AI App Quora

AI App Quora — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Vujak

    Vujak

    VuJak is an early video sampler, a VJ remix and mashup tool created in 1992 by Brian Kane, Lisa Eisenpresser, and Jay Haynes. The original name of the project was Mideo, but it was later changed to VuJak. VuJak was based on MIDI control of video in real-time. It was created with MAX from Opcode Systems, and utilized the newly released QuickTime 1.0 movie object. The first working version of the program was built on a Mac IIfx with 8 megs of ram, and could jump in real-time across a 160 x 120 pixel QuickTime movie via a midi keyboard. Later versions could manipulate full screen video, included the first real-time video scratch feature, had looping, vari-speed, and random play features, and allowed for recording and editing of video sequences within the application. VuJak also had networking capabilities which allowed artists to "jam" in real time across standard phone lines. The first public exhibition of VuJak was at the Digital Hollywood conference in Beverly Hills in 1993, where it was promoted by Timothy Leary. VuJak was featured in Mondo 2000, CBS Evening News, Wired Magazine, Electronic Musician, Billboard Magazine, The Hollywood Reporter, and it was used to create promotional videos for MTV. In 1994, VuJak was a featured interactive exhibition at the Exploratorium in San Francisco. Development of VuJak ceased in 1995.

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  • Bandhan Tod

    Bandhan Tod

    Bandhan Tod is a mobile app to stop child marriage in India's Bihar state through SOS button in the app. When the SOS on Bandhan Tod is activated, the nearest small NGO will attempt to resolve the issue. If the family resists, then the police gets notified. Till now so many child marriages has been cancelled through Bandhan Tod interventions. Bandhan Tod is an initiative of Gender Alliance managed by Prashanti Tiwari to support the state government's efforts to end child marriage and dowry.

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  • Pharmacy automation

    Pharmacy automation

    Pharmacy automation involves the mechanical processes of handling and distributing medications. Any pharmacy task may be involved, including counting small objects (e.g., tablets, capsules); measuring and mixing powders and liquids for compounding; tracking and updating customer information in databases (e.g., personally identifiable information (PII), medical history, drug interaction risk detection); and inventory management. This article focuses on the changes that have taken place in the local, or community pharmacy since the 1960s. == History == Dispensing medications in a community pharmacy before the 1970s was a time-consuming operation. The pharmacist dispensed prescriptions in tablet or capsule form with a simple tray and spatula. Many new medications were developed by pharmaceutical manufacturers at an ever-increasing pace, and medications prices were rising steeply. A typical community pharmacist was working longer hours and often forced to hire staff to handle increased workloads which resulted in less time to focus on safety issues. These additional factors led to use of a machine to count medications. The original electronic portable digital tablet counting technology was invented in Manchester, England between 1967 and 1970 by the brothers John and Frank Kirby. I had the original idea of how the machine would work and it was my patent, but it was a joint effort getting it to work in a saleable form. It was 3 years of very hard work. I had originally studied heavy electrical engineering before changing over to Medical School and qualifying as a Medical Doctor in 1968. In fact I was Senior House (Casualty) Officer (A&E or ER) in 1970 at North Manchester General Hospital when I filed the patent. I must have been the only hospital doctor in Britain with an oscilloscope, a soldering iron and a drawing board in his room in the Doctors' Residence. The housekeepers were bemused by all the wires. Frank originally trained as a Banker but quit to take a job with a local electronics firm during the development. He died in 1987, a terrible loss. [Extract from personal communication received in March 2010 from John Kirby.] Frank and John Kirby and their associate Rodney Lester were pioneers in pharmacy automation and small-object counting technology. In 1967, the Kirbys invented a portable digital tablet counter to count tablets and capsules. With Lester they formed a limited company. In 1970, their invention was patented and put into production in Oldham, England. The tablet counter aided the pharmacy industry with time-consuming manual counting of drug prescriptions. A counting machine consistently counted medications accurately and quickly. This aspect of pharmacy automation was quickly adopted, and innovations emerged every decade to aid the pharmacy industry to deliver medications quickly, safely, and economically. Modern pharmacies have many new options to improve their workflow by using the new technology, and can choose intelligently from the many options available. === Chronology === On 1 January 1971 commercial production of the first portable digital tablet counters in the World began. John Kirby had filed U.K. Patent number GB1358378(A) on 8 September 1970 and U.S. patent number 3789194 on 9 August 1971. These early electronic counters were designed to help pharmacies replace the common (but often inaccurate) practice of counting medications by hand. In 1975, the digital technology was exported to America. In early 1980 a dedicated research, development and production facility was built in Oldham, England at a cost of £500,000. Between 1982 and 1983, two separate development facilities had been created. In America, overseen by Rodney Lester; and in England, overseen by the Kirby brothers. In 1987, Frank Kirby died. In 1989, John Kirby moved his UK facility to Devon, England. A simple to operate machine had been developed to accurately and quickly count prescription medications. Technology improvements soon resulted in a more compact model. The price of such equipment in 1980 was around £1,300. This substantial investment in new technology was a major financial consideration, but the pharmacy community considered the use of a counting machine as a superior method compared to hand-counting medications. These early devices became known as tablet counter, capsule counter, pill counter, or drug counter. The new counting technology replaced manual methods in many industries such as, vitamin and diet supplement manufacturing. Technicians needed a small, affordable device to count and bottle medications. In England and America, the 1980s and 1990s saw new the development of high-speed machines for counting and bottle filling, Like their pharmacy-based counterparts, these industrial units were designed to be fast and simple to operate, yet remain small and cost effective. In America, in the late 1990s/early 2000s a new type of tablet counter appeared. It was simple to use, compact, inexpensive, and had good counting accuracy. At the turn of the millennium technical advances allowed the design of counters with a software verification system. With an onboard computer, displaying photo images of medications to assist the pharmacist or pharmacy technician to verify that the correct medication was being dispensed. In addition, a database for storing all prescriptions that were counted on the device. Between September 2005 and May 2007, American Capital made a major financial investment in Kirby Lester, which then relocated to a larger facility to expand its research and development capabilities. This move added extra space for product research and development facility (R&D). It allowed the opportunity to develop new advanced technology products that met the pharmacy's needs for simple, accurate, and cost-effective ways to dispense prescriptions safely. Pictured here is an early American type of integrated counter and packaging device. This machine was a third generation step in the evolution of pharmacy automated devices. Later models held pre-counted containers of commonly-prescribed medications. == Global variations == In the EU member states legislation was introduced in 1998 which had a major effect on UK Pharmacy operations. It effectively prohibited the use of tablet counters for counting and dispensing bulk packaged tablets. Both usage and sales of the machines in the UK declined rapidly as a result of the introduction of blister packaging for medicines. == Current state of the industry == A tablet counter has become a standard in more than 30,000 sites in 35 countries (as of 2010) (including many non-pharmacy sites, such as manufacturing facilities that use a counting machine as a check for small items). During the 1990s through 2012, numerous new pharmacy automation products came to market. During this timeframe, counting technologies, robotics, workflow management software, and interactive voice recognition (IVR) systems for retail (both chain and independent), outpatient, government, and closed-door pharmacies (mail order and central fill) were all introduced. Additionally, the concept of scalability - of migrating from an entry-level product to the next level of automation (e.g., counting technology to robotics) - was introduced and subsequently launched a new product line in 1997. Pharmacists everywhere are making the switch to automation for its increased speed, greater accuracy, and better security. As the industry evolves and customer expectations grow, automation is becoming less of a luxury and more of a necessity. Especially for independent pharmacies, automation is now a means of keeping up with the competition of large chain pharmacies. == Technological changes and design improvements == Constant developments in technology make the dispensing of prescription medications safer, more accurate and more efficient. In America, in 2008, "next-generation" counting and verification systems were introduced. Based on the counting technology employed in preceding models, later machines included the ability to help the pharmacy operate more effectively. Equipped with a new computer interface to a pharmacy management system, with workflow and inventory software. It also included "checks and balances" to ensure the technician and pharmacist were dispensing the correct medication for each patient. This is something that is important to keep reported correctly when dealing with controlled substances like narcotics. This was a step forward to verify all 100% of prescriptions that were dispensed by pharmacy staff. In America, in 2009, further advanced counters were designed that included the ability to dispense hands-free – a feature that many operators had desired. This allowed pharmacies to automate their most commonly dispensed medications via calibrated cassettes. Thirty of a pharmacy's common medications would now be dispensed automatically. Another new model doubled that throughput via an enclosed robotic mechanism. Robo

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  • Artbreeder

    Artbreeder

    Artbreeder, formerly known as Ganbreeder, is a collaborative, machine learning-based art website. Using the models StyleGAN and BigGAN, the website allows users to generate and modify images of faces, landscapes, and paintings, among other categories. == Overview == On Artbreeder, users mainly interact through the remixing - referred to as 'breeding' - of other users' images found in the publicly accessible database of images. The creation of new variations can be done by tweaking sliders on an image's page, known as "genes", which in the "Portraits" model can range from color balance to gender, facial hair, and glasses. Additionally, any image can be "crossbred" with other publicly viewable images from the database, using a slider to control how much of each image should influence the resulting "child". The site also allows for uploading new images, which the model will attempt to convert into the latent space of the network. == Notable usages == The similarly AI-driven text adventure game AI Dungeon uses Artbreeder to generate profile pictures for its users, and The Static Age's Andrew Paley has used Artbreeder to create the visuals for his music videos. Artbreeder has been used to create portraits of characters from popular novels such as Harry Potter and Twilight. They have also been used to add realistic features to ancient portraits. Artbreeder was used to create characters in the sequel to Ben Drowned with the titular villain, an AI-construct itself, created entirely using the website. == Changes to Artbreeder == ArtBreeder underwent an overhaul, introducing several features to enhance the user experience. Among these updates is the integration SD-XL, developed by stability.ai. Additionally, ArtBreeder also added a functionality known as ControlNet, which enables users to create images based on specific poses. With ControlNet, users can incorporate various poses into their AI Artworks. More features that were introduced into Artbreeder, are Pattern, which creates AI Pattern Images, Outpainting or Uncropping was also an added feature to Artbreeder, that allows the user to expand the image beyond the normal dimensions of the image. == Reception == The artwork generated by users of the website has been described as "beautiful" and "surreal," drawing comparisons to "weird, incomprehensible dreams" that "somehow touch the deep, unconscious parts of [the] mind". However, the generated faces were noted as "creepy and 'off'", and still nowhere near the quality attained by actual digital artists. Additionally, the site faced criticism for perceived confusing aspects of the AI's behavior. Jonathan Bartlett of Mind Matters News noted that "As is always the case with AI, sometimes the [gene] knobs don't work as expected and sometimes the results are... strange," while conceding that Artbreeder was still "probably the start of a new future of made-to-order stock images." Writers from Hyperallergic also took issue with perceived racial biases in the Portraits model, citing a comment from a user who faced difficulty from the neural network while attempting to darken the skin of a portrait to match a source image.

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  • ISPConfig

    ISPConfig

    ISPConfig is an open source hosting control panel for Linux, licensed under BSD license and developed by the company ISPConfig UG. The ISPConfig project was started in autumn 2005 by Till Brehm from the German company projektfarm GmbH. == Overview == Using the dashboard, administrators have the ability to manage websites, email addresses, MySQL and MariaDB as well as PostgreSQL (since version 3.3) databases, FTP accounts, Shell accounts and DNS records through a web-based interface. The software has 4 login levels: administrator, reseller, client, and email-user, each with a different set of permissions. == Operating Systems == ISPConfig is only available on Linux, with CentOS, Debian, and Ubuntu being among the supported distributions. == Features == The following services and features are supported: Management of a single or multiple servers from one control panel. Web server management for Apache HTTP Server and Nginx. Mail server management (with virtual mail users) with spam and antivirus filter using Postfix (software) and Dovecot (software). DNS server management (BIND, Powerdns). Configuration mirroring and clusters. Administrator, reseller, client and mail-user login. Virtual server management for OpenVZ Servers. Website statistics using Webalizer and AWStats

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  • Shape factor (image analysis and microscopy)

    Shape factor (image analysis and microscopy)

    Shape factors are dimensionless quantities used in image analysis and microscopy that numerically describe the shape of a particle, independent of its size. Shape factors are calculated from measured dimensions, such as diameter, chord lengths, area, perimeter, centroid, moments, etc. The dimensions of the particles are usually measured from two-dimensional cross-sections or projections, as in a microscope field, but shape factors also apply to three-dimensional objects. The particles could be the grains in a metallurgical or ceramic microstructure, or the microorganisms in a culture, for example. The dimensionless quantities often represent the degree of deviation from an ideal shape, such as a circle, sphere or equilateral polyhedron. Shape factors are often normalized, that is, the value ranges from zero to one. A shape factor equal to one usually represents an ideal case or maximum symmetry, such as a circle, sphere, square or cube. == Aspect ratio == The most common shape factor is the aspect ratio, a function of the largest diameter and the smallest diameter orthogonal to it: A R = d min d max {\displaystyle A_{R}={\frac {d_{\min }}{d_{\max }}}} The normalized aspect ratio varies from approaching zero for a very elongated particle, such as a grain in a cold-worked metal, to near unity for an equiaxed grain. The reciprocal of the right side of the above equation is also used, such that the AR varies from one to approaching infinity. == Circularity == Another very common shape factor is the circularity (or isoperimetric quotient), a function of the perimeter P and the area A: f circ = 4 π A P 2 {\displaystyle f_{\text{circ}}={\frac {4\pi A}{P^{2}}}} The circularity of a circle is 1, and much less than one for a starfish footprint. The reciprocal of the circularity equation is also used, such that fcirc varies from one for a circle to infinity. == Elongation shape factor == The less-common elongation shape factor is defined as the square root of the ratio of the two second moments in of the particle around its principal axes. f elong = i 2 i 1 {\displaystyle f_{\text{elong}}={\sqrt {\frac {i_{2}}{i_{1}}}}} == Compactness shape factor == The compactness shape factor is a function of the polar second moment in of a particle and a circle of equal area A. f comp = A 2 2 π i 1 2 + i 2 2 {\displaystyle f_{\text{comp}}={\frac {A^{2}}{2\pi {\sqrt {{i_{1}}^{2}+{i_{2}}^{2}}}}}} The fcomp of a circle is one, and much less than one for the cross-section of an I-beam. == Waviness shape factor == The waviness shape factor of the perimeter is a function of the convex portion Pcvx of the perimeter to the total. f wav = P cvx P {\displaystyle f_{\text{wav}}={\frac {P_{\text{cvx}}}{P}}} Some properties of metals and ceramics, such as fracture toughness, have been linked to grain shapes. == An application of shape factors == Greenland, the largest island in the world, has an area of 2,166,086 km2; a coastline (perimeter) of 39,330 km; a north–south length of 2670 km; and an east–west length of 1290 km. The aspect ratio of Greenland is A R = 1290 2670 = 0.483 {\displaystyle A_{R}={\frac {1290}{2670}}=0.483} The circularity of Greenland is f circ = 4 π ( 2166086 ) 39330 2 = 0.0176. {\displaystyle f_{\text{circ}}={\frac {4\pi (2166086)}{39330^{2}}}=0.0176.} The aspect ratio is agreeable with an eyeball-estimate on a globe. Such an estimate on a typical flat map, using the Mercator projection, would be less accurate due to the distorted scale at high latitudes. The circularity is deceptively low, due to the fjords that give Greenland a very jagged coastline (see the coastline paradox). A low value of circularity does not necessarily indicate a lack of symmetry, and shape factors are not limited to microscopic objects.

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  • International Speech Communication Association

    International Speech Communication Association

    The International Speech Communication Association (ISCA) is a non-profit organization and one of the two main professional associations for speech communication science and technology, the other association being the IEEE Signal Processing Society. == Purpose == The purpose of the International Speech Communication Association (ISCA) is to promote the study and application of automatic speech processing, including speech recognition and synthesis, as well as related areas such as speaker recognition and speech compression. The association's activities cover all aspects of speech processing, including computational, linguistic, and theoretical aspects. The primary goal of the International Speech Communication Association (ISCA) is to advance the field of automatic speech processing and communication technology through research, education, and collaboration. By promoting the study and application of speech technologies such as speech recognition, speech synthesis, speaker recognition, and speech compression, ISCA aims to foster innovation and development in the areas of human-computer interaction, telecommunications, and multimedia applications. ISCA serves as a platform for researchers, academics, industry professionals, and students to exchange knowledge, share best practices, and foster interdisciplinary dialogue in the field of speech communication science. Through conferences, workshops, publications, and educational initiatives, ISCA seeks to enhance the understanding of speech processing mechanisms, improve the accuracy and efficiency of speech technologies, and explore new frontiers in the realm of human language communication. Furthermore, ISCA plays a crucial role in promoting international collaboration and networking among professionals in the speech communication community. By facilitating partnerships and cooperation between individuals and organizations worldwide, ISCA seeks to drive global progress in speech technology research and application, ultimately contributing to the advancement of communication systems, accessibility tools, and interactive interfaces that benefit society as a whole. == Conferences == ISCA organizes yearly the Interspeech conference. Most recent Interspeech: 2013 Lyon, France 2014 Singapore 2015 Dresden, Germany 2016 San Francisco, US 2017 Stockholm, Sweden 2018 Hyderabad, India 2019 Graz, Austria 2020 Shanghai, China (fully virtual) 2021 Brno, Czechia (hybrid) 2022 Incheon, South Korea 2023 Dublin, Ireland 2023 Kos Island, Greece Forthcoming Interspeech: 2025 Rotterdam, the Netherlands == ISCA board == The ISCA president for 2023-2025 is Odette Scharenborg. The vice president is Bhuvana Ramabhadran and the other members are professionals in the field. == History of ISCA == The precursor to Interspeech was a conference called Eurospeech, first held in 1989 and organised by Jean-Pierre Tubach. It was the conference of the European Speech Communication Association (ESCA), itself the precursor of the International Speech Communication Association (ISCA). A year later another conference on speech science and technology was started: the International Conference on Spoken Language Processing (ICSLP), which was founded in 1990 by Hiroya Fujisaki. The first ISCA (vs. ESCA) event was the merging of Eurospeech and ICSLP to create ICSLP-Interspeech, held in Beijing, China in 2000. This was followed by Eurospeech-Interspeech, which was held in Aalborg, Denmark in 2001. In 2007, the Eurospeech and ICSLP parts of the conference names were dropped and Interspeech became the name of the yearly conference (first Interspeech location: Antwerp, Belgium).

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  • Time-compressed speech

    Time-compressed speech

    Time-compressed speech refers to an audio recording of verbal text in which the text is presented in a much shorter time interval than it would through normally-paced real time speech. The basic purpose is to make recorded speech contain more words in a given time, yet still be understandable. For example: a paragraph that might normally be expected to take 20 seconds to read, might instead be presented in 15 seconds, which would represent a time-compression of 25% (5 seconds out of 20). The term "time-compressed speech" should not be confused with "speech compression", which controls the volume range of a sound, but does not alter its time envelope. == Methods == While some voice talents are capable of speaking at rates significantly in excess of general norms, the term "time-compressed speech" most usually refers to examples in which the time-reduction has been accomplished through some form of electronic processing of the recorded speech. In general, recorded speech can be electronically time-compressed by: increasing its speed (linear compression); removing silences (selective editing); a combination of the two (non-linear compression). The speed of a recording can be increased, which will cause the material to be presented at a faster rate (and hence in a shorter amount of time), but this has the undesirable side-effect of increasing the frequency of the whole passage, raising the pitch of the voices, which can reduce intelligibility. There are normally silences between words and sentences, and even small silences within certain words, both of which can be reduced or removed ("edited-out") which will also reduce the amount of time occupied by the full speech recording. However, this can also have the effect of removing verbal "punctuation" from the speech, causing words and sentences to run together unnaturally, again reducing intelligibility. Vowels are typically held a minimum of 20 milliseconds, over many cycles of the fundamental pitch. DSP systems can detect the beginning and end of each cycle and then skip over some fraction of those cycles, causing the material to be presented at a faster rate, without changing the pitch, maintaining a "normal" tone of voice. The current preferred method of time-compression is called "non-linear compression", which employs a combination of selectively removing silences; speeding up the speech to make the reduced silences sound normally-proportioned to the text; and finally applying various data algorithms to bring the speech back down to the proper pitch. This produces a more acceptable result than either of the two earlier techniques; however, if unrestrained, removing the silences and increasing the speed can make a selection of speech sound more insistent, possibly to the point of unpleasantness. == Applications == === Advertising === Time-compressed speech is frequently used in television and radio advertising. The advantage of time-compressed speech is that the same number of words can be compressed into a smaller amount of time, reducing advertising costs, and/or allowing more information to be included in a given radio or TV advertisement. It is usually most noticeable in the information-dense caveats and disclaimers presented (usually by legal requirement) at the end of commercials—the aural equivalent of the "fine print" in a printed contract. This practice, however, is not new: before electronic methods were developed, spokespeople who could talk extremely quickly and still be understood were widely used as voice talents for radio and TV advertisements, and especially for recording such disclaimers. === Education === Time-compressed speech has educational applications such as increasing the information density of trainings, and as a study aid. A number of studies have demonstrated that the average person is capable of relatively easily comprehending speech delivered at higher-than-normal rates, with the peak occurring at around 25% compression (that is, 25% faster than normal); this facility has been demonstrated in several languages. Conversational speech (in English) takes place at a rate of around 150 wpm (words per minute), but the average person is able to comprehend speech presented at rates of up to 200-250 wpm without undue difficulty. Blind and severely visually impaired subjects scored similar comprehension levels at even higher rates, up to 300-350 wpm. Blind people have been found to use time-compressed speech extensively, for example, when reviewing recorded lectures from high school and college classes, or professional trainings. Comprehension rates in older blind subjects have been found to be as good, or in some cases better than those found in younger sighted subjects. Other studies have determined that the ability to comprehend highly time-compressed speech tends to fall off with increased age, and is also reduced when the language of the time-compressed speech is not the listener's native language. Non-native speakers can, however, improve their comprehension level of time-compressed speech with multiday training. === Voice Mail === Voice mail systems have employed time-compressed speech since as far back as the 1970s. In this application, the technology enables the rapid review of messages in high-traffic systems, by a relatively small number of people. === Streaming Multimedia === Time-compressed speech has been explored as one of a variety of interrelated factors which may be manipulated to increase the efficiency of streaming multimedia presentations, by significantly reducing the latency times involved in the transfer of large digitally encoded media files.

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  • Online OS

    Online OS

    The Online Operating System was a fully multi-lingual and free to use web desktop written in JavaScript using Ajax. It was a Windows-based desktop environment with open-source applications and system utilities developed upon the reBOX web application framework by iCUBE Network Solutions, an Austrian company located in Vienna. == About the project == OOS.cc, which is short for Online Operating System, was a web application platform that mimicked the look and feel of classic desktop operating systems such as Microsoft Windows, Mac OS X or KDE. It consisted of various open source applications built upon the so-called reBOX web application framework. As applications could be executed in an integrated and parallel way, the OOS could have been considered a web desktop or webtop. It provided basic services such as a GUI, a virtual file system, access control management and possibilities to develop and deploy applications online. As the Online Operating System was executed within a web browser, it was no real operating system but rather a portal to various web applications, offering a high usability and flexibility. The project was partly funded by grants from the Internetprivatstiftung Austria (IPA). As at 01.08.2008 almost 20.000 users have joined the oos.cc community, using the offered featured and applications. == History == The development of the web desktop was started by iCUBE Network Solutions in 2005, followed by the first beta releases in 2006. Hence, together with YouOS and eyeOS, it can be considered to be one of the first publicly available systems of its kind. The first full version including core-level multi-language support, the file system and a basic set of applications was released to the public in March 2007 on the occasion of a national exhibition (ITnT Austria Archived 2007-06-30 at the Wayback Machine) and has left beta state half a year later in October 2007. The first release considered stable (1.0.0) was published in July 2007. The project itself and the contained applications have received several national innovation awards (see,) and have gained attention mainly due to the comprehensive approach taken (see,). OOS.cc started as a national project. The full platform including all offered applications are currently available in three languages (German, English as well as Spanish) and is receiving increasing coverage around the world (for examples see, or). The current version is 1.3.01 from 01.08.2008. == Technical overview == The project is fully written in JavaScript, exclusively using DHTML techniques to run in any web browser without any additional software installation needed. The system implements a modern kind of web application model, excessively using Ajax for communicating between client components and the Java server backend in an exclusively asynchronous manner. Aim is to offer users the unique interaction behavior following the desktop metaphor, which is the main idea of any web desktop. Also typical for this sort of web application is the broadly use of Javascript-on-demand techniques, cutting the complete project source into pieces and loading them instantly when needed. Based on this technical basis, reBOX was the framework library all applications in oos.cc were built of. It is a fully flexible and extensible API, including a GUI widget set, communication mechanisms and server services offering general and framework specific services. The Online Operating System itself consisted of a basic framework, which was able to launch any JavaScript application using the reBOX library. The user interface was based on the behavior of the Windows desktop with a start menu, a task bar and a desktop background. All applications were running in this environment. At server side, there were Java based web services that ran to serve the client processes and to provide data from the relational database in the backend. oos.cc also provided an integrated development environment called Developer Suite, which allowed the community to build own applications for the desktop environment based on reBOX (see development section below). == License == All applications available in oos.cc were open source under the European Union Public Licence (EUPL). The reBOX development toolkit is free to use developing any applications for the webtop. == Features == As mentioned above, all applications published on oos.cc are open source based on the EUPL, and can be "installed" or "deinstalled" to what-ever preferences the user has. Besides global services like the multi-language support or the global theme support, as well as some minor tools and games, oos.cc offered four major services that could be used completely free of charge. Integrated and fully flexible file storage (1 GB per user) HTTP as well as FTP file transfer from and to local file system User-based file-shares within the oos-community WebDAV access Document Management (including Version Control and File Locking mechanisms) Image publishing, organization and post-processing A free sub domain (user.oos.cc) for web- or image publishing, directly integrated in the desktop Groupware applications, including free mail, fetchmail and contact management An integrated development environment where oos-applications can be created directly from within the system (see development section below) Next releases were planned to focus on an extensive security and privacy suite, dealing with challenges like anonymous communication (browsing as well as temporary mail-addresses) as well as offering encrypted password and file storage and connectivity services. Since its initial stable release, OOS.cc could have been accessed using https to ensure secure communication. == Limitations and drawbacks == Limited number of applications: no commercial applications can be hosted. Only reviewed applications are being published No processing of popular office formats (.doc, .odt, etc.) Limited language support: Only English, German and Spanish Dependence on foreign infrastructure: No possibility to extend storage, no additional/guaranteed bandwidth, etc. == Development == One of the key focuses of the team was right from the beginning to offer a very flexible and comprehensive API, that can be used to develop not only custom applications within oos.cc, but also stand-alone web-applications or to integrate single components in existing web-sites. By decoupling the development from web-related "problems" using the reBOX API web-applications can be development in a similar fashion to any Java program: Elements can be positioned and can interact like in high-level object oriented programming languages, without taking care of divs, browser specific behavior or communication handling. The framework also offers multi-language and theme support for existing as well as newly created applications, allowing changing almost every aspect of the look and feel of the used components according to the preferences of its users. For taking advantage of this approach, one of the applications offered in the OOS was an integrated Development Suite, allowing directly writing and executing code and hence creating new programs within the boundaries of the web computer. All applications on oos.cc were released as open source, thus all existing programs were offered to be imported, reviewed or changed and then locally deployed. Following this idea, every user was free to submit changed or newly created applications to be included in the globally offered application set. The last release offered features like auto-completion and an outline-window.

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  • Automated parking system

    Automated parking system

    An automated (car) parking system (APS) is a mechanical system designed to minimize the area and/or volume required for parking cars. Like a multi-story parking garage, an APS provides parking for cars on multiple levels stacked vertically to maximize the number of parking spaces while minimizing land usage. The APS, however, utilizes a mechanical system to transport cars to and from parking spaces (rather than the driver) in order to eliminate much of the space wasted in a multi-story parking garage. While a multi-story parking garage is similar to multiple parking lots stacked vertically, an APS is more similar to an automated storage and retrieval system for cars. Parking systems are generally powered by electric motors or hydraulic pumps that move vehicles into a storage position.The paternoster (shown animated at the right) is an example of one of the earliest and most common types of APS. APS are also generically known by a variety of other names, including:automated parking facility (APF), automated vehicle storage and retrieval system (AVSRS), car parking system, mechanical parking, and robotic parking garage. == History == The concept for the automated parking system was and is driven by two factors: a need for parking spaces and a scarcity of available land. The earliest use of an APS was in Paris, France in 1905 at the Garage Rue de Ponthieu. The APS consisted of a groundbreaking multi-story concrete structure with an internal car elevator to transport cars to upper levels where attendants parked the cars. In the 1920s, a Ferris wheel-like APS (for cars rather than people) called a paternoster system became popular as it could park eight cars in the ground space normally used for parking two cars. Mechanically simple with a small footprint, the paternoster was easy to use in many places, including inside buildings. At the same time, Kent Automatic Garages was installing APS with capacities exceeding 1,000 cars. The “ferris-wheel,” or paternoster system — was created by the Westinghouse Corporation in 1923 and subsequently built in 1932 on Chicago's Monroe Street. The Nash Motor Company created the first glass-enclosed version of this system for the Chicago Century of Progress Exhibition in 1933 The first driverless parking garage opened in 1951 in Washington, D.C., but was replaced with office space due to increasing land values. APS saw a spurt of interest in the U.S. in the late 1940s and 1950s with the Bowser, Pigeon Hole and Roto Park systems. In 1957, 74 Bowser, Pigeon Hole systems were installed, and some of these systems remain in operation. However, interest in APS in the U.S. waned due to frequent mechanical problems and long waiting times for patrons to retrieve their cars. In the United Kingdom, the Auto Stacker opened in 1961 in Woolwich, south east London, but proved equally difficult to operate. Interest in APS in the U.S. was renewed in the 1990s, and there were 25 major current and planned APS projects (representing nearly 6,000 parking spaces) in 2012. The first American robotic parking garage opened in 2002 in Hoboken, New Jersey. While interest in the APS in the U.S. languished until the 1990s, Europe, Asia and Central America had been installing more technically advanced APS since the 1970s. In the early 1990s, nearly 40,000 parking spaces were being built annually using the paternoster APS in Japan. In 2012, there are an estimated 1.6 million APS parking spaces in Japan. The ever-increasing scarcity of available urban land (urbanization) and increase of the number of cars in use (motorization) have combined with sustainability and other quality-of-life issues to renew interest in APS as alternatives to multi-storey car parks, on-street parking, and parking lots. == Largest systems == The largest Automated Parking Facility in the world is in Al Jahra, Kuwait, and provides 2,314 parking spaces. The world's fastest Automated Parking System is in Wolfsburg, Germany, with a retrieval time of 1 minute and 44 seconds. The largest APS in Europe is at Dokk1 in Aarhus, Denmark, and provides 1,000 parking spaces via 20 car lifts. == Space saving == All APS take advantage of a common concept to decrease the area of parking spaces - removing the driver and passengers from the car before it is parked. With either fully automated or semi-automated APS, the car is driven up to an entry point to the APS and the driver and passengers exit the car. The car is then moved automatically or semi-automatically (with some attendant action required) to its parking space. The space-saving provided by the APS, compared to the multi-story parking garage, is derived primarily from a significant reduction in space not directly related to the parking of the car: Parking space width and depth (and distances between parking spaces) are dramatically reduced since no allowance need be made for driving the car into the parking space or for the opening of car doors (for drivers and passengers) No driving lanes or ramps are needed to drive the car to/from the entrance/exit to a parking space Ceiling height is minimized since there is no pedestrian traffic (drivers and passengers) in the parking area, and No walkways, stairways or elevators are needed to accommodate pedestrians in the parking area. With the elimination of ramps, driving lanes, pedestrians and the reduction in ceiling heights, the APS requires substantially less structural material than the multi-story parking garage. Many APS utilize a steel framework (some use thin concrete slabs) rather than the monolithic concrete design of the multi-story parking garage. These factors contribute to an overall volume reduction and further space savings for the APS. == Other considerations == In addition to the space saving, many APS designs provide a number of secondary benefits: The parked cars and their contents are more secure since there is no public access to parked cars Minor parking lot damage such as scrapes and dents are eliminated Drivers and passengers are safer not having to walk through parking lots or garages Driving around in search of a parking space is eliminated, thereby reducing engine emissions and wasted time Only minimal ventilation and lighting systems are needed Handicap access is improved The volume and visual impact of the parking structure is minimized Shorter construction time === Problems === There have been a number of problems with robotic parking systems, particularly in the United States. The systems work well in balanced throughput situations like shopping malls and train stations, but they are unsuited to high peak volume applications like rush hour usage or stadiums and they suffer from technical problems. Further, parkers not familiar with the system may cause problems, for example by failing to push the button to alert a fully automated system to the presence of a car to be parked. In London around 40 vehicles were trapped for two years in CBRE's system. == Fully automated vs semi-automated == Fully automated parking systems operate much like robotic valet parking. The driver drives the car into an APS entry (transfer) area. The driver and all passengers exit the car. The driver uses an automated terminal nearby for payment and receipt of a ticket. When driver and passengers have left the entry area, the mechanical system lifts the car and transports it to a pre-determined parking space in the system. More sophisticated fully automated APS will obtain the dimensions of cars on entry in order to place them in the smallest available parking space. The driver retrieves a car by inserting a ticket or code into an automated terminal. The APS lifts the car from its parking space and delivers it to an exit area. Most often, the retrieved car has been oriented to eliminate the need for the driver to back out. Fully automated APS theoretically eliminate the need for parking attendants. Semi-automated APS also use a mechanical system of some type to move a car to its parking space, however putting the car into and/or the operation of the system requires some action by an attendant or the driver. The choice between fully and semi-automated APS is often a matter of space and cost, however large capacity (> 100 cars) tend to be fully automated. == Applications == By virtue of their relatively smaller volume and mechanized parking systems, APS are often used in locations where a multi-story parking garage would be too large, too costly or impractical. Examples of such applications include, under or inside existing or new structures, between existing structures and in irregularly shaped areas. APS can also be applied in situations similar to multi-storey parking garages such as freestanding above ground, under buildings above grade and under buildings below grade. == Costs == The direct comparison of costs between an APS and a multi-story parking garage can be complicated by many variables such as capacity, land costs, area shape, number and location of entranc

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  • LENA Foundation

    LENA Foundation

    The LENA Foundation is an American nonprofit organisation which provides tools for measuring children's language acquisition and exposure. Specifically, the LENA system consists of a digital language processor which is worn by a child and records and analyses their auditory environment, using propriety software. It then presents a summary of child-adult conversation, such as conversation turns and word counts. The purpose of the LENA system is to encourage interactive talk between children (between the age of two to forty-eight months) and their caretakers. The LENA system is also used for research; while useful for researchers who wish to save transcription costs or observe the child in its natural state, the accuracy of this system, while often quite high, varies between contexts, for example notably in the case of hard of hearing children. Because of this, several researchers recommend caution in using only the LENA system on its own for the purposes of scientific research. == History == The LENA Foundation was established in 2009 by Terrance and Judith Paul, founders of Renaissance Learning, Inc., with the purpose of aiding children with disabilities and assisting with early learning. They were inspired by the book "Meaningful Differences in the Everyday Experience of American Children" by Dr. Betty Hart and Dr. Todd Risley. A pilot version of the LENA system was launched in February 2006. The LENA Research Foundation was registered as a tax-exempt 501(c)(3) nonprofit in September 2010. The organisation was renamed simply LENA in 2018 and adopted the tagline "Building brains through early talk." LENA has been used for parental feedback, linguistics or paediatrics research, and for specific clinical cases. == Scientific background == In 2018, research using the LENA system showed that there was a link between children's conversational turns and activation of Broca's area (a part of the brain responsible, although not necessarily essential, for language processing). The LENA foundation cites research by its own employees as evidence for the scientific basis of its technology. Said research claims that verbal interaction with young children has an effect on language acquisition, including verbal comprehension skills during adolescence. == LENA System == The LENA software analyses a child's natural language environment, such as verbal exposure, and provides several metrics, such as adult and child speech time, television/recorded audio time, word count, or conversation turn count. The LENA hardware is a recorder that is usually placed into a child's specially-designed vest. The software was trained on over 65,000 hours of manually annotated American English audio recordings. It splits the audio into segments which are categorised as "key child", "other child", "male adult", "noise", etc. The advantages of LENA as opposed to manual transcription are its speed and ease of use; the disadvantages are its potential inaccuracies and lack of transcription capability (which LENA does not profess to attempt). The LENA system has also been criticised for prioritising quantity of speaking over quality (i.e., mastery of the language, as opposed to babble). == Product lines == === LENA Start === LENA Start is a program for parents that utilises feedback from the LENA System in conjunction with weekly group sessions in order to address the home language environment. It was introduced in 2015 and implemented across several U.S. states. In October 2020, during the restrictions of the COVID-19 pandemic, Read Aloud Delaware began a virtual LENA Start program with families statewide, where parents received feedback and participated in one-hour Zoom workshops each week during the 10-week program. === LENA Grow === LENA Grow is a professional development program for teachers in early childhood classrooms. Before launching at sites around the country, the program was first piloted in Escambia County, Florida. === LENA Home === LENA Home is a supplement to existing parent coaching curricula. Typically, home visitors facilitate the use of the LENA System to help parents track their progress towards increasing interactive talk in their homes. === Developmental Snapshot === The LENA Developmental Snapshot, based on a 52-question parent survey, assesses both expressive and receptive language skills and provides an estimate of a child's developmental age from 2 months to 36 months.

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  • Escapex

    Escapex

    Escapex, stylized as escapex, was a mobile app developer specializing in white-label fan engagement apps for celebrities. It was founded by Sephi Shapira in 2014 and has raised $18 million in funding. It allows celebrities to reach fans directly, as well as receiving revenue from fans through its freemium model. == Overview == Shapira is Israeli and previously founded Interchan and MassiveImpact. He graduated from Ben-Gurion University of the Negev. The company has raised $18 million in funding. Its 2018 revenue was $5.5 million. In 2016, the company had 57 employees split between Tel Aviv and New York City. The company's General Manager is Joe Cuello, formerly an executive at MTV, then Chief Creative Officer at TuneCore. Their director of social engagement is Rafe Lopresti-Oakes. A press release from the company described the service as having a "proprietary loyalty program" which allows "monetization of social engagement through e-commerce and in-app advertising". App launches typically offered a contest for one fan to meet the celebrity. The app also allows Escapex to collect and monetize user profiles for advertising. The New York Times described the concept of Escapex, musing, "If people love you, why not make money from them?". == Notable apps == The company has created over 350 applications, including: Enrique Iglesias, June 2016 or earlier Akon, June 2016 or earlier Ricky Martin, June 2016 or earlier Rohan Marley and the Bob Marley estate, February 2017 Marc Anthony, March 2017 Prince Royce, March 2017 Jeremy Renner, March 2017, making over $35,000 per month in April 2019 Galen Gering, June 2017 Yandel, June 2017 Greg Vaughan, June 2017 Jason Thompson, June 2017 Niecy Nash, September 2017 Tyler Posey, September 2017 Osric Chau, January 2018 Chris D'Elia Alessandra Ambrosio, making over $35,000 per month in April 2019 Abigail Ratchford, making over $35,000 per month in April 2019 Amber Rose, making over $35,000 per month in April 2019 Dita Von Teese Tommy Chong === Bollywood stars === Escapex has a large roster of Bollywood celebrities, including: Sunny Leone, December 2016 Remo D'Souza, January 2017 Amy Jackson, March 2017 Kajal Aggarwal, March 2017 Nargis Fakhri, April 2017 Disha Patani Sonam Kapoor Salman Khan == Jeremy Renner app == Renner released a mobile app called "Jeremy Renner" (Android) and "Jeremy Renner Official" (iOS) in March 2017. FastCompany wrote extensively about Renner's app in April 2019, calling it "a surprising new kind of social media". The Ringer's Kate Knibbs, explaining how self-referential the app is, summarized it stating "Jeremy Renner’s Jeremy Renner app is the Jeremy Renner of apps." The community developed to include memes, selfies, and a "Happy Rennsday" event on Wednesdays. As early as October 2017 there were claims of censorship, bullying, and "contest-rigging". In September 2019, comedian Stefan Heck wrote about discovering that any replies through the app would appear as if they were sent by Renner himself in push notifications. Heck wrote about notifications making it appear Renner was a big enthusiast of "porno"; other users made it appear Renner was a big fan of Casey Anthony. Renner had to ask Escapex to shut down the app the following day, stating "The app has jumped the shark. Literally." In September 2020, comedian/writer Caroline Goldfarb and actress Sarah Ramos launched The Renner Files podcast, a six-part series investigating the Jeremy Renner app.

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  • Embodied cognitive science

    Embodied cognitive science

    Embodied cognitive science is an interdisciplinary field of research, the aim of which is to explain the mechanisms underlying intelligent behavior. It comprises three main methodologies: the modeling of psychological and biological systems in a holistic manner that considers the mind and body as a single entity; the formation of a common set of general principles of intelligent behavior; and the experimental use of robotic agents in controlled environments. == Contributors == Embodied cognitive science borrows heavily from embodied philosophy and the related research fields of cognitive science, psychology, neuroscience and artificial intelligence. Contributors to the field include: From the perspective of neuroscience, Gerald Edelman of the Neurosciences Institute at La Jolla, Francisco Varela of CNRS in France, and J. A. Scott Kelso of Florida Atlantic University From the perspective of psychology, Lawrence Barsalou, Michael Turvey, Vittorio Guidano and Eleanor Rosch From the perspective of linguistics, Gilles Fauconnier, George Lakoff, Mark Johnson, Leonard Talmy and Mark Turner From the perspective of language acquisition, Eric Lenneberg and Philip Rubin at Haskins Laboratories From the perspective of anthropology, Edwin Hutchins, Bradd Shore, James Wertsch and Merlin Donald. From the perspective of autonomous agent design, early work is sometimes attributed to Rodney Brooks or Valentino Braitenberg From the perspective of artificial intelligence, Understanding Intelligence by Rolf Pfeifer and Christian Scheier or How the Body Shapes the Way We Think, by Rolf Pfeifer and Josh C. Bongard From the perspective of philosophy, Andy Clark, Dan Zahavi, Shaun Gallagher, and Evan Thompson In 1950, Alan Turing proposed that a machine may need a human-like body to think and speak: It can also be maintained that it is best to provide the machine with the best sense organs that money can buy, and then teach it to understand and speak English. That process could follow the normal teaching of a child. Things would be pointed out and named, etc. Again, I do not know what the right answer is, but I think both approaches should be tried. == Traditional cognitive theory == Embodied cognitive science is an alternative theory to cognition in which it minimizes appeals to computational theory of mind in favor of greater emphasis on how an organism's body determines how and what it thinks. Traditional cognitive theory is based mainly around symbol manipulation, in which certain inputs are fed into a processing unit that produces an output. These inputs follow certain rules of syntax, from which the processing unit finds semantic meaning. Thus, an appropriate output is produced. For example, a human's sensory organs are its input devices, and the stimuli obtained from the external environment are fed into the nervous system which serves as the processing unit. From here, the nervous system is able to read the sensory information because it follows a syntactic structure, thus an output is created. This output then creates bodily motions and brings forth behavior and cognition. Of particular note is that cognition is sealed away in the brain, meaning that mental cognition is cut off from the external world and is only possible by the input of sensory information. == The embodied cognitive approach == Embodied cognitive science differs from the traditionalist approach in that it denies the input-output system. This is chiefly due to the problems presented by the Homunculus argument, which concluded that semantic meaning could not be derived from symbols without some kind of inner interpretation. If some little man in a person's head interpreted incoming symbols, then who would interpret the little man's inputs? Because of the specter of an infinite regress, the traditionalist model began to seem less plausible. Thus, embodied cognitive science aims to avoid this problem by defining cognition in three ways. === Physical attributes of the body === The first aspect of embodied cognition examines the role of the physical body, particularly how its properties affect its ability to think. This part attempts to overcome the symbol manipulation component that is a feature of the traditionalist model. Depth perception, for instance, can be better explained under the embodied approach due to the sheer complexity of the action. Depth perception requires that the brain detect the disparate retinal images obtained by the distance of the two eyes. In addition, body and head cues complicate this further. When the head is turned in a given direction, objects in the foreground will appear to move against objects in the background. From this, it is said that some kind of visual processing is occurring without the need of any kind of symbol manipulation. This is because the objects appearing to move the foreground are simply appearing to move. This observation concludes then that depth can be perceived with no intermediate symbol manipulation necessary. A more poignant example exists through examining auditory perception. Generally speaking the greater the distance between the ears, the greater the possible auditory acuity. Also relevant is the amount of density in between the ears, for the strength of the frequency wave alters as it passes through a given medium. The brain's auditory system takes these factors into account as it process information, but again without any need for a symbolic manipulation system. This is because the distance between the ears for example does not need symbols to represent it. The distance itself creates the necessary opportunity for greater auditory acuity. The amount of density between the ears is similar, in that it is the actual amount itself that simply forms the opportunity for frequency alteration. Thus under consideration of the physical properties of the body, a symbolic system is unnecessary and an unhelpful metaphor. === The body's role in the cognitive process === The second aspect draws heavily from George Lakoff's and Mark Johnson's work on concepts. They argued that humans use metaphors whenever possible to better explain their external world. Humans also have a basic stock of concepts in which other concepts can be derived from. These basic concepts include spatial orientations such as up, down, front, and back. Humans can understand what these concepts mean because they can directly experience them from their own bodies. For example, because human movement revolves around standing erect and moving the body in an up-down motion, humans innately have these concepts of up and down. Lakoff and Johnson contend this is similar with other spatial orientations such as front and back too. As mentioned earlier, these basic stocks of spatial concepts are the basis in which other concepts are constructed. Happy and sad for instance are seen now as being up or down respectively. When someone says they are feeling down, what they are really saying is that they feel sad for example. Thus the point here is that true understanding of these concepts is contingent on whether one can have an understanding of the human body. So the argument goes that if one lacked a human body, they could not possibly know what up or down could mean, or how it could relate to emotional states. [I]magine a spherical being living outside of any gravitational field, with no knowledge or imagination of any other kind of experience. What could UP possibly mean to such a being? While this does not mean that such beings would be incapable of expressing emotions in other words, it does mean that they would express emotions differently from humans. Human concepts of happiness and sadness would be different because human would have different bodies. So then an organism's body directly affects how it can think, because it uses metaphors related to its body as the basis of concepts. === Interaction of local environment === A third component of the embodied approach looks at how agents use their immediate environment in cognitive processing. Meaning, the local environment is seen as an actual extension of the body's cognitive process. The example of a personal digital assistant (PDA) is used to better imagine this. Echoing functionalism (philosophy of mind), this point claims that mental states are individuated by their role in a much larger system. So under this premise, the information on a PDA is similar to the information stored in the brain. So then if one thinks information in the brain constitutes mental states, then it must follow that information in the PDA is a cognitive state too. Consider also the role of pen and paper in a complex multiplication problem. The pen and paper are so involved in the cognitive process of solving the problem that it seems ridiculous to say they are somehow different from the process, in very much the same way the PDA is used for information like the brain. Another example examines how humans control and manipulate their environment

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  • Memory color effect

    Memory color effect

    The memory color effect is the phenomenon that the canonical hue of a type of object acquired through experience (e.g. the sky, a leaf, or a strawberry) can directly modulate the appearance of the actual colors of objects. Human observers acquire memory colors through their experiences with instances of that type. For example, most human observers know that an apple typically has a reddish hue; this knowledge about the canonical color which is represented in memory constitutes a memory color. As an example of the effect, normal human trichromats, when presented with a gray banana, often perceive the gray banana as being yellow - the banana's memory color. In light of this, subjects typically adjust the color of the banana towards the color blue - the opponent color of yellow - when asked to adjust its surface to gray to cancel the subtle activation of banana's memory color. Subsequent empirical studies have also shown the memory color effect on man-made objects (e.g. smurfs, German mailboxes), the effect being especially pronounced for blue and yellow objects. To explain this, researchers have argued that because natural daylight shifts from short wavelengths of light (i.e., bluish hues) towards light of longer wavelengths (i.e., yellowish-orange hues) during the day, the memory colors for blue and yellow objects are recruited by the visual system to a higher degree to compensate for this fluctuation in illumination, thereby providing a stronger memory color effect. == Form identification == Memory color plays a role when detecting an object. In a study where participants were given objects, such as an apple, with two alternate forms for each, a crooked apple and a circular apple, researchers changed the colors of the alternate forms and asked if they could identify them. Most of the participants answered "unsure," suggesting that we use memory color when identifying an object. The research redefined memory color as a phenomenon when "a form's identity affects the phenomenal hue of that form." == Color effect on memorization == Memory color effect can be derived from the human instinct to memorize objects better. Comparing the effect of recognizing gray-scaled images and colored images, results showed that people were able to recall colored images 5% higher compared to gray-scaled images. An important factor was that higher level of contrast between the object and background color influences memory. In a specific study related to this, participants reported that colors were 5% to 10% easier to recognize compared to black and white. == Color constancy and memory color effect == Color constancy is the phenomenon where a surface to appear to be of the same color under a wide rage of illumination. A study tested two hypotheses with regards to color memory; the photoreceptor hypothesis and the surface reflectance hypothesis. The test color was surround either by various color patches forming a complex pattern or a uniform “grey” field at the same chromaticity as that of the illuminant. The test color was presented on a dark background for the control group. It was observed that complex surround results where in line with the surface-reflectance hypothesis and not the photoreceptor hypothesis, showing that the accuracy and precision of color memory are fundamentals to understanding the phenomenon of color constancy. == Significance to the evolution of trichromacy == While objects that possess canonical hues make up a small percentage of the objects which populate humans’ visual experience, the human visual system evolved in an environment populated with objects that possess canonical hues. This suggests that the memory color effect is related to the emergence of trichromacy because it has been argued that trichromacy evolved to optimize the ability to detect ripe fruits—objects that appear in canonical hues. == In perception research == In perception research, the memory color effect is cited as evidence for the opponent color theory, which states that four basic colors can be paired with its opponent color: red—green, blue—yellow. This explains why participants adjust the ripe banana color to a blueish tone to make its memory color yellow as gray. Researchers have also found empirical evidence that suggests memory color is recruited by the visual system to achieve color constancy. For example, participants had a lower percentage of color constancy when looking at a color incongruent scene, such as a purple banana, compared to a color diagnostical scene, a yellow banana. This suggests that color constancy is influenced by the color of objects that we are familiar with, which the memory color effect takes part.

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  • Adobe Presenter

    Adobe Presenter

    Adobe Presenter is eLearning software released by Adobe Systems available on the Microsoft Windows platform as a Microsoft PowerPoint plug-in, and on both Windows and OS X as the screencasting and video editing tool Adobe Presenter Video Express. It is mainly targeted towards learning professionals and trainers. In addition to recording one's computer desktop and speech, it also provides the option to add quizzes and track performance by integrating with learning management systems. Adobe Presenter was designed to replace the discontinued Adobe Ovation software, which had similar functions. == Predecessor == Adobe Ovation was originally released by Serious Magic. It converted PowerPoint slides into visual presentations with additional effects. Ovation included themes called PowerLooks that could add motion and polish the presentations. They were available in a variety of color variations complete with animated backgrounds and dynamic text effects. Ovation could make text with jagged edges more readable. TimeKeeper could be used to set the period of the presentation, and the PointPrompter scrolled down the notes. Ovation's development has been discontinued, nor does it support PowerPoint 2007. == Features == The main purpose of Adobe Presenter is to capture on-screen presentations and convert them into more interactive and engaging videos. Support is given to convert Microsoft PowerPoint 2010 and 2013 presentations into videos. It also allows for content authoring on PowerPoint and ActionScript 3, and offers integration with Adobe Captivate. Slide branching enables users to control slide navigation and titles and create complex slide branching to guide viewers through the content of the presentation. Video editing tools are also provided, and offer the ability to upload to video-sharing platforms such as YouTube, Vimeo and other sites. Multimedia features such as annotations, eLearning templates, actors, audio narration and drag-and-drop elements enrich users' presentations. Quizzes and surveys is another highlighted feature, which include generating question pools, importing questions from existing quizzes and in-course collaboration which allows presenters to receive feedback by allowing them to comment on specific content within a course or ask questions for more clarity. Presenters could opt to receive feedback from viewers through video analytics and create Experience API, SCORM and AICC-compliant content. Options to publish to Adobe Connect are provided. Other unique features include universal standards support, file size control, navigational restrictions among others.

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