AI Analytics Certification

AI Analytics Certification — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Subpixel rendering

    Subpixel rendering

    Subpixel rendering is a method used to increase the effective resolution of a color display device. It utilizes the composition of each pixel, which consists of three subpixels of which are red, green, and blue that can each be individually addressable on the display matrix. Subpixel rendering is primarily used for text rendering on standard DPI displays. Despite the inherent color anomalies, it can also be used to render general graphics. == History == The origin of subpixel rendering as used today remains controversial. Apple Inc., IBM, and Microsoft patented various implementations that differed in technical details owing to the different purposes for which their technologies were intended. Microsoft held several patents in the United States for subpixel rendering technology used in text rendering on RGB Stripe layouts. The patents 6,219,025; 6,239,783; 6,307,566; 6,225,973; 6,243,070; 6,393,145; 6,421,054; 6,282,327; and 6,624,828 were filed between October 7, 1998, and October 7, 1999, and expired on July 30, 2019. Analysis of the patent by FreeType indicates that the patent does not cover the idea of subpixel rendering, but rather the actual filter used as a last step to balance the color. Microsoft's patent describes the smallest possible filter that distributes each subpixel value equally among the R, G, and B pixels. Any other filter will either be blurrier or will introduce color artifacts. Apple was able to use it in Mac OS X due to a patent cross-licensing agreement. == Characteristics == A single pixel on a color display is made of several subpixels, typically three arranged left-to-right as red, green, and blue (RGB). The components are readily visible with a small magnifying glass, such as a loupe. These pixel components appear as a single color to the human eye because of blurring by optics and spatial integration by nerve cells in the eye. However, the eye is much more sensitive to the location. Therefore, turning on the G and B of one pixel and the R of the next pixel to the right will produce a white dot, but it will appear to be 1/3 of a pixel to the right of the white dot that would be seen from the RGB of only the first pixel. Subpixel rendering leverages this to provide three times the horizontal resolution of the rendered image. However, it has to blur this image to produce the correct color by ensuring the same amount of red, green, and blue are turned on as when no subpixel rendering is being done. Subpixel rendering does not necessitate the use of antialiasing. It gives a smoother result regardless of whether antialiasing is used or not since it artificially increases the resolution. However, it introduces color aliasing since subpixels are colored. Subsequent filtering applied to remove the color artifacts is a form of antialiasing, although its purpose is not smoothing jagged shapes as in conventional antialiasing. Subpixel rendering requires the software to know the layout of the subpixels. The most common reason it is wrong is monitors that can be rotated 90 (or 180) degrees, though monitors are manufactured with other arrangements of the subpixels, such as BGR or in triangles, or with 4 colors like RGBW squares. On any such display the result of incorrect subpixel rendering will be worse than if no subpixel rendering was done at all (it will not produce color artifacts, but it will produce noisy edges). == Implementations == === Apple II === Steve Gibson has claimed that the Apple II, introduced in 1977, supports an early form of subpixel rendering in its high-resolution (280×192) graphics mode. The Wozniak patent only used 2 "sub-pixels". The bytes that comprise the Apple II high-resolution screen buffer contain seven visible bits (each corresponding directly to a pixel) and a flag bit used to select between purple/green or blue/orange color sets. Each pixel, since it is represented by a single bit, is either on or off; there are no bits within the pixel itself for specifying color or brightness. Color is instead created as an artifact of the NTSC color encoding scheme, determined by horizontal position: pixels with even horizontal coordinates are always purple (or blue, if the flag bit is set), and odd pixels are always green (or orange). Two lit pixels next to each other are always white, regardless of whether the pair is even/odd or odd/even, and irrespective of the value of the flag bit. This is an approximation, but it is what most programmers of the time would have in mind while working with the Apple's high-resolution mode. Gibson's example claims that because two adjacent bits form a white block, there are, in fact, two bits per pixel: one that activates the pixel's purple left half and the other that activates its green right half. If the programmer instead activates the green right half of a pixel and the purple left half of the next pixel, the result is a white block 1/2 pixel to the right, which is indeed an instance of subpixel rendering. However, it is not clear whether any programmers of the Apple II have considered the pairs of bits as pixels—instead calling each bit a pixel. The flag bit in each byte affects color by shifting pixels half a pixel-width to the right. This half-pixel shift was exploited by some graphics software, such as HRCG (High-Resolution Character Generator), an Apple utility that displayed text using the high-resolution graphics mode, to smooth diagonals. === ClearType === Microsoft announced its subpixel rendering technology, called ClearType, at COMDEX in 1998. Microsoft published a paper in May 2000, Displaced Filtering for Patterned Displays, describing the filtering behind ClearType. It was then made available in Windows XP. Still, it was not activated by default until Windows Vista, while Windows XP OEMs could and did change the default setting. === FreeType === FreeType, the library used by most current software on the X Window System, contains two open source implementations. The original implementation uses the ClearType antialiasing filters and carries the following notice: "The colour filtering algorithm of Microsoft's ClearType technology for subpixel rendering is covered by patents; for this reason, the corresponding code in FreeType is disabled by default. Note that subpixel rendering per se is prior art; using a different colour filter thus easily circumvents Microsoft's patent claims." FreeType offers a variety of color filters. Since version 2.6.2, the default filter is light, a filter that is both normalized (value sums up to 1) and color-balanced (eliminate color fringes at the cost of resolution). Since version 2.8.1, a second implementation exists, called Harmony, that "offers high quality LCD-optimized output without resorting to ClearType techniques of resolution tripling and filtering". This is the method enabled by default. When using this method, "each color channel is generated separately after shifting the glyph outline, capitalizing on the fact that the color grids on LCD panels are shifted by a third of a pixel. This output is indistinguishable from ClearType with a light 3-tap filter." Since the Harmony method does not require additional filtering, it is not covered by the ClearType patents. === CoolType === Adobe created their own subpixel renderer called CoolType, allowing them to display documents the same way across various operating systems: Windows, MacOS, Linux etc. When it was launched around the year 2001, CoolType supported a wider range of fonts than Microsoft's ClearType, which at the time was limited to TrueType fonts. In contrast, Adobe's CoolType also supported PostScript fonts (and their OpenType equivalents). === macOS === Mac OS X (later OS X, now macOS) also used subpixel rendering, as part of Quartz 2D. However, it was removed after the introduction of Retina displays. Unlike Microsoft's implementation, which favors a tight fit to the grid (font hinting) to maximize legibility, Apple's implementation prioritizes the shape of the glyphs as set out by their designer.

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  • Coolgorilla

    Coolgorilla

    Coolgorilla was one of the earliest software developers that created 3rd party native applications for Apple iPod devices. Coolgorilla was an early adopter of using a sponsorship business model to enable mobile applications to be given away freely. Coolgorilla developed a series of Talking Phrasebooks for iPods in 2006. They partnered with online travel company lastminute.com who sponsored the applications enabling them to be made available to download completely free of charge. As mobile devices became more sophisticated, Coolgorilla developed the Talking Phrasebooks for Sony Ericsson and Nokia Mobile Devices which at the time were considerably noteworthy since the applications used real voice audio translations. With Apple's introduction of the iPhone in 2007, Coolgorilla developed a Web App before having four of the iPhone Talking Phrasebooks available to download from Apple's App Store on the day it opened in 2008. == Almanac in Chronological Order == On 23 December 2005, CoolGorilla, a new start-up, launched a trivia game for the iPod. It was titled "Rock and Pop Quiz". It was a quiz game that tested users' knowledge on bands such as U2, Metallica, Beyonce, and the Beatles. The quiz contained twenty megabytes of audible trivia questions. The free game was compatible with 3rd, 4th and 5th generation iPods, iPod mini and nano. In March 2006, Coolgorilla released "Movie Quiz for iPods" with a price of $5. It was an audio game narrated by New York's DJ Thomas, a radio and television host, voice over artist and event Master of Ceremonies. There were questions on Star Wars, Spiderman, The Godfather, Pulp Fiction, The Matrix, James Bond, and others. The user could keep track of their score. The game included a secret code for players who answered all questions correctly which enabled users to enter their name on the Coolgorilla Hall of Fame. In May 2006, Coolgorilla launched a World Cup Encyclopedia which was released prior to the 2006 FIFA World Cup. It had information on the World Cup schedule, details of every player from every team, every score from every world cup game ever played, stadium details, and manager profiles. It was a free download. In June 2006, Coolgorilla released a series of iPod Phrasebooks in German, Greek, French and Spanish. They were sponsored by lastminute.com and were free. The phrasebooks included common words and phrases for tourists with 750 sound files. They were accessed through the iPod's Notes feature. In April 2007, Coolgorilla released a downloadable version of the Talking Phrasebooks for Nokia and Sony Ericsson mobile devices. French, Spanish, German, Greek, Italian, and Portuguese were produced. The application provided real voice translations. They initially sold for £3 but 3 months later were offered for free. The branding was lastminute.com branding. Apple's iPhone was released at the end of June 2007. Soon after, Coolgorilla released an online all-in-one version of their Talking Phrasebooks for iPhone (Web App). The Phrasebooks were made available online in the form of a web app as iPhone did not yet allow for the download of additional apps. The app provided both text and audio translations in French, Spanish, Portuguese, Italian, German, and Greek. The iPhone translated the phrases using the recordings of real, native voice-over artists. A text translation on screen was also displayed. Apple's App Store opened in July 2008 with approximately 500 native apps available. Four of these Apps were Coolgorilla's Talking Phrasebooks for iPhone (Native Apps). There was French, German, Italian, and Spanish. These Apps carried lastminute.com branding and were available for free download. In the first three weeks following their release, the phrasebooks had over 350,000 downloads. Subsequently, Dutch, Arabic, Mandarin and Cantonese were also released. In October 2008, Coolgorilla released an iPhone London Travel Guide. Coolgorilla featured on NBC News in August 2009. In 2010, FIAT used the Italian Phrasebook to help promote the release of their FIAT 500 in the US. There has been no further activity since.

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  • Bin picking

    Bin picking

    Bin picking (also referred to as random bin picking) is a core problem in computer vision and robotics. The goal is to have a robot with sensors and cameras attached to it pick-up known objects with random poses out of a bin using a suction gripper, parallel gripper, or other kind of robot end effector. Early work on bin picking made use of Photometric Stereo in recovering the shapes of objects and to determine their orientation in space. Amazon previously held a competition focused on bin picking referred to as the "Amazon Picking Challenge", which was held from 2015 to 2017. The challenge tasked entrants with building their own robot hardware and software that could attempt simplified versions of the general task of picking and stowing items on shelves. The robots were scored by how many items were picked and stowed in a fixed amount of time. The first Amazon Robotics challenge was won by a team from TU Berlin in 2015, followed by a team from TU Delft and the Dutch company "Fizyr" in 2016. The last Amazon Robotics Challenge was won by the Australian Centre for Robotic Vision at Queensland University of Technology with their robot named Cartman. The Amazon Robotics/Picking Challenge was discontinued following the 2017 competition. Although there can be some overlap, bin picking is distinct from "each picking" and the bin packing problem.

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  • Office automation

    Office automation

    Office automation refers to the varied computer machinery and software used to digitally create, collect, store, manipulate, and relay office information needed for accomplishing basic tasks. Raw data storage, electronic transfer, and the management of electronic business information comprise the basic activities of an office automation system. Office automation helps in optimizing or automating existing office procedures. The backbone of office automation is a local area network, which allows users to transfer data, mail and voice across the network. All office functions, including dictation, typing, filing, copying, fax, telex, microfilm and records management, telephone and telephone switchboard operations, fall into this category. Office automation was a popular term in the 1970s and 1980s as the desktop computer exploded onto the scene. Advantages of office automation include that it can get many tasks accomplished faster, it eliminates the need for a large staff, less storage is required to store data, and multiple people can update data simultaneously in the event of changes in schedule. == Outline == Businesses can easily purchase and stock their wares with the aid of technology. Many of the manual tasks that used to be done by hand can now be done through hand held devices and UPC and SKU coding. In the retail setting, automation also increases choice. Customers can easily process their payments through automated credit card machines and no longer have to wait in line for an employee to process and manually type in the credit card numbers. Office payrolls have been automated, which means no one has to manually cut checks, and those checks that are cut can be printed through computer programs. Direct deposit can be automatically set up and this further reduces the manual process, and most employees who participate in direct deposit often find their paychecks come earlier than if they'd have to wait for their checks to be written and then cleared by the bank. Other ways automation has reduced employee manpower on tasks is automated voice direction. Through the use of prompts, automated phone menus and directed calls, the need for employees to be dedicated to answer the phones has been reduced, and in some cases, eliminated.

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  • CloudMinds

    CloudMinds

    CloudMinds is an operator of cloud-based systems for cognitive robotics. == History == CloudMinds was founded in 2015 and is backed by SoftBank, Foxconn, Walden Venture Investments, and Keytone Ventures. CloudMinds has developed research in smart devices, robot control, high-speed security networks, and cloud intelligence integration. CloudMinds developed the Mobile Intranet Cloud Services (MCS) based on these technologies in order to increase the information security of the cloud robot remote control. The technology has been applied in the fields of finance, medicine, the military, public safety, and large-scale manufacturing. == U.S. sanctions == In May 2020, CloudMinds was added to the Bureau of Industry and Security's Entity List due to U.S. national security concerns.

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  • VGACAD

    VGACAD

    VGACAD was the parent of a suite of shareware graphic utilities made for the MS-DOS operating system used in the IBM PC and clones. It was popular for editing and capturing images using BSAVE (graphics image format) and provided an early graphic editing suite compatible with multiple graphic cards and resolutions, used on the IBM PC. == Usage == Written by Lawrence Gozum in 1987, it was the genesis of multiple versions and improvements over 10 years. Ran with his brother, Marvin initially helped with design ideas, strategic focus, technical support calls, and managing the early shareware business. The growth of the VGACAD suite grew quickly to preoccupy most of their time. Lawrence then focused more of his efforts on software and formed Applied Insights, to manage VGACAD and its offspring, VidFun, and Ai Picture Explorer. At its peak, its users ranged from individuals, Federal government offices, museums and major newspapers. == Features == VGACAD was a misnomer, and meant VGA-Computer Assisted Drawing, rather than computer-aided design, as CAD is commonly referred to today. Its longevity was due to its color accuracy, speed, small size, and that its suite of small utilities often worked stand-alone. One called VGACAP, for 'capture', dumped video memory into a file that could later be converted to popular graphic image formats, later made commonplace when Microsoft Windows programmed the print screen key to dump graphics into the clipboard. However, VGACAP ran insulated apart from early versions of Windows, and thus could capture screens were applications prohibited such function.

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  • Non-native speech database

    Non-native speech database

    A non-native speech database is a speech database of non-native pronunciations of English. Such databases are used in the development of: multilingual automatic speech recognition systems, text to speech systems, pronunciation trainers, and second language learning systems. == List == The actual table with information about the different databases is shown in Table 2. === Legend === In the table of non-native databases some abbreviations for language names are used. They are listed in Table 1. Table 2 gives the following information about each corpus: The name of the corpus, the institution where the corpus can be obtained, or at least further information should be available, the language which was actually spoken by the speakers, the number of speakers, the native language of the speakers, the total amount of non-native utterances the corpus contains, the duration in hours of the non-native part, the date of the first public reference to this corpus, some free text highlighting special aspects of this database and a reference to another publication. The reference in the last field is in most cases to the paper which is especially devoted to describe this corpus by the original collectors. In some cases it was not possible to identify such a paper. In these cases a paper is referenced which is using this corpus is. Some entries are left blank and others are marked with unknown. The difference here is that blank entries refer to attributes where the value is just not known. Unknown entries, however, indicate that no information about this attribute is available in the database itself. As an example, in the Jupiter weather database no information about the origin of the speakers is given. Therefore this data would be less useful for verifying accent detection or similar issues. Where possible, the name is a standard name of the corpus, for some of the smaller corpora, however, there was no established name and hence an identifier had to be created. In such cases, a combination of the institution and the collector of the database is used. In the case where the databases contain native and non-native speech, only attributes of the non-native part of the corpus are listed. Most of the corpora are collections of read speech. If the corpus instead consists either partly or completely of spontaneous utterances, this is mentioned in the Specials column.

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  • DataScene

    DataScene

    DataScene is a scientific graphing, animation, data analysis, and real-time data monitoring software package. It was developed with the Common Language Infrastructure technology and the GDI+ graphics library. With the two Common Language Runtime engines - the .Net and Mono frameworks - DataScene runs on all major operating systems. With DataScene, the user can plot 39 types 2D & 3D graphs (e.g., Area graph, Bar graph, Boxplot graph, Pie graph, Line graph, Histogram graph, Surface graph, Polar graph, Water Fall graph, etc.), manipulate, print, and export graphs to various formats (e.g., Bitmap, WMF/EMF, JPEG, PNG, GIF, TIFF, PostScript, and PDF), analyze data with different mathematical methods (fitting curves, calculating statics, FFT, etc.), create chart animations for presentations (e.g. with PowerPoint), classes, and web pages, and monitor and chart real-time data. == History == DataScene was first released (version 1.0) in March 2009 for the Windows platform and the .Net 2.0 framework. Since version 2.0, DataScene has been ported to the Mono framework 2.6 and all Linux and Unix/X11 operating systems. Cyberwit offers free licensing for the Express edition of DataScene.

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  • Lesk algorithm

    Lesk algorithm

    The Lesk algorithm is a classical algorithm for word sense disambiguation introduced by Michael E. Lesk in 1986. It operates on the premise that words within a given context are likely to share a common meaning. This algorithm compares the dictionary definitions of an ambiguous word with the words in its surrounding context to determine the most appropriate sense. Variations, such as the Simplified Lesk algorithm, have demonstrated improved precision and efficiency. However, the Lesk algorithm has faced criticism for its sensitivity to definition wording and its reliance on brief glosses. Researchers have sought to enhance its accuracy by incorporating additional resources like thesauruses and syntactic models. == Overview == The Lesk algorithm is based on the assumption that words in a given "neighborhood" (section of text) will tend to share a common topic. A simplified version of the Lesk algorithm is to compare the dictionary definition of an ambiguous word with the terms contained in its neighborhood. Versions have been adapted to use WordNet. An implementation might look like this: for every sense of the word being disambiguated one should count the number of words that are in both the neighborhood of that word and in the dictionary definition of that sense the sense that is to be chosen is the sense that has the largest number of this count. A frequently used example illustrating this algorithm is for the context "pine cone". The following dictionary definitions are used: PINE 1. kinds of evergreen tree with needle-shaped leaves 2. waste away through sorrow or illness CONE 1. solid body which narrows to a point 2. something of this shape whether solid or hollow 3. fruit of certain evergreen trees As can be seen, the best intersection is Pine #1 ⋂ Cone #3 = 2. == Simplified Lesk algorithm == In Simplified Lesk algorithm, the correct meaning of each word in a given context is determined individually by locating the sense that overlaps the most between its dictionary definition and the given context. Rather than simultaneously determining the meanings of all words in a given context, this approach tackles each word individually, independent of the meaning of the other words occurring in the same context. "A comparative evaluation performed by Vasilescu et al. (2004) has shown that the simplified Lesk algorithm can significantly outperform the original definition of the algorithm, both in terms of precision and efficiency. By evaluating the disambiguation algorithms on the Senseval-2 English all words data, they measure a 58% precision using the simplified Lesk algorithm compared to the only 42% under the original algorithm. Note: Vasilescu et al. implementation considers a back-off strategy for words not covered by the algorithm, consisting of the most frequent sense defined in WordNet. This means that words for which all their possible meanings lead to zero overlap with current context or with other word definitions are by default assigned sense number one in WordNet." Simplified LESK Algorithm with smart default word sense (Vasilescu et al., 2004) The COMPUTEOVERLAP function returns the number of words in common between two sets, ignoring function words or other words on a stop list. The original Lesk algorithm defines the context in a more complex way. == Criticisms == Unfortunately, Lesk’s approach is very sensitive to the exact wording of definitions, so the absence of a certain word can radically change the results. Further, the algorithm determines overlaps only among the glosses of the senses being considered. This is a significant limitation in that dictionary glosses tend to be fairly short and do not provide sufficient vocabulary to relate fine-grained sense distinctions. A lot of work has appeared offering different modifications of this algorithm. These works use other resources for analysis (thesauruses, synonyms dictionaries or morphological and syntactic models): for instance, it may use such information as synonyms, different derivatives, or words from definitions of words from definitions. == Lesk variants == Original Lesk (Lesk, 1986) Adapted/Extended Lesk (Banerjee and Pederson, 2002/2003): In the adaptive lesk algorithm, a word vector is created corresponds to every content word in the wordnet gloss. Concatenating glosses of related concepts in WordNet can be used to augment this vector. The vector contains the co-occurrence counts of words co-occurring with w in a large corpus. Adding all the word vectors for all the content words in its gloss creates the Gloss vector g for a concept. Relatedness is determined by comparing the gloss vector using the Cosine similarity measure. There are a lot of studies concerning Lesk and its extensions: Wilks and Stevenson, 1998, 1999; Mahesh et al., 1997; Cowie et al., 1992; Yarowsky, 1992; Pook and Catlett, 1988; Kilgarriff and Rosensweig, 2000; Kwong, 2001; Nastase and Szpakowicz, 2001; Gelbukh and Sidorov, 2004.

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  • Construction robots

    Construction robots

    Construction robots are a subset of industrial robots used for building and infrastructure construction on site, or in the production of materials and components offsite. A 2021 survey said 55% of construction companies in the United States, Europe, and China used robots in some form. This figure, however, reflects reported use across the construction value chain rather than widespread deployment of robots on active construction sites. Real-world adoption remains limited, with many robotic systems confined to pilot projects, controlled environments, or specific task applications rather than continuous on-site construction use. One of the main challenges in deploying robots on construction sites is the unstructured and variable nature of the environment, which differs fundamentally from controlled factory settings where industrial robots have traditionally operated. Some robots currently deployed on job sites assist with physically demanding or repetitive tasks: excavating, lifting heavy materials, surveying, laying out markers, tying rebar, and installing drywall. More advanced systems are being developed for exterior finishing, steel placement, masonry, and reinforced concrete work. In practice, rather than autonomous systems performing core building tasks, the most widely adopted robot applications on construction sites involve technologies such as aerial drones (or, less frequently, robot 'dogs' - for example, Boston Dynamics' Spot - or humanoid robots) used for surveying, inspection, and progress monitoring (the robots typically carry video and/or 360-degree cameras, LiDar scanners or other data capture devices, with data analysed using artificial intelligence and machine learning). Some emerging systems are designed as multifunctional construction robots, integrating multiple tools and capabilities within a single robotic platform to perform different stages of the construction process. These systems aim to improve operational flexibility and increase automation in complex construction environments. Experimental projects using robotic construction technologies and additive manufacturing have been demonstrated in several countries as part of broader efforts to industrialize the construction sector and improve productivity through automation and digitalization. == Features == Construction robots are generally required to meet the following criteria: Mobility: the ability to navigate around a construction site, including uneven terrain and confined spaces. Adaptability: the ability to handle components of variable size, weight, and shape. Environmental awareness: the ability to sense and respond to changing on-site conditions. Interactivity: the ability to operate alongside human workers and other equipment. Multitasking: the ability to perform several different operations within a single deployment. == Capabilities == Construction robots have been developed and tested for a range of on-site tasks, including: Progress monitoring — robots equipped with cameras and sensors can track construction progress and identify deviations from plans. Inspection — robots are used to investigate infrastructure at dangerous or inaccessible locations, reducing risk to human workers and eliminating human error. Wall construction — robotic systems can lay bricks and blocks with greater speed and consistency than manual labour. Earthmoving and material handling — autonomous excavators and haul trucks use GPS, lidar, and motion sensors to perform digging, trenching, and loading tasks with minimal human input. Grading and dozing — autonomous bulldozers use GPS, gyroscopes, and laser sensors to control blade angle and depth, improving surface finish accuracy and reducing material overuse. 3D printing — additive manufacturing systems can construct walls and structural elements directly from digital models. == Notable construction-related activities undertaken by robots == The distribution of robotic applications in construction varies across the project lifecycle. Most applications are concentrated in structural construction tasks such as masonry, concrete work, and assembly, while other phases, including planning, maintenance, and demolition, remain less represented. === Automated building systems === The Nisseki Yokohama Building (also known as Rail City Yokohama), a 30-storey office building in Yokohama, Japan, was constructed between 1994 and 1997 using the SMART system (Shimizu Manufacturing system by Advanced Robotics Technology), developed by Shimizu Corporation and a consortium of seven other Japanese companies. The system used automated horizontal hoists and vertical lifts to position steel beams, columns, precast concrete floor slabs, and prefabricated facade panels, with welding robots connecting structural elements under laser-guided precision. Each component was tracked by barcode to monitor progress and coordinate just-in-time delivery of materials. Obayashi Corporation developed the Advanced Building Construction System (ABCS), a similar automated platform used in several high-rise projects in Japan in the 1990s, including the NEC Head Office in Kanagawa (1997–2000). === Progress monitoring, inspection === Boston Dynamics' Spot was used in February 2024 to inspect sections of the M5 motorway in England for National Highways. A £15,000 humanoid robot (a G1 model from Chinese manufacturer Unitree) was deployed to capture 360-degree imagery and progress reports to support health and safety monitoring and reporting for UK contractor Tilbury Douglas in April 2026. In the US, Virginia Tech's ARCADE research lab is developing MARIO (Multi-Agent Robotic system for Inspection On-site), a heterogenous robotic system deploying multiple robots capable of different locomotion to perform remote real-time construction progress monitoring in complex construction sites. === Earthmoving === === Concrete works === Obayashi Corporation developed and deployed a robotic system for placing concrete layers in dam construction in Japan. A concrete floor finishing robot was deployed by Kajima and Tokimec in Japan. The MARK series were designed in 1984 to automate the levelling and trowelling of concrete slabs on construction sites, providing consistent finishing accuracy, improved efficiency, and reduced dependence on skilled labour === Masonry === SAM100 (Semi-Automated Mason), developed by Construction Robotics, is one of the first commercially available bricklaying robots for on-site masonry construction. In 2018, it was used in the construction of the University Arts Building at the University of Nevada, Reno — a $35.5 million facility — where it laid over 60,000 of the 100,000 bricks required, reducing the brick veneer installation time by approximately 50%. Hadrian X, developed by the Australian company Fastbrick Robotics, is a fully autonomous mobile bricklaying robot. In November 2022, it completed its first commercial project — five four-bedroom houses in Wellard, Western Australia. In February 2025, PulteGroup, one of the largest homebuilders in the United States, piloted Hadrian X on a site in Florida, constructing an entire house in a single day. === 3D printing === In May 2025, a residential building in Arinaga, Gran Canaria, Spain, was completed using 3D printing construction technology, as part of broader efforts to demonstrate robotic and additive manufacturing methods in the housing sector. In 2026, a three-storey apartment block in France was constructed using concrete 3D printing technology, three months faster than conventional building methods. Finland's Hyperion Robotics has opened a UK factory and used 3D printing with concrete to produce foundations for pipelines and for electricity substation bases, reducing time-consuming and weather-dependent onsite construction processes. == Social impact == The adoption of construction robots varies significantly by region and is shaped by labour market conditions, cultural attitudes, and regulatory frameworks. In Japan, construction robots have been embraced as a response to an ageing workforce and chronic labour shortages, and are generally viewed positively by the industry. In the United States, adoption has historically been slower, partly due to resistance from labour unions concerned about job displacement. Research suggests that the impact of automation on workers is uneven: while robots can create a productivity effect that benefits some workers, displacement effects are most pronounced among younger, less-educated workers in manufacturing-heavy regions. More than 60% of construction firms now report difficulty finding skilled operators, which has increased openness to automation as a practical solution to workforce shortages rather than a replacement for workers. In the UK, during onsite deployment of a humanoid robot for monitoring purposes, there were concerns that staff might think they were being watched ("It's not there to spy on people.... So, we insist that everyone is blurred out. N

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  • Sensory, Inc.

    Sensory, Inc.

    Sensory, Inc. is an American company which develops software AI technologies for speech, sound and vision. It is based in Santa Clara, California. Sensory’s technologies have shipped in over three billion products from hundreds of leading consumer electronics manufacturers including AT&T, Hasbro, Huawei, Google, Amazon, Samsung, LG, Mattel, Motorola, Plantronics, GoPro, Sony, Tencent, Garmin, LG, Microsoft, Lenovo, and more. Sensory has over 60 issued patents covering speech recognition in consumer electronics, biometric authentication, sensor/speech combinations, wake word technology, and more. == History == Sensory, Inc. was founded in 1994, originally as Sensory Circuits, by Forrest Mozer, Mike Mozer and Todd Mozer. The three had also co-founded ESS Technology years earlier. In 1999 Sensory acquired Fluent Speech Technologies, which was formed and started by a group of professors out of the Oregon Graduate Institute (formerly OGI, now OHSU). Fluent Speech Technologies developed high performance embedded speech engines, the technology from this acquisition is now the core technology used throughout Sensory's chip and software line. === Company timeline === 1994 – Founded 1995 – Introduces the RSC 164 - first commercially successful speech recognition IC 1998 – Introduces first speaker verification IC 2000 – Acquires Oregon based Fluent-Speech Technologies 2002 – Acquires Texas Instruments line of speech output ICs (the SC series) 2007 – Introduces first Voice User Interface for Bluetooth silicon (CSR BC-5) - BlueGenie 2008 - Sensory and BlueAnt partner on the V1 - Revolutionary new Bluetooth headset with a voice user interface. First wearable to use a voice user interface for control and best-reviewed speech recognition product in history 2009 – Introduced world's smallest text to speech system (TTS) and Truly HandsfreeTM Triggers/ wake words. 2010 – Introduced the NLP-5x – First Natural Language Voice Processor and TrulyHandsfree wake words in SDKs for Android, iOS, Linux, and Windows. NLP5x used the first generation of TrulyHandsfree wake words with low power and enhanced accuracy. 2011 – Sensory partners with Google and Microsoft to enable TrulyHandsfree as a front end to Goog411 and Bing411 2012 – Partnered with Tensilica to offer ultra-low power TrulyHandsfree wake words; introduced Speaker Verification and Speaker Identification for mobile phones and other consumer electronics. 2012 - TrulyHandsfree released into Samsung's Galaxy S2 for "Hey Galaxy" wake word 2013 – TrulyHandsfree wake words migrated to many new platforms and began shipping as MotoVoice in the Google-owned MotoX. Sensory's TrulyHandsfree in mobile takes off with the Galaxy S3 and S4 and Galaxy Note and is licensed into wearables like Google Glass. 2014 – Announced new initiative in Vision; added LG and Motorola as customers; received the 2014 Global Mobile Award for Best Mobile Technology Breakthrough at the GSMA Mobile World Congress in Barcelona, Spain (judges commented, "A big advance for the wearables market, this offers many benefits for consumers, increasing uptake and usage of many mobile apps, driving revenue for operators and content providers.") 2015-2018 - Licensed Google, Amazon, MSFT, Baidu, Huawei, ZTE, and many others with TrulyHandsfree wake words. Sensory develops first wake words for OK Google, Hey Siri, and Hey Cortana. 2019 - Sensory launched two new solutions: SoundID, sound identification, and TrulyNatural, embedded large vocabulary speech recognition. Sensory also acquired Vocalize.ai, an independent testing lab. 2020 - Sensory introduced VoiceHub, which allows the automated generation of wake words. 2021 - Sensory expands VoiceHub with speech recognition and NLU capabilities. The company initiated a new cloud platform, SensoryCloud.ai. 2022-Sensory rolls out SensoryCloud.ai with speech to text, text to speech, face & voice biometrics 2024- Sensory Automotive & TrulyNatural Speech-to-text On-Device launched == Technology and products == Sensory originally developed both hardware (Integrated Circuit - IC or "chip") and software platforms but migrated to software only around 2005 and added cloud and hybrid computing capabilities in 2021. Sensory's RSC-164 IC (Integrated Circuit or "chip") was used on NASA's Mars Polar Lander in the Mars Microphone on the Lander. Speech Synthesis SC-6x chips – acquired some speech synthesis technology from Texas Instruments. Sensory’s embedded AI solutions include the following: TrulyHandsfree (THF) - wake word detection and phrase spotting. TrulyNatural (TNL) - large vocabulary continuous speech recognition with NLU. TrulySecure (TS) - face and voice biometrics. TrulySecureSpeakerVerification (TSSV) - speaker and sound identification. VoiceHub - Online portal for creating custom wake words and speech recognition models with NLU. Sensory Automotive- Sensory Automotive is a full voice and vision suite of AI technologies that operate efficiently in the car without connecting to a network. The cloud initiative, SensoryCloud.ai, is targeting Speech To Text (STT), Text To Speech (TTS), Wake Word verification, face and voice recognition, and sound identification.

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  • Kernel-phase

    Kernel-phase

    Kernel-phases are observable quantities used in high resolution astronomical imaging used for superresolution image creation. It can be seen as a generalization of closure phases for redundant arrays. For this reason, when the wavefront quality requirement are met, it is an alternative to aperture masking interferometry that can be executed without a mask while retaining phase error rejection properties. The observables are computed through linear algebra from the Fourier transform of direct images. They can then be used for statistical testing, model fitting, or image reconstruction. == Prerequisites == In order to extract kernel-phases from an image, some requirements must be met: Images are nyquist-sampled (at least 2 pixels per resolution element ( λ D {\displaystyle {\frac {\lambda }{D}}} )) Images are taken in near monochromatic light Exposure time is shorter than the timescale of aberrations Strehl ratio is high (good adaptive optics) Linearity of the pixel response (i.e. no saturation) Deviations from these requirements are known to be acceptable, but lead to observational bias that should be corrected by the observation of calibrators. == Definition == The method relies on a discrete model of the instrument's pupil plane and the corresponding list of baselines to provide corresponding vectors φ {\displaystyle \varphi } of pupil plane errors and Φ {\displaystyle \Phi } of image plane Fourier Phases. When the wavefront error in the pupil plane is small enough (i.e. when the Strehl ratio of the imaging system is sufficiently high), the complex amplitude associated to the instrumental phase in one point of the pupil φ k {\displaystyle \varphi _{k}} , can be approximated by e i φ k ≈ 1 + i φ k {\displaystyle e^{i\varphi _{k}}\approx 1+{\mathit {i}}\varphi _{k}} . This permits the expression of the pupil-plane phase aberrations φ {\displaystyle \varphi } to the image plane Fourier phase as a linear transformation described by the matrix A {\displaystyle A} : Φ = Φ 0 + A ⋅ φ {\displaystyle \Phi =\Phi _{0}+A\cdot \varphi } Where Φ 0 {\displaystyle \Phi _{0}} is the theoretical Fourier phase vector of the object. In this formalism, singular value decomposition can be used to find a matrix K {\displaystyle K} satisfying K ⋅ A = 0 {\displaystyle K\cdot A=0} . The rows of K {\displaystyle K} constitute a basis of the kernel of A T {\displaystyle A^{T}} . K ⋅ Φ = K ⋅ Φ 0 + K ⋅ A ⋅ φ {\displaystyle K\cdot \Phi =K\cdot \Phi _{0}+{\cancel {K\cdot A\cdot \varphi }}} The vector K . Φ {\displaystyle K.\Phi } is called the kernel-phase vector of observables. This equation can be used for model-fitting as it represents the interpretation of a sub-space of the Fourier phase that is immune to the instrumental phase errors to the first order. == Applications == The technique was first used in the re-analysis of archival images from the Hubble Space Telescope where it enabled the discovery of a number of brown dwarf in close binary systems. The technique is used as an alternative to aperture masking interferometry, especially for fainter stars because it does not require the use of masks that typically block 90% of the light, and therefore allows higher throughput. It is also considered to be an alternative to coronagraphy for direct detection of exoplanets at very small separations (below 2 λ D {\displaystyle 2{\frac {\lambda }{D}}} ) where coronagraphs are limited by the wavefront errors of adaptive optics. The same framework can be used for wavefront sensing. In the case of an asymmetric aperture, a pseudo-inverse of A {\displaystyle A} can be used to reconstruct the wavefront errors directly from the image. A Python library called xara is available on GitHub and maintained by Frantz Martinache to facilitate the extraction and interpretation of kernel-phases. The KERNEL project, has received funding from the European Research Council to explore the potential of these observables for a number of use-cases, including direct detection of exoplanets, image reconstruction, and image plane wavefront sensing for adaptive optics.

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  • Powerset (company)

    Powerset (company)

    Powerset was an American company based in San Francisco, California, that, in 2006, was developing a natural language search engine for the Internet. On July 1, 2008, Powerset was acquired by Microsoft for an estimated $100 million (~$143 million in 2024). Powerset was working on building a natural language search engine that could find targeted answers to user questions (as opposed to keyword based search). For example, when confronted with a question like "Which U.S. state has the highest income tax?", conventional search engines ignore the question phrasing and instead do a search on the keywords "state", "highest", "income", and "tax". Powerset on the other hand, attempts to use natural language processing to understand the nature of the question and return pages containing the answer. The company was in the process of "building a natural language search engine that reads and understands every sentence on the Web". The company has licensed natural language technology from PARC, the former Xerox Palo Alto Research Center. On May 11, 2008, the company unveiled a tool for searching a fixed subset of English Wikipedia using conversational phrases rather than keywords. Acquisition by Microsoft: One significant milestone in Powerset's history was its acquisition by Microsoft on July 1, 2008, for an estimated $100 million. This acquisition was part of Microsoft's broader strategy to enhance its search capabilities and compete more effectively with other search engine providers, particularly Google. Natural Language Search Engine: Powerset's primary focus was on developing a natural language search engine capable of understanding and interpreting user queries in a more human-like manner. Instead of simply matching keywords, Powerset aimed to comprehend the meaning behind the words, allowing for more accurate and contextually relevant search results. Technology and Partnerships: Powerset had licensed natural language technology from PARC, the Xerox Palo Alto Research Center. This technology likely played a crucial role in the development of Powerset's NLP capabilities. Wikipedia Search Tool: In May 2008, Powerset unveiled a search tool that allowed users to search a fixed subset of English Wikipedia using conversational phrases rather than traditional keywords. This demonstrated the potential of Powerset's NLP technology in providing more precise and relevant search results. == Powerlabs == In a form of beta testing, Powerset opened an online community called Powerlabs on September 17, 2007. Business Week said: "The company hopes the site will marshal thousands of people to help build and improve its search engine before it goes public next year." Said The New York Times: "[Powerset Labs] goes far beyond the 'alpha' or 'beta' testing involved in most software projects, when users put a new product through rigorous testing to find its flaws. Powerset doesn’t have a product yet, but rather a collection of promising natural language technologies, which are the fruit of years of research at Xerox PARC." Powerlabs' initial search results are taken from Wikipedia. == Notable people == Barney Pell (born March 18, 1968, in Hollywood, California) was co-founder and CEO of Powerset. Pell received his Bachelor of Science degree in symbolic systems from Stanford University in 1989, where he graduated Phi Beta Kappa and was a National Merit Scholar. Pell received a PhD in computer science from Cambridge University in 1993, where he was a Marshall Scholar. He has worked at NASA, as chief strategist and vice president of business development at StockMaster.com (acquired by Red Herring in March, 2000) and at Whizbang! Labs. Prior to joining Powerset, Pell was an Entrepreneur-in-Residence at Mayfield Fund, a venture capital firm in Silicon Valley. Pell is also a founder of Moon Express, Inc., a U.S. company awarded a $10M commercial lunar contract by NASA and a competitor in the Google Lunar X PRIZE. Steve Newcomb was the COO and co-founder of Powerset. Prior to joining Powerset, he was a co-founder of Loudfire, General Manager at Promptu, and was on the board of directors at Jaxtr. He left Powerset in October 2007 to form Virgance, a social startup incubator. Lorenzo Thione (born in Como, Italy) was the product architect and co-founder of Powerset. Prior to joining Powerset, he worked at FXPAL in natural language processing and related research fields. Thione earned his master's degree in software engineering from the University of Texas at Austin. Ronald Kaplan, former manager of research in Natural Language Theory and Technology at PARC, served as the company's CTO and CSO. Ryan Ferrier is a member of the founding team of Powerset. He managed personnel and internal operations. After 2008 he went on to co-found Serious Business, which made Facebook applications and was later bought by Zynga. Another Powerset alumnus, Alex Le, became CTO of Serious Business and went on to become an executive producer at Zynga when it bought the company. Siqi Chen founded a stealth startup in mobile computing after leaving Powerset. Tom Preston-Werner worked at Powerset and left after the acquisition to found GitHub. == Investors == Powerset attracted a wide range of investors, many of whom had considerable experience in the venture capital field. The company received $12.5 million (~$18.2 million in 2024) in Series A funding during November 2007, co-led by the venture capital firms Foundation Capital and The Founders Fund. Among the better-known investors: Esther Dyson, founding chairman of ICANN, founder of the newsletter Release 1.0 and editor at Cnet Peter Thiel, founder and former CEO of PayPal Luke Nosek, founder of PayPal Todd Parker. Managing Partner, Hidden River Ventures Reid Hoffman, executive vice president of PayPal and founder of LinkedIn First Round Capital, seed-stage venture firm

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  • Harmony (software)

    Harmony (software)

    Harmony is a Java-based software for creating high-definition music videos with 2D and 3D animations. The application was developed by Digital Chaotics, a company based in San Jose, California and established in 2010 by Ken and Leanna Scott. == History == During a March 1, 2011 interview published by The LIST magazine, Ken explained how he initially got into music and digital entertainment. According to Scott: “I came at it from both the art and the technology side. … I built one of the first digital audio synthesizers as an undergrad project back in 1979. It was a short jump from there to creating visuals with computers, too.” Taking inspiration from Fantasia – which Scott calls, “The greatest music video of all time” – he began writing software code for Harmony in late 2009, finishing the project in mid-2010. However, Scott has also said that the idea for Harmony began much earlier: I read a book in 1978 called Digital Harmony, by John H Whitney, Sr. (Interestingly, he was the father of the president of Digital Productions.) He said that there was a kind of visual art based on motion, and proposed theories about the underlying mathematical structure of visual harmony. So there's the book, combined with my desire to create art with computers-add a taste or two of things commonly used by college students during the 70's - and lots of Pink Floyd. Add it all up, and the seeds for Harmony were planted. My friends in school and at Floating Point Systems listened to me ranting about "making music videos with computers" incessantly. I'm sure it was both maddening and fascinating to see. == Features == Harmony runs on Windows 7 and Windows Vista. Currently, Digital Chaotics does not offer a macOS or Linux platform for the software. However, Harmony can be run on these platforms by running it on Windows in a virtual machine. == Harmony 2 == On November 1, 2011, Digital Chaotics released the 2.0 version of the Harmony software. Unlike the original version, the second release featured three product levels: Harmony 2 Express, Harmony 2 Pro, and Harmony 2 Extreme. The "Express" version was positioned as an entry-level, free release to allow users a chance to "test-drive" the software. The "Pro" version currently retails at $197, while the "Extreme" is priced at $397. These two versions, aimed more towards VJ and Fulldome theater usage, featured additional software capability and features such as higher resolution, more video formatting options, and more camera angles.

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  • Continuum robot

    Continuum robot

    A continuum robot is a type of robot that is characterised by infinite degrees of freedom and number of joints. These characteristics allow continuum manipulators to adjust and modify their shape at any point along their length, granting them the possibility to work in confined spaces and complex environments where standard rigid-link robots cannot operate. In particular, we can define a continuum robot as an actuatable structure whose constitutive material forms curves with continuous tangent vectors. This is a fundamental definition that allows to distinguish between continuum robots and snake-arm robots or hyper-redundant manipulators: the presence of rigid links and joints allows them to only approximately perform curves with continuous tangent vectors. The design of continuum robots is bioinspired, as the intent is to resemble biological trunks, snakes and tentacles. Several concepts of continuum robots have been commercialised and can be found in many different domains of application, ranging from the medical field to undersea exploration. == Classification == Continuum robots can be categorised according to two main criteria: structure and actuation. === Structure === The main characteristic of the design of continuum robots is the presence of a continuously curving core structure, named backbone, whose shape can be actuated. The backbone must also be compliant, meaning that the backbone yields smoothly to external loads. According to the design principles chosen for the continuum manipulator, we can distinguish between: single-backbone: these continuum manipulators have one central elastic backbone through which actuation/transmission elements can run. multi-backbone: the structure of these continuum robots has two or more elastic elements (either rods or tubes) parallel to each other and constrained with one another in some way. concentric-tube: the backbone is made of concentric tubes that are free to rotate and translate between each other, depending on the actuation happening at the base of the robot. === Actuation === The actuation strategy of continuum manipulators can be distinguished between extrinsic or intrinsic actuation, depending on where the actuation happens: extrinsic actuation: the actuation happens outside the main structure of the robot and the forces are transmitted via mechanical transmission; among these techniques, there are cable/tendon driven actuators and multi-backbone strategies. intrinsic actuation: the actuation mechanism operates within the structure of the robot; these strategies include pneumatic or hydraulic chambers and the shape memory effect. The Actuated Flexible Manifold (AFM), introduced by Medina, Shapiro, and Shvalb (2016), models flexible grid-based robots that approximate smooth manifolds using discrete segments, each contributing one degree of freedom. Their work provides forward and inverse kinematics for planar and spatial configurations, bridging hyper-redundant and continuum robotics. == Advantages == The particular design of continuum robots offers several advantages with respect to rigid-link robots. First of all, as already said, continuum robots can more easily operate in environments that require a high level of dexterity, adaptability and flexibility. Moreover, the simplicity of their structure makes continuum robots more prone to miniaturisation. The rise of continuum robots has also paved the way for the development of soft continuum manipulators. These continuum manipulators are made of highly compliant materials that are flexible and can adapt and deform according to the surrounding environment. The "softness" of their material grants higher safety in human-robot interactions. == Disadvantages == The particular design of continuum robots also introduces many challenges. To properly and safely use continuum robots, it is crucial to have an accurate force and shape sensing system. Traditionally, this is done using cameras that are not suitable for some of the applications of continuum robots (e.g. minimally invasive surgery), or using electromagnetic sensors that are however disturbed by the presence of magnetic objects in the environment. To solve this issue, in the last years fiber-Bragg-grating sensors have been proposed as a possible alternative and have shown promising results. It is also necessary to notice that while the mechanical properties of rigid-link robots are fully understood, the comprehension of the behaviour and properties of continuum robots is still subject of study and debate. This poses new challenges in developing accurate models and control algorithms for this kind of robots. == Modelling == Creating an accurate model that can predict the shape of a continuum robot allows to properly control the robot's shape. There are three main approaches to model continuum robots: Cosserat rod theory: this approach is an exact solution to the static of a continuum robot, as it is not subject to any assumption. It solves a set of equilibrium equations between position, orientation, internal force and torque of the robot. This method requires to be solved numerically and it is therefore computationally expensive, due to its high complexity. Constant curvature: this technique assumes the backbone to be made of a series of mutually tangent sections that can be approximated as arcs with constant curvature. This approach is also known as piecewise constant-curvature. This assumption can be applied to the entire segment of the backbone or to its subsegments. This model has shown promising results, however it must be taken into account that the segment/subsegments of the backbone may not comply to the constant curvature assumption and therefore the model's behaviour may not entirely reflect the behaviour of the robot. Rigid-link model: this approach is based on the assumption that the continuum robot can be divided in small segments with rigid links. This is a strong assumption, since if the number of segments is too low, the model hardly behaves like the continuum robot, while increasing the number of segments means increasing the number of variables, and thus complexity. Despite this limitation, rigid-link modelling allows the use of the standard control techniques that are well known for rigid-link robots. It has been proven that this model can be coupled with shape and force sensing to mitigate its inaccuracy and can lead to promising results. == Sensing == To develop accurate control algorithms, it is necessary to complement the presented modelling techniques with real time shape sensing. The following options are currently available: Electromagnetic (EM) sensing: shape is reconstructed thanks to the mutual induction between a magnetic field generator and a magnetic field sensor. The most common external EM tracking system is the commercially available NDI Aurora: small sensors can be placed on the robot and their position is tracked in an external generated magnetic field. The validity of this method has been extensively assessed, however its performance is hindered by the limited workspace, whose dimension depends on the magnetic field. Another alternative is to embed the sensors internally in the continuum robot, combining magnetic sensors with Hall effect sensors: the magnetic field is measured at the level of the Hall effect sensors in order to estimate the deflection of the robot. However, it has been noticed that the higher the bending of the manipulator, the higher is the estimation error, due to crosstalk between sensors and magnets. Optical sensing: fiber Bragg grating sensors incorporated in an optical fiber can be embedded into the backbone of the continuum robot to estimate its shape; these sensors can only reflect a small range of the input light spectrum depending on their strain; therefore, by measuring the strain on each sensor it is possible to obtain the shape of the robot. This type of sensor is however expensive and is more prone to breaking in case of excessive strain, and this can happen in robots that can perform high deflections. == Control strategies == The control strategies can be distinguished in static and dynamic; the first one is based on the steady-state assumption, while the latter also considers the dynamic behaviour of the continuum robot. We can also differentiate between model-based controllers, that depend on a model of the robot, and model-free, that learn the robot's behaviour from data. Model-based static controllers: they rely on one of the modelling approaches presented above; once the model is defined, the kinematics must be inverted to obtain the desired actuator or configuration space variables. There are several ways to do this, like differential inverse kinematics, direct inversion or optimization. Model-free static controllers: these approaches learn directly, via machine learning techniques (e.g. regression methods and neural networks), the inverse kinematic or the direct kinematic representation of the con

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