Digitization in the context of "Digital photography"

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πŸ‘‰ Digitization in the context of Digital photography

Digital photography uses cameras containing arrays of electronic photodetectors interfaced to an analog-to-digital converter (ADC) to produce images focused by a lens, as opposed to an exposure on photographic film. The digitized image is stored as a computer file ready for further digital processing, viewing, electronic publishing, or digital printing. It is a form of digital imaging based on gathering visible light (or for scientific instruments, light in various ranges of the electromagnetic spectrum).

Until the advent of such technology, photographs were made by exposing light-sensitive photographic film and paper, which was processed in liquid chemical solutions to develop and stabilize the image. Digital photographs are typically created solely by computer-based photoelectric and mechanical techniques, without wet bath chemical processing.

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Digitization in the context of Digital library

A digital library (also called an online library, an internet library, a digital repository, a library without walls, or a digital collection) is an online database of digital resources that can include text, still images, audio, video, digital documents, or other digital media formats or a library accessible through the internet. Objects can consist of digitized content like print or photographs, as well as originally produced digital content like word processor files or social media posts. In addition to storing content, digital libraries provide means for organizing, searching, and retrieving the content contained in the collection. Digital libraries can vary immensely in size and scope, and can be maintained by individuals or organizations. The digital content may be stored locally, or accessed remotely via computer networks. These information retrieval systems are able to exchange information with each other through interoperability and sustainability.

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Digitization in the context of 3D scanning

3D scanning is the process of analyzing a real-world object or environment to collect three dimensional data of its shape and possibly its appearance (e.g. color). The collected data can then be used to construct digital 3D models.

A 3D scanner can be based on many different technologies, each with its own limitations, advantages and costs. Many limitations in the kind of objects that can be digitized are still present. For example, optical technology may encounter difficulties with dark, shiny, reflective or transparent objects while industrial computed tomography scanning, structured-light 3D scanners, LiDAR and Time Of Flight 3D Scanners can be used to construct digital 3D models, without destructive testing.

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Digitization in the context of Political communication

Political communication is the study of political messaging, e.g. in political campaigns, speeches and political advertising, often within the mass media. It is an interdisciplinary subfield located between communication studies and political science. Political communication is concerned with ideas such as information flow, political influence, policy making, news, and public opinion. The field also focuses on the study of political social media, propaganda, political economy of communication and non-profit organisations that communicate to affect political processes. Modern societal changes that have affected the field include the digitization of media, polarization and a movement towards a post-truth media environment.

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Digitization in the context of Rubbersheeting

In cartography and geographic information systems, rubbersheeting is a form of coordinate transformation that warps a vector dataset to match a known geographic space. This is most commonly needed when a dataset has systematic positional error, such as one digitized from a historical map of low accuracy. The mathematics and procedure are very similar to the georeferencing of raster images, and this term is occasionally used for that process as well, but image georegistration is an unambiguous term for the raster process.

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Digitization in the context of Image quality

Image quality can refer to the level of accuracy with which different imaging systems capture, process, store, compress, transmit and display the signals that form an image. Another definition refers to image quality as "the weighted combination of all of the visually significant attributes of an image". The difference between the two definitions is that one focuses on the characteristics of signal processing in different imaging systems and the latter on the perceptual assessments that make an image pleasant for human viewers.

Image quality should not be mistaken with image fidelity. Image fidelity refers to the ability of a process to render a given copy in a perceptually similar way to the original (without distortion or information loss), i.e., through a digitization or conversion process from analog media to digital image.

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Digitization in the context of Mortal Kombat (1992 video game)

Mortal Kombat is a 1992 fighting game developed and published by Midway for arcades. It is the first main installment in the Mortal Kombat franchise, and was subsequently released by Acclaim Entertainment for nearly every home platform of the time. The game presents a martial arts tournament in which ten characters (including a choice of seven player characters) contend with the fate of Earth at stake. It introduced many key aspects of the Mortal Kombat series, including the unique five-button control scheme and gory finishing moves called Fatalities.

Mortal Kombat is considered by critics to be one of the greatest video games ever made. It spawned numerous sequels and spin-offs, beginning with Mortal Kombat II in 1993. Both games were the subject of a film adaptation in 1995. However, it also sparked much controversy for its depiction of extreme violence and gore using realistic digitized graphics and, along with the home releases of Night Trap and Lethal Enforcers, prompted the formation of the Entertainment Software Rating Board (ESRB), a U.S. government-backed organization that set descriptor ratings for video games.

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Digitization in the context of CSNTM

The Center for the Study of New Testament Manuscripts (CSNTM) is a 501(c)(3) non-profit organization whose mission is to digitally preserve Greek New Testament manuscripts. Toward that end, CSNTM takes digital photographs of manuscripts at institutions, libraries, museums, monasteries, universities, and archives around the world. The images produced are freely accessible on the Center's websiteβ€”a searchable library of Greek New Testament manuscripts. With more than 50,000 users examining manuscripts in their digital library each year, the Center's digitization work facilitates a partnership between manuscript owners, archivists, and researchers around the world.

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