Kyra Miquela Naevis Shudu Gram

CryptoParty

CryptoParty (Crypto-Party) is a grassroots global endeavour to introduce the basics of practical cryptography such as the Tor anonymity network, I2P, Freenet, key signing parties, disk encryption and virtual private networks to the general public. The project primarily consists of a series of free public workshops. == History == As a successor to the Cypherpunks of the 1990s, CryptoParty was conceived in late August 2012 by the Australian journalist Asher Wolf in a Twitter post following the passing of the Cybercrime Legislation Amendment Bill 2011 and the proposal of a two-year data retention law in that country, the Cybercrime Legislation Amendment Bill 2011. The DIY, self-organizing movement immediately went viral, with a dozen autonomous CryptoParties being organized within hours in cities throughout Australia, the US, the UK, and Germany. Many more parties were soon organized or held in Chile, The Netherlands, Hawaii, Asia, etc. Tor usage in Australia itself spiked, and CryptoParty London with 130 attendees—some of whom were veterans of the Occupy London movement—had to be moved from London Hackspace to the Google campus in east London's Tech City. As of mid-October 2012 some 30 CryptoParties have been held globally, some on a continuing basis, and CryptoParties were held on the same day in Reykjavik, Brussels, and Manila. The first draft of the 442-page CryptoParty Handbook (the hard copy of which is available at cost) was pulled together in three days using the book sprint approach, and was released 2012-10-04 under a CC BY-SA license. === Edward Snowden involvement === In May 2014, Wired reported that Edward Snowden, while employed by Dell as an NSA contractor, organized a local CryptoParty at a small hackerspace in Honolulu, Hawaii on December 11, six months before becoming well known for leaking tens of thousands of secret U.S. government documents. During the CryptoParty, Snowden taught 20 Hawaii residents how to encrypt their hard drives and use the Internet anonymously. The event was filmed by Snowden's then-girlfriend, but the video has never been released online. In a follow-up post to the CryptoParty wiki, Snowden pronounced the event a "huge success." == Media response == In 2013, CryptoParty received messages of support from the Electronic Frontier Foundation and (purportedly) AnonyOps, as well as the NSA whistleblower Thomas Drake, WikiLeaks central editor Heather Marsh, and Wired reporter Quinn Norton. Eric Hughes, the author of A Cypherpunk's Manifesto nearly two decades before, delivered the keynote address, Putting the Personal Back in Personal Computers, at the Amsterdam CryptoParty on 2012-09-27. Marcin de Kaminski, founding member of Piratbyrån which in turn founded The Pirate Bay, regarded CryptoParty as the most important civic project in cryptography in 2012, and Cory Doctorow has characterized a CryptoParty as being "like a Tupperware party for learning crypto." Der Spiegel in December 2014 mentioned "crypto parties" in the wake of the Edward Snowden leaks in an article about the NSA.

AI alignment

In the field of artificial intelligence (AI), alignment aims to steer AI systems toward a person's or group's intended goals, preferences, or ethical principles. An AI system is considered aligned if it advances the intended objectives. A misaligned AI system pursues unintended objectives. It is often difficult for AI designers to specify the full range of desired and undesired behaviors. Therefore, the designers often use simpler proxy goals, such as gaining human approval. But proxy goals can overlook necessary constraints or reward the AI system for merely appearing aligned. AI systems may also find loopholes that allow them to accomplish their proxy goals efficiently but in unintended, sometimes harmful, ways (reward hacking). Advanced AI systems may develop unwanted instrumental strategies, such as seeking power or self-preservation because such strategies help them achieve their assigned final goals. Furthermore, they might develop undesirable emergent goals that could be hard to detect before the system is deployed and encounters new situations and data distributions. Empirical research showed in 2024 that advanced large language models (LLMs) such as OpenAI o1 or Claude 3 sometimes engage in strategic deception to achieve their goals or prevent them from being changed. Some of these issues affect existing commercial systems such as LLMs, robots, autonomous vehicles, and social media recommendation engines. Some AI researchers argue that more capable future systems will be more severely affected because these problems partially result from high capabilities. Many prominent AI researchers and AI company leaders have argued or asserted that AI is approaching human-like (AGI) and superhuman cognitive capabilities (ASI), and could endanger human civilization if misaligned. These include "AI godfathers" Geoffrey Hinton and Yoshua Bengio and the CEOs of OpenAI, Anthropic, and Google DeepMind. These risks remain debated. AI alignment is a subfield of AI safety, the study of how to build safe AI systems. Other subfields of AI safety include robustness, monitoring, and capability control. Research challenges in alignment include instilling complex values in AI, developing honest AI, scalable oversight, auditing and interpreting AI models, and preventing emergent AI behaviors like power-seeking. Alignment research has connections to interpretability research, (adversarial) robustness, anomaly detection, calibrated uncertainty, formal verification, preference learning, safety-critical engineering, game theory, algorithmic fairness, and social sciences. == Objectives in AI == Programmers provide an AI system such as AlphaZero with an "objective function", in which they intend to encapsulate the goal(s) the AI is configured to accomplish. Such a system later populates a (possibly implicit) internal "model" of its environment. This model encapsulates all the agent's beliefs about the world. The AI then creates and executes whatever plan is calculated to maximize the value of its objective function. For example, when AlphaZero is trained on chess, it has a simple objective function of "+1 if AlphaZero wins, −1 if AlphaZero loses". During the game, AlphaZero attempts to execute whatever sequence of moves it judges most likely to attain the maximum value of +1. Similarly, a reinforcement learning system can have a "reward function" that allows the programmers to shape the AI's desired behavior. An evolutionary algorithm's behavior is shaped by a "fitness function". == Alignment problem == In 1960, AI pioneer Norbert Wiener described the AI alignment problem as follows: If we use, to achieve our purposes, a mechanical agency with whose operation we cannot interfere effectively [...] we had better be quite sure that the purpose put into the machine is the purpose which we really desire. AI alignment refers to ensuring that an AI system's objectives match some target. The target is variously defined as the goals of the system's designers or users, widely shared values, objective ethical standards, legal requirements, or the intentions its designers would have if they were more informed and enlightened. In democratic AI alignment, the target is the values and preferences of median voters, which increases political legitimacy. AI alignment is an open problem for modern AI systems and is a research field within AI. Aligning AI involves two main challenges: carefully specifying the purpose of the system (outer alignment) and ensuring that the system adopts the specification robustly (inner alignment). Researchers also attempt to create AI models that have robust alignment, sticking to safety constraints even when users adversarially try to bypass them. === Specification gaming and side effects === To specify an AI system's purpose, AI designers typically provide an objective function, examples, or feedback to the system. But designers are often unable to completely specify all important values and constraints, so they resort to easy-to-specify proxy goals such as maximizing the approval of human overseers, who are fallible. As a result, AI systems can find loopholes that help them accomplish the specified objective efficiently but in unintended, possibly harmful ways. This tendency is known as specification gaming or reward hacking, and is an instance of Goodhart's law. As AI systems become more capable, they are often able to game their specifications more effectively. Specification gaming has been observed in numerous AI systems. OpenAI GPT models for programming—including in real-world cases—have been found to explicitly plan hacking the tests used to evaluate them to falsely appear successful (e.g., explicitly stating "let's hack"). When the company penalized this, many models learned to obfuscate their plans while continuing to hack the tests. Another system was trained to finish a simulated boat race by rewarding the system for hitting targets along the track, but the system achieved more reward by looping and crashing into the same targets indefinitely. A 2025 Palisade Research study found that when tasked to win at chess against a stronger opponent, some reasoning LLMs attempted to hack the game system, for example by modifying or entirely deleting their opponent. Some alignment researchers aim to help humans detect specification gaming and steer AI systems toward carefully specified objectives that are safe and useful to pursue. When a misaligned AI system is deployed, it can have consequential side effects. Social media platforms have been known to optimize their recommendation algorithms for click-through rates, causing user addiction on a global scale. Stanford researchers say that such recommender systems are misaligned with their users because they "optimize simple engagement metrics rather than a harder-to-measure combination of societal and consumer well-being". Explaining such side effects, Berkeley computer scientist Stuart J. Russell said that the omission of implicit constraints can cause harm: "A system [...] will often set [...] unconstrained variables to extreme values; if one of those unconstrained variables is actually something we care about, the solution found may be highly undesirable. This is essentially the old story of the genie in the lamp, or the sorcerer's apprentice, or King Midas: you get exactly what you ask for, not what you want." Some researchers suggest that AI designers specify their desired goals by listing forbidden actions or by formalizing ethical rules (as with Asimov's Three Laws of Robotics). But Russell and Norvig argue that this approach overlooks the complexity of human values: "It is certainly very hard, and perhaps impossible, for mere humans to anticipate and rule out in advance all the disastrous ways the machine could choose to achieve a specified objective." Additionally, even if an AI system fully understands human intentions, it may still disregard them, because following human intentions may not be its objective (unless it is already fully aligned). === Pressure to deploy unsafe systems === Commercial organizations sometimes have incentives to take shortcuts on safety and to deploy misaligned or unsafe AI systems. For example, social media recommender systems have been profitable despite creating unwanted addiction and polarization. Competitive pressure can also lead to a race to the bottom on AI safety standards. For example, OpenAI has been sued for releasing a ChatGPT version that encouraged suicide for some unstable users, a behavior the company had overlooked amid a rushed product release. Similarly, in 2018, a self-driving car killed a pedestrian (Elaine Herzberg) after engineers disabled the emergency braking system because it was oversensitive and slowed development. === Risks from advanced misaligned AI === Some researchers are interested in aligning increasingly advanced AI systems, as progress in AI development is rapid, and industry and governments are trying to build advan

MDS matrix

An MDS matrix (maximum distance separable) is a matrix representing a function with certain diffusion properties that have useful applications in cryptography. Technically, an m × n {\displaystyle m\times n} matrix A {\displaystyle A} over a finite field K {\displaystyle K} is an MDS matrix if it is the transformation matrix of a linear transformation f ( x ) = A x {\displaystyle f(x)=Ax} from K n {\displaystyle K^{n}} to K m {\displaystyle K^{m}} such that no two different ( m + n ) {\displaystyle (m+n)} -tuples of the form ( x , f ( x ) ) {\displaystyle (x,f(x))} coincide in n {\displaystyle n} or more components. Equivalently, the set of all ( m + n ) {\displaystyle (m+n)} -tuples ( x , f ( x ) ) {\displaystyle (x,f(x))} is an MDS code, i.e., a linear code that reaches the Singleton bound. Let A ~ = ( I n A ) {\displaystyle {\tilde {A}}={\begin{pmatrix}\mathrm {I} _{n}\\\hline \mathrm {A} \end{pmatrix}}} be the matrix obtained by joining the identity matrix I n {\displaystyle \mathrm {I} _{n}} to A {\displaystyle A} . Then a necessary and sufficient condition for a matrix A {\displaystyle A} to be MDS is that every possible n × n {\displaystyle n\times n} submatrix obtained by removing m {\displaystyle m} rows from A ~ {\displaystyle {\tilde {A}}} is non-singular. This is also equivalent to the following: all the sub-determinants of the matrix A {\displaystyle A} are non-zero. Then a binary matrix A {\displaystyle A} (namely over the field with two elements) is never MDS unless it has only one row or only one column with all components 1 {\displaystyle 1} . Reed–Solomon codes have the MDS property and are frequently used to obtain the MDS matrices used in cryptographic algorithms. Serge Vaudenay suggested using MDS matrices in cryptographic primitives to produce what he called multipermutations, not-necessarily linear functions with this same property. These functions have what he called perfect diffusion: changing t {\displaystyle t} of the inputs changes at least m − t + 1 {\displaystyle m-t+1} of the outputs. He showed how to exploit imperfect diffusion to cryptanalyze functions that are not multipermutations. MDS matrices are used for diffusion in such block ciphers as AES, SHARK, Square, Twofish, Anubis, KHAZAD, Manta, Hierocrypt, Kalyna, Camellia and HADESMiMC, and in the stream cipher MUGI and the cryptographic hash function Whirlpool, Poseidon.