AI Art Hands

AI Art Hands — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Joseph Stanislaus Ostoja-Kotkowski

    Joseph Stanislaus Ostoja-Kotkowski

    Joseph Stanislaus Ostoja-Kotkowski AM, FRSA (also known as J. S. Ostoja-Kotkowski, Ostoja and Stan Ostoja-Kotkowski; 28 December 1922 – 2 April 1994) was best known for his ground-breaking work in chromasonics, laser kinetics and 'sound and image' productions. He earned recognition in Australia and overseas for his pioneering work in laser sound and image technology. His work included painting (instrumental in developing geometric art in Australia), photography, film-making, theatre design, fabric design, murals, kinetic and static sculpture, stained glass, vitreous enamel murals, op-collages, computer graphics, and laser art. Ostoja flourished between 1940 and 1994. Ostoja's films are still being exhibited. == Biography == Joseph Stanislaus Ostoja-Kotkowski was born in Golub, Poland, on 28 December 1922, descending from an old noble family that was part of the Clan of Ostoja. He studied drawing under Olgierd Vetesco in Przasnysz from 1940-1945. After winning a scholarship, he completed his studies at the Düsseldorf Academy of Fine Arts in Germany in 1949. In 1950 Ostoja migrated to Australia, arriving in Melbourne where he supported himself with work as a labourer. He enrolled at the Victorian School of Fine Arts National Gallery School under Alan Sumner and William Dargie 1950-1955 and there introduced the new abstract expression of Europe both to lecturers and students. He settled in the Adelaide Hills, South Australia, on the Booth estate at Stirling, living under the patronage of the Booth family for over 40 years (Freya Booth, the wife of Edward Stirling Booth, was a daughter of the artist Sir Hans Heysen). His first one-man exhibition was also in South Australia at the Royal Society of Arts, Adelaide. In 1956 Ostoja met and collaborated with Ian Davidson in the production of the short film Five South Australian Artists, and became involved in stage and theatre set design. He co-produced several experimental films again with Ian Davidson, including The Quest of Time in 1957 Ostoja's work in abstract expression began to receive accolades. He won the Cornell Prize for the canvas Form in Landscape. He started to design sets for theatre and dance including for Six Characters in Search of an Author by Luigi Pirandello (1957); the South Australian production of Samuel Beckett's Waiting for Godot (1958); Gaetano Donizetti's Elixir of Love, with novel light settings and modulations, for the Elder Conservatorium of the University of Adelaide which used his techniques for their Opera Workshops (1959); for The Egg; and for two performances of the South Australian Ballet Theatre with light/colour abstract presentations (1959). 1960 This year he designed sets for a new opera group which would eventually grow into the South Australian Opera Company. Among other theatrical events, he designed and executed the scenery for Moon on a Rainbow Shawl by Errol John, and The Teahouse of the August Moon by John Patrick, (a production by the University of Adelaide Theatre Guild). He received artistic satisfaction but little financial reward for these efforts. In this year also, he staged a visual production on the theme of Orpheus, using dance, music and voice with several projectors. This was the first attempt at quadraphonic sound in Australia, working in collaboration with Derek Jolly, who provided the sound and projection equipment. It was also the first demonstration of "Chromasonics" - the science of translating sound into visual images. Ostoja then designed innovative "abstracted" scenery for a production of The Marriage of Figaro and Benjamin Britten's The Turn of the Screw. 1961 Ostoja designed the sets for the controversial South Australian production of Patrick White's The Ham Funeral - also Alan Seymour's Swamp Creatures, both performed by the University of Adelaide Theatre Guild. He designed and constructed six stained glass windows for the Refectory at the University of Adelaide. In this period Ostoja designed special lights and gauzes for difficult effects required in an ambitious production of the opera Don Carlos by the Opera Workshop, for the Elder Conservatorium. 1962 Ostoja designed and built sets for the production of J.B, by Archibald MacLeish, for the second Adelaide Festival of Arts. He exhibited vitreous enamel works in Melbourne's Argus Gallery. Max Harris, in The Bulletin of 20 October 1962, praised Ostoja's sets for My Cousin from Fiji in Union Theatre, Adelaide, and his technique of rear screen projections as later adopted throughout Australia. 1963 Ostoja continued to develop Multi-Image projections, demonstrating for the first time in Australia the concept later to be known as 'audio-visuals!'. Ostoja gave Sir Herbert Read, the art critic, a personal viewing of one of his visual presentations. At Christmas, in the Elder Conservatorium, collaborating again with Derek Jolly, Ostoja gave what was probably the world's first "visual concert", using special projectors and incorporating music, colours and shapes. 1964 With fellow Adelaide artist John Dallwitz, Ostoja co-designed the first of several experimental dance and stage productions in the Adelaide Festival of Arts Sound and Image. The production featured Adelaide dancer Elizabeth_Cameron_Dalman. Also for the Adelaide Festival of Arts of that year, he designed the largest light mosaic ever staged up to that time, upon the facade of an 11-storey building. Ostoja was invited to New Zealand, and exhibited the first electronically generated images in Australia in Melbourne, at the Argus Gallery. His design for the 50-foot (15 m) bas-relief mural for the new B.P. building in Melbourne was the subject of a film which won the "Blue Ribbon" Award in the American Film Festival in New York. 1965 Ostoja designed and made the first light kinetic mural in Australia, and continued to evolve theatrical works using multi-screen and Multi-projector techniques. The Production of Jean Genet's The Balcony was very controversial. With Elizabeth Dalman, Ostoja produced new dance forms for Melbourne Television. He introduced Op Art to Australia, both at South Yarra Gallery in Melbourne, and Gallery A in Sydney. 1966 With John Dallwitz, Ostoja was invited by the Adelaide Festival of Arts to present more experimental theatre, Sound and image 1966. This highly acclaimed production incorporated Australian poetry into the sound, electronic music, and visual images and featured the dancer Antonio Rodrigues. The architect Robin Boyd commissioned Ostoja to design two large Op murals for the Australian Pavilion entrance at the Expo 67. Ostoja was awarded a Churchill Fellowship, which enabled him to have extensive world travel, comparing art and technology in many countries. He began to work with language, contemporary poetry and prose, and computers. 1967 John Dallwitz and Ostoja presented Sound and Image at the Festival of Perth. In Berne, Switzerland, Ostoja received the "Excellence F.I.A.P." Award for innovative photography. 1968 At the Adelaide Festival of Arts, Ostoja and John Dallwitz collaborated again to stage Sound and Image. This was the first theatre production in the world to use a laser beam. It also included the first science fiction play (The Veldt by Ray Bradbury) performed in Australia. Ostoja's theatre methods were increasingly attracting the attention of critics to how plays were staged. "Chromasonics", developed and introduced by Ostoja, was now being used extensively in the entertainment industry. 1969 Ostoja staged Krzysztof Penderecki's St. Luke Passion, a controversial, contemporary religious work. The South Australian The Advertiser wrote an extensive critique of Ostoja's work. Robin Boyd commissioned Ostoja to build a "Chromasonic" exhibit located in the Space Tube at the Australian Pavilion for Expo '70 in Osaka. 1970 Ostoja presented an Australian Aboriginal Dreamtime theme in his "Sound and Image" theatre, working with leading contemporary figures in poetry, music and dance. This was the first production of its kind in Australia, and appeared after the Festival in Melbourne, Sydney, Canberra and Perth. Ostoja's Space Scape mural, sixty feet long by ten feet high, won the Australia-wide competition for a mural for Adelaide Airport. His 120 feet (37 m) high 'light and sound' structure for the Adelaide Festival was the first of its kind in the world. 1971 Ostoja awarded a Creative Arts Fellowship at the Australian National University, Canberra. His 18-month stay resulted in the design and building of a "Chromasonics unit-laser", a 100 feet (30 m) Chromasonic tower, and a world premiere of a Synchronos concert. 1972 With Don Burrows and Don Banks, Ostoja presented Synchronos 72, where one could "hear the colours and see the sounds". Ostoja added Cymatics, developed during the Fellowship, to his workshop repertoire. He was invited to exhibit his photography in the National Gallery, Melbourne. 1973 Ostoja received a Fellowship from the Australian American Education Associatio

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  • Clubdjpro

    Clubdjpro

    ClubDJPro (often referred to as ClubDJ) is a DJ console and video mixing tool developed by Cube Software Solutions Inc. software. It was released in June 2005. == User interface == ClubDJPro has a GUI that was designed to allow aesthetic revisions via Skins. The skin engine that ClubDJPro uses allows for the ability to expand the software to take up the entire screen. As of 4.4.3.3 there are 3 user changeable skins included in the program which are changeable in the preferences tab. They are called 'AquaLung', 'Eleanor', and 'Grabber'. == Editions == ClubDJPro is available in two different editions, with separate features depending upon their target consumer group. DJ Edition - Can play audio files only. VJ Edition - Contains all of the features of the DJ Edition, in addition to support for video, karaoke, and visualizations. == Supported MIDI Controllers == Supported since version 2.0: Hercules Console Hercules Console MK2 Hercules Control MP3 PCDJ DAC-2 Controller == History == The initial "final release" of ClubDJPro was released on June 24, 2005. On June 26, 2009, the 4th iteration of the ClubDJPro software was released. The development of the software and website appears to have halted. As of March 2018 the website continues to show a new version "Coming Spring 2016".

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  • Microscope image processing

    Microscope image processing

    Microscope image processing is a broad term that covers the use of digital image processing techniques to process, analyze and present images obtained from a microscope. Such processing is now commonplace in a number of diverse fields such as medicine, biological research, cancer research, drug testing, metallurgy, etc. A number of manufacturers of microscopes now specifically design in features that allow the microscopes to interface to an image processing system. == Image acquisition == Until the early 1990s, most image acquisition in video microscopy applications was typically done with an analog video camera, often simply closed circuit TV cameras. While this required the use of a frame grabber to digitize the images, video cameras provided images at full video frame rate (25-30 frames per second) allowing live video recording and processing. While the advent of solid state detectors yielded several advantages, the real-time video camera was actually superior in many respects. Today, acquisition is usually done using a CCD camera mounted in the optical path of the microscope. The camera may be full colour or monochrome. Very often, very high resolution cameras are employed to gain as much direct information as possible. Cryogenic cooling is also common, to minimise noise. Often digital cameras used for this application provide pixel intensity data to a resolution of 12-16 bits, much higher than is used in consumer imaging products. Ironically, in recent years, much effort has been put into acquiring data at video rates, or higher (25-30 frames per second or higher). What was once easy with off-the-shelf video cameras now requires special, high speed electronics to handle the vast digital data bandwidth. Higher speed acquisition allows dynamic processes to be observed in real time, or stored for later playback and analysis. Combined with the high image resolution, this approach can generate vast quantities of raw data, which can be a challenge to deal with, even with a modern computer system. While current CCD detectors allow very high image resolution, often this involves a trade-off because, for a given chip size, as the pixel count increases, the pixel size decreases. As the pixels get smaller, their well depth decreases, reducing the number of electrons that can be stored. In turn, this results in a poorer signal-to-noise ratio. For best results, one must select an appropriate sensor for a given application. Because microscope images have an intrinsic limiting resolution, it often makes little sense to use a noisy, high resolution detector for image acquisition. A more modest detector, with larger pixels, can often produce much higher quality images because of reduced noise. This is especially important in low-light applications such as fluorescence microscopy. Moreover, one must also consider the temporal resolution requirements of the application. A lower resolution detector will often have a significantly higher acquisition rate, permitting the observation of faster events. Conversely, if the observed object is motionless, one may wish to acquire images at the highest possible spatial resolution without regard to the time required to acquire a single image. == 2D image techniques == Image processing for microscopy application begins with fundamental techniques intended to most accurately reproduce the information contained in the microscopic sample. This might include adjusting the brightness and contrast of the image, averaging images to reduce image noise and correcting for illumination non-uniformities. Such processing involves only basic arithmetic operations between images (i.e. addition, subtraction, multiplication and division). The vast majority of processing done on microscope image is of this nature. Another class of common 2D operations called image convolution are often used to reduce or enhance image details. Such "blurring" and "sharpening" algorithms in most programs work by altering a pixel's value based on a weighted sum of that and the surrounding pixels (a more detailed description of kernel based convolution deserves an entry for itself) or by altering the frequency domain function of the image using Fourier Transform. Most image processing techniques are performed in the Frequency domain. Other basic two dimensional techniques include operations such as image rotation, warping, color balancing etc. At times, advanced techniques are employed with the goal of "undoing" the distortion of the optical path of the microscope, thus eliminating distortions and blurring caused by the instrumentation. This process is called deconvolution, and a variety of algorithms have been developed, some of great mathematical complexity. The end result is an image far sharper and clearer than could be obtained in the optical domain alone. This is typically a 3-dimensional operation, that analyzes a volumetric image (i.e. images taken at a variety of focal planes through the sample) and uses this data to reconstruct a more accurate 3-dimensional image. == 3D image techniques == Another common requirement is to take a series of images at a fixed position, but at different focal depths. Since most microscopic samples are essentially transparent, and the depth of field of the focused sample is exceptionally narrow, it is possible to capture images "through" a three-dimensional object using 2D equipment like confocal microscopes. Software is then able to reconstruct a 3D model of the original sample which may be manipulated appropriately. The processing turns a 2D instrument into a 3D instrument, which would not otherwise exist. In recent times this technique has led to a number of scientific discoveries in cell biology. == Analysis == Analysis of images will vary considerably according to application. Typical analysis includes determining where the edges of an object are, counting similar objects, calculating the area, perimeter length and other useful measurements of each object. A common approach is to create an image mask which only includes pixels that match certain criteria, then perform simpler scanning operations on the resulting mask. It is also possible to label objects and track their motion over a series of frames in a video sequence.

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  • Figure AI

    Figure AI

    Figure AI, Inc. is an American robotics company developing humanoid robots that operate via artificial intelligence. The company was founded in 2022 by Brett Adcock. As of late 2025, the company has a $39 billion valuation. Three generations of humanoid robots (Figure 01–03) have been developed, as well as two iterations of a vision-language-action model (Helix 01–02), which can control up to two robots at once. By 2026, the robots demonstrated the potential ability to perform household work and the company gained publicity when a Figure 03 appeared at a White House event. == History == Figure AI was founded in 2022 by Brett Adcock, also known for founding Archer Aviation and Vettery. That year, the company introduced its prototype, Figure 01, a bipedal robot designed for manual labor, initially targeting the logistics and warehousing sectors. The initial model utilized external cabling for easier maintenance. In May 2023, Figure AI raised $70 million from investors including Adcock, who invested $20 million, and Parkway Venture Capital. In January 2024, Figure AI announced a partnership with BMW to deploy humanoid robots in automotive manufacturing facilities. In February 2024, Figure AI secured $675 million in venture capital funding from a consortium that includes Jeff Bezos, Microsoft, Nvidia, Intel, and the startup-funding divisions of Amazon and OpenAI; the company was then valued at $2.6 billion. Figure AI also announced a partnership with OpenAI, which would build specialized artificial intelligence (AI) models for Figure AI's humanoid robots, enabling its robots to process language; the collaboration ended after a year, with Adcock stating that large language models had become a smaller problem compared to those allowing for "high rate robot control". In August 2024, the company introduced Figure 02, describing it as the next step toward deploying humanoids for industrial use. The machine has 35 degrees of freedom (DOF), while the five-fingered hands have 16 DOF and the ability to carry up to 25 kilograms (55 lb). The model is equipped with cabling integrated into the limbs, a torso-placed battery, six RGB cameras, and an onboard vision-language-action (VLA) model. It has three times the computing power (including inference AI) of the previous model, including two graphics processing units, supported by Nvidia. Microphones, speakers, and custom AI models (developed with OpenAI) enable communication with humans. In early 2025, Figure AI announced BotQ, a manufacturing facility aiming to produce 12,000 humanoids per year with the help of its own humanoid robots, and Helix, a VLA model that can control up to two robots at once. Helix enables a robot to interact with the world without extensive manual training, according to the company allowing it to pick up nearly any small household object. By April, the company issued cease-and-desist letters to at least two secondary brokers promoting its private stock without authorization. In September, a third round of financing exceeded $1 billion, raising the company's total valuation to $39 billion. Investors included Brookfield Asset Management, Intel, Macquarie Capital, Nvidia, Parkway Venture Capital, Qualcomm, Salesforce, and T-Mobile. In October 2025, Figure 03 was introduced. According to the company, its hardware and software redesign aims to create a general-purpose robot able to learn directly from humans. An upgraded camera system delivers twice the frame rate, a quarter the latency, and a 60% wider field of view, in addition to a camera in each hand. Tactile sensors in the fingertips can detect forces as little as 3 grams (0.1 oz). It incorporates soft materials and a protected battery for safety, and removable, washable textiles. It supports wireless inductive charging. In November 2025, the former head of product safety sued the company on the basis of being fired for raising the concern that the company's robots were strong enough to fracture a human skull. By early 2026, Figure 02 had been used in demonstrations showing that it could load a washing machine, sort packages, and fold laundry. That January, Helix 02 was released, expanding the AI model to the entire body to allow for functional autonomy. A Helix 02–powered Figure 02 was shown to be capable of loading and unloading a dishwasher, based on hours of motion-capture data and simulation-based machine learning. In March, U.S. First Lady Melania Trump appeared at the White House with a Figure 03, promoting the presumptive eventual ability of AI to teach children. In May 2026, Figure AI livestreamed a group of their robots processing packages nonstop for almost a week, inspiring a 10-hour competition between their robot and a human, in which the robot performed 98.5% as well as the human.

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  • Anna Becker

    Anna Becker

    Anna Becker is an Israeli researcher known in the field of artificial intelligence and computer science within the financial field. == Early life and education == Becker was born in Russia and immigrated to Israel at 16 after graduating from a school in Moscow. At 17, she began her studies at Technion – Israel Institute of Technology. During her master's degree in computer science, she taught first-year students of the same course, and at 27, Becker completed her PhD in Computer Science and Artificial Intelligence. == Career == While pursuing her PhD, Becker resolved an NP-complete approximation algorithm that had been unresolved for over twenty years. This made her a recognized scholar in the field. After completing her PhD, she developed an approximation technique by a factor of two. This technique is widely used today in operating systems, database systems, and VLSI chip designs. She then founded and sold Strategy Runner, a fintech software. After this, she founded EndoTech, an algorithmic trading platform based on artificial intelligence and machine learning. EndoTech's trading strategies have been operating in live cryptocurrency markets since 2017. The platform's BTC Alpha strategy has reported an average annual return of 163% on fixed capital over eight years of live operation, with a maximum drawdown of 14% and a trade accuracy rate of approximately 83%. In 2026, EndoTech entered a partnership with Bit1 Exchange to make its BTC Alpha and ETH Alpha copy trading strategies accessible to retail investors with no minimum deposit requirement, through a full-custody model in which user funds remain in their own exchange wallets at all times.As of 2023, Becker is working on Fianchetto Fund, an AI-based investing analysis platform. Becker has also co-authored a book on Bayesian networks, which has been published widely in the field of computer science and artificial intelligence.

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  • Corel Designer

    Corel Designer

    Corel DESIGNER is a vector-based graphics program. It was originally developed by Micrografx, which was bought by Corel in 2001. The last version developed by Micrografx was 9.0 in 2001. This program was later sold as Corel DESIGNER 9. There are still a number of users who continue working with version 9.0, because newer versions of the product are based on a modified CorelDRAW rather than the original product. Corel DESIGNER is effective for the creation of engineering drawings, but also offers many functions for graphic design. Starting with version X5, Corel DESIGNER Technical Suite includes Corel Designer, CorelDRAW and Corel Photo-Paint. X6 was the last release for Windows XP. == Release history and file formats ==

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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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  • Open-source robotics

    Open-source robotics

    Open-source robotics is a branch of robotics where robots are developed with open-source hardware and free and open-source software, publicly sharing blueprints, schematics, and source code. It is thus closely related to the open design movement, the maker movement and open science. == Requirements == Open source robotics means that information about the hardware is easily discerned, so that others can easily rebuild it. In turn, this requires design to use only easily available standard subcomponents and tools, and for the build process to be documented in detail including a bill of materials and detailed ('Ikea style') step-by-step building and testing instructions. (A CAD file alone is not sufficient, as it does not show the steps for performing or testing the build). These requirements are standard to open source hardware in general, and are formalised by various licences, certifications, especially those defined by the peer-reviewed journals Journal of Open Hardware and HardwareX. Licensing requirements for software are the same as for any open source software. But in addition, for software components to be of practical use in real robot systems, they need to be compatible with other software, usually as defined by some robotics middleware community standard. == Hardware systems == Applications to date include: Robot arms, e.g. PARA or Thor Wheeled mobile robots. e.g. OpenScout Four-legged robots such as the Open Dynamic Robot Initiative UAV quadcopters (drones) such as Agilicious Humanoid robots, e.g. iCub, Berkeley Humanoid Lite Self-driving cars, e.g. OpenPodcar (→ Personal rapid transit) Submersible robots, eg. OpenFish Laboratory robotics such as chemical liquid handling Vertical farming Swarm robots, e.g. HeRoSwarm Domestic tasks: vacuum cleaning, floor washing and grass mowing Robot sports including robot combat and autonomous racing Education == Hardware subcomponents == Most open source hardware definitions allow non-open subcomponents to be used in modular design, as long as they are easily available. However many designs try to push openness down into as many subcomponents as possible, with the aim of ultimately reaching fully open designs. Open hardware manual-drive vehicles and their subcomponents, such as from Open Source Ecology, are often used as starting points and extended with automation systems. Open subcomponents can include open-source computing hardware as subcomponents, such as Arduino and RISC-V, as well as open source motors and drivers such as the Open Source Motor Controller and ODrive. Open hardware robotics interface boards can simplify interfacing between middleware software and physical hardware. == Software subcomponents == === Middleware === Robotics middleware is software which links multiple other software components together. In robotics, this specifically means real-time communication systems with standardized message passing protocols. The predominant open source middleware is ROS2, the robot operating system, now as version 2. Other alternatives include ROS1, YARP — used in the iCub, URBI, and Orca. Open source middleware is usually run on an open source operating system, especially the Ubuntu distribution of Linux. === Driver software === Most robot sensors and actuators require software drivers. There is little standardization of open source software at this level, because each hardware device is different. Creating open drivers for closed hardware is difficult as it requires both low level programming and reverse engineering. === Simulation software === Open source robotics simulators include Gazebo, MuJoCo and Webots. Open source 3D game engines such as Godot are also sometimes used as simulators, when equipped with suitable middleware interfaces. === Automation software === At the level of AI, many standard algorithms have open source software implementations, mostly in ROS2. Major components include: Machine vision systems such as the YOLO object detector. 3D photogrammetry Navigation including SLAM and planning such as nav2 Arm inverse kinematics such as moveIt2 == Community == The first signs of the increasing popularity of building and sharing robot designs were found with the maker culture community. What began with small competitions for remote operated vehicles (e.g. Robot combat), soon developed to the building of autonomous telepresence robots such as Sparky and then true robots (being able to take decisions themselves) as the Open Automaton Project. Several commercial companies now also produce kits for making simple robots. The community has adopted open source hardware licenses, certifications, and peer-reviewed publications, which check that source has been made correctly and permanently available under community definitions, and which validate that this has been done. These processes have become critically important due to many historical projects claiming to be open source but them reverting on the promise due to commercialisation or other pressures. As with other forms of open source hardware, the community continues to debate precise criteria for 'ease of build'. A common standard is that designs should be buildable by a technical university student, in a few days, using typical fablab tools, but definitions of all of these subterms can also be debated. Compared to other forms of open source hardware, open source robotics typically includes a large software element, so involves software as well as hardware engineers. Open source concepts are more established in open source software than hardware, so robotics is a field in which those concepts can be shared and transferred from software to hardware. While the community in open source robotics is multi-faceted with a wide range of backgrounds, a sizable sub-community uses the ROS middleware and meets at the ROSCon conferences to discuss development of ROS itself and automation components built on it.

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  • Predictive text

    Predictive text

    Predictive text is an input technology used where one key or button represents many letters, such as on the physical numeric keypads of mobile phones and in accessibility technologies. Each key press results in a prediction rather than repeatedly sequencing through the same group of "letters" it represents, in the same, invariable order. Predictive text could allow for an entire word to be input by a single keypress. Predictive text makes efficient use of fewer device keys to input writing into a text message, an e-mail, an address book, a calendar, and the like. The most widely used, general, predictive text systems are T9, iTap, eZiText, and LetterWise/WordWise. There are many ways to build a device that predicts text, but all predictive text systems have initial linguistic settings that offer predictions that are re-prioritized to adapt to each user. This learning adapts, by way of the device memory, to a user's disambiguating feedback that results in corrective key presses, such as pressing a "next" key to get to the intention. Most predictive text systems have a user database to facilitate this process. Theoretically the number of keystrokes required per desired character in the finished writing is, on average, comparable to using a keyboard. This is approximately true provided that all words used are in its database, punctuation is ignored, and no input mistakes are made when typing or spelling. The theoretical keystrokes per character, KSPC, of a keyboard is KSPC=1.00, and of multi-tap is KSPC=2.03. Eatoni's LetterWise is a predictive multi-tap hybrid, which when operating on a standard telephone keypad achieves KSPC=1.15 for English. The choice of which predictive text system is the best to use involves matching the user's preferred interface style, the user's level of learned ability to operate predictive text software, and the user's efficiency goal. There are various levels of risk in predictive text systems, versus multi-tap systems, because the predicted text that is automatically written provides the speed and mechanical efficiency benefit, which, if the user is not careful to review, results in transmitting misinformation. Predictive text systems take time to learn to use well, and so generally, a device's system has user options to set up the choice of multi-tap or any one of several schools of predictive text methods. == Background == Short message service (SMS) permits a mobile phone user to send text messages (also called messages, SMSes, texts, and txts) as a short message. The most common system of SMS text input is referred to as "multi-tap". Using multi-tap, a key is pressed multiple times to access the list of letters on that key. For instance, pressing the "2" key once displays an "a", twice displays a "b" and three times displays a "c". To enter two successive letters that are on the same key, the user must either pause or hit a "next" button. A user can type by pressing an alphanumeric keypad without looking at the electronic equipment display. Thus, multi-tap is easy to understand and can be used without any visual feedback. However, multi-tap is not very efficient, requiring potentially many keystrokes to enter a single letter. In ideal predictive text entry, all words used are in the dictionary, punctuation is ignored, no spelling mistakes are made, and no typing mistakes are made. The ideal dictionary would include all slang, proper nouns, abbreviations, URLs, foreign-language words and other user-unique words. This ideal circumstance gives predictive text software a reduction in the number of key strokes a user is required to enter a word. The user presses the number corresponding to each letter. As long as the word exists in the predictive text dictionary or is correctly disambiguated by non-dictionary systems, it will appear. For instance, pressing "4663" will typically be interpreted as the word good, provided that a linguistic database in English is currently in use, though alternatives such as home, hood and hoof are also valid interpretations of the sequence of key strokes. The most widely used systems of predictive text are Tegic's T9, Motorola's iTap, and the Eatoni Ergonomics' LetterWise and WordWise. T9 and iTap use dictionaries, but Eatoni Ergonomics' products use a disambiguation process, a set of statistical rules to recreate words from keystroke sequences. All predictive text systems require a linguistic database for every supported input language. == Dictionary vs. non-dictionary systems == Traditional disambiguation works by referencing a dictionary of commonly used words, though Eatoni offers a dictionaryless disambiguation system. In dictionary-based systems, as the user presses the number buttons, an algorithm searches the dictionary for a list of possible words that match the keypress combination and offers up the most probable choice. The user can then confirm the selection and move on, or use a key to cycle through the possible combinations. A non-dictionary system constructs words and other sequences of letters from the statistics of word parts. To attempt predictions of the intended result of keystrokes not yet entered, disambiguation may be combined with a word completion facility. Either system (disambiguation or predictive) may include a user database, which can be further classified as a "learning" system when words or phrases are entered into the user database without direct user intervention. The user database is for storing words or phrases that are not well disambiguated by the pre-supplied database. Some disambiguation systems further attempt to correct spelling, format text or perform other automatic rewrites, with the risky effect of either enhancing or frustrating user efforts to enter text. == History == The predictive text and autocomplete technology was invented out of necessities by Chinese scientists and linguists in the 1950s to solve the input inefficiency of the Chinese typewriter, as the typing process involved finding and selecting thousands of logographic characters on a tray, drastically slowing down the word processing speed. The actuating keys of the Chinese typewriter created by Lin Yutang in the 1940s included suggestions for the characters following the one selected. In 1951, the Chinese typesetter Zhang Jiying arranged Chinese characters in associative clusters, a precursor of modern predictive text entry, and broke speed records by doing so. Predictive entry of text from a telephone keypad has been known at least since the 1970s (Smith and Goodwin, 1971). Predictive text was mainly used to look up names in directories over the phone until mobile phone text messaging came into widespread use. == Example == On a typical phone keypad, if users wished to type the in a "multi-tap" keypad entry system, they would need to: Press 8 (tuv) once to select t. Press 4 (ghi) twice to select h. Press 3 (def) twice to select e. Meanwhile, in a phone with predictive text, they need only: Press 8 once to select the (tuv) group for the first character. Press 4 once to select the (ghi) group for the second character. Press 3 once to select the (def) group for the third character. The system updates the display as each keypress is entered, to show the most probable entry. In this example, prediction reduced the number of button presses from five to three. The effect is even greater with longer words and those composed of letters later in each key's sequence. A dictionary-based predictive system is based on the hope that the desired word is in the dictionary. That hope may be misplaced if the word differs in any way from common usage—in particular, if the word is not spelled or typed correctly, is slang, or is a proper noun. In these cases, some other mechanism must be used to enter the word. Furthermore, the simple dictionary approach fails with agglutinative languages, where a single word does not necessarily represent a single semantic entity. == Companies and products == Predictive text is developed and marketed in a variety of competing products, such as Nuance Communications's T9. Other products include Motorola's iTap; Eatoni Ergonomic's LetterWise (character, rather than word-based prediction); WordWise (word-based prediction without a dictionary); EQ3 (a QWERTY-like layout compatible with regular telephone keypads); Prevalent Devices's Phraze-It; Xrgomics' TenGO (a six-key reduced QWERTY keyboard system); Adaptxt (considers language, context, grammar and semantics); Lightkey (a predictive typing software for Windows); Clevertexting (statistical nature of the language, dictionaryless, dynamic key allocation); and Oizea Type (temporal ambiguity); Intelab's Tauto; WordLogic's Intelligent Input Platform™ (patented, layer-based advanced text prediction, includes multi-language dictionary, spell-check, built-in Web search); Google's Gboard. == Textonyms == Words produced by the same combination of keypresses have been called "textonyms"; also "txtonyms"; or "T9o

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  • Teleradiology

    Teleradiology

    Teleradiology is the transmission of radiological patient images from procedures such as x-rays, Computed tomography (CT), and MRI imaging, from one location to another for the purposes of sharing studies with other radiologists and physicians. Teleradiology allows radiologists to provide services without actually having to be at the location of the patient. This is particularly important when a sub-specialist such as an MRI radiologist, neuroradiologist, pediatric radiologist, or musculoskeletal radiologist is needed, since these professionals are generally only located in large metropolitan areas working during daytime hours. Teleradiology allows for specialists to be available at all times. Teleradiology utilizes standard network technologies such as the Internet, telephone lines, wide area networks, local area networks (LAN) and the latest advanced technologies such as medical cloud computing. Specialized software is used to transmit the images and enable the radiologist to effectively analyze potentially hundreds of images of a given study. Technologies such as advanced graphics processing, voice recognition, artificial intelligence, and image compression are often used in teleradiology. Through teleradiology and mobile DICOM viewers, images can be sent to another part of the hospital or to other locations around the world with equal effort. Teleradiology is a growth technology given that imaging procedures are growing approximately 15% annually against an increase of only 2% in the radiologist population. == Reports == Teleradiology services commonly provide either preliminary or final interpretations of medical imaging studies. Preliminary reads are frequently used in emergency settings to support immediate clinical decisions and may include direct communication of critical findings to the referring physician. Some providers report turnaround times of approximately 30 minutes for emergency cases, with faster processing for time-sensitive conditions such as stroke. Final reads are definitive and used in official patient records and billing. These reports typically include all relevant findings and may require access to prior imaging and clinical data. Teleradiology is also employed to provide off-hour or overflow coverage for healthcare institutions lacking continuous on-site radiology staffing. == Subspecialties == Some teleradiologists are fellowship trained and have a wide variety of subspecialty expertise including such difficult-to-find areas as neuroradiology, pediatric neuroradiology, thoracic imaging, musculoskeletal radiology, mammography, and nuclear cardiology. There are also various medical practitioners who are not radiologists that take on studies in radiology to become sub specialists in their respected fields, an example of this is dentistry where oral and maxillofacial radiology allows those in dentistry to specialize in the acquisition and interpretation of radiographic imaging studies performed for diagnosis of treatment guidance for conditions affecting the maxillofacial region. == Teleultrasound == Teleradiology infrastructure has also been adapted to support point-of-care ultrasound (POCUS) in remote and austere environments. In teleultrasound—also known as telementored ultrasound—a remote expert guides a non-specialist in real time during image acquisition. This technique has been successfully demonstrated in extreme settings, including aboard the International Space Station, on Mount Everest, and during helicopter flight. == Regulations == In the United States, Medicare and Medicaid laws require the teleradiologist to be on U.S. soil in order to qualify for reimbursement of the Final Read. In addition, advanced teleradiology systems must also be HIPAA compliant, which helps to ensure patients' privacy. HIPAA (Health Insurance Portability and Accountability Act of 1996) is a uniform, federal floor of privacy protections for consumers. It limits the ways that entities can use patients' personal information and protects the privacy of all medical information no matter what form it is in. Quality teleradiology must abide by important HIPAA rules to ensure patients' privacy is protected. Also State laws governing the licensing requirements and medical malpractice insurance coverage required for physicians vary from state to state. Ensuring compliance with these laws is a significant overhead expense for larger multi-state teleradiology groups. Medicare (Australia) has identical requirements to that of the United States, where the guidelines are provided by the Department of Health and Ageing, and government based payments fall under the Health Insurance Act. The regulations in Australia are also conducted at both federal and state levels, ensuring that strict guidelines are adhered to at all times, with regular yearly updates and amendments are introduced (usually around March and November of every year), ensuring that the legislation is kept up to date with changes in the industry. One of the most recent changes to Medicare and radiology / teleradiology in Australia was the introduction of the Diagnostic Imaging Accreditation Scheme (DIAS) on 1 July 2008. DIAS was introduced to further improve the quality of Diagnostic Imaging and to amend the Health Insurance Act. == Industry growth == Until the late 1990s teleradiology was primarily used by individual radiologists to interpret occasional emergency studies from offsite locations, often in the radiologists home. The connections were made through standard analog phone lines. Teleradiology expanded rapidly as the growth of the internet and broad band combined with new CT scanner technology to become an essential tool in trauma cases in emergency rooms throughout the country. The occasional 2–3 x-ray studies a week soon became 3–10 CT scans, or more, a night. Because ER physicians are not trained to read CT scans or MRIs, radiologists went from working 8–10 hours a day, five and half days a week to a schedule of 24 hours a day, 7 days a week coverage. This became a particularly acute challenge in smaller rural facilities that only had one solo radiologist with no other to share call. These circumstances spawned a post-dot.com boom of firms and groups that provided medical outsourcing, off-site teleradiology on-call services to hospitals and Radiology Groups around the country. As an example, a teleradiology firm might cover trauma at a hospital in Indiana with doctors based in Texas. Some firms even used overseas doctors in locations like Australia and India. Nighthawk, founded by Paul Berger, was the first to station U.S. licensed radiologists overseas (initially Australia and later Switzerland) to maximize the time zone difference to provide nightcall in U.S. hospitals. Currently, teleradiology firms are facing pricing pressures. Industry consolidation is likely as there are more than 500 of these firms, large and small, throughout the United States.

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  • Facebook Messenger

    Facebook Messenger

    Messenger (formerly known as Facebook Messenger) is an American proprietary instant messaging service developed by Meta Platforms, the company that operates Facebook. Originally developed as Facebook Chat in 2008, the client application of Messenger is currently available on iOS and Android mobile platforms, Windows and macOS desktop platforms, through the Messenger.com web application, and on the standalone Meta Portal hardware. Messenger is used to send messages and exchange photos, videos, stickers, audio, and files, and also react to other users' messages and interact with bots. The service also supports voice and video calling. The standalone apps support using multiple accounts, conversations with end-to-end encryption, and playing games. There are also group chats where you can connect with multiple people at once in a private space such as Panama Chat. With a monthly userbase of over 1 billion people, it is among the largest social media platforms. == History == Following tests of a new instant messaging platform on Facebook in March 2008, the feature, then-titled "Facebook Chat", was gradually released to users in April 2008. Facebook revamped its messaging platform in November 2010, and subsequently acquired group messaging service Beluga in March 2011, which the company used to launch its standalone iOS and Android mobile apps on August 9, 2011. Facebook later launched a BlackBerry version in October 2011. An app for Windows Phone, though lacking features including voice messaging and chat heads, was released in March 2014. In April 2014, Facebook announced that the messaging feature would be removed from the main Facebook app and users will be required to download the separate Messenger app. An iPad-optimized version of the iOS app was released in July 2014. On April 8, 2015, Facebook launched a website interface for Messenger. A Tizen app was released on July 13, 2015. Facebook launched Messenger for Windows 10 in April 2016. In October 2016, Facebook released Messenger Lite, a stripped-down version of Messenger with a reduced feature set. The app is aimed primarily at old Android phones and regions where high-speed Internet is not widely available. In April 2017, Messenger Lite was expanded to 132 more countries. In May 2017, Facebook revamped the design for Messenger on Android and iOS, bringing a new home screen with tabs and categorization of content and interactive media, red dots indicating new activity, and relocated sections. Facebook announced a Messenger program for Windows 7 in a limited beta test in November 2011. The following month, Israeli blog TechIT leaked a download link for the program, with Facebook subsequently confirming and officially releasing the program. The program was eventually discontinued in March 2014. A Firefox web browser add-on was released in December 2012, but was also discontinued in March 2014. In December 2017, Facebook announced Messenger Kids, a new app aimed for persons under 13 years of age. The app comes with some differences compared to the standard version. In 2019, Messenger announced to be the 2nd most downloaded mobile app of the decade, from 2011 to 2019. In December 2019, Messenger dropped support for users to sign in using only a mobile number, meaning that users must sign in to a Facebook account in order to use the service. In March 2020, Facebook started to ship its dedicated Messenger for macOS app through the Mac App Store. The app is currently live in regions including France, Australia, Mexico, Poland, and many others. In April 2020, Facebook began rolling out a new feature called Messenger Rooms, a video chat feature that allows users to chat with up to 50 people at a time. The feature rivals Zoom, an application that gained a lot of popularity during the COVID-19 pandemic. Privacy concerns arose since the feature uses the same data collection policies as mainstream Facebook. In July 2020, Facebook added a new feature in Messenger that lets iOS users to use Apple's Face ID or Touch ID to lock their chats. The feature is called App Lock and is a part of several changes in Messenger regarding privacy and security. The option to view only "Unread Threads" was removed from the inbox, requiring the account holder to scroll through the entire inbox to be certain every unread message has been seen. On October 13, 2020, the Messenger application introduced cross-app messaging with Instagram, which was launched in September 2021. In addition to the integrated messaging, the application announced the introduction of a new logo, which should be an amalgamation of the Messenger and Instagram logo. The desktop app of Messenger was shut down on December 15, 2025. Messaging services were moved to the Facebook website or Messenger's site for those without an account on the former. The Messenger site was discontinued on April 16, 2026. Messaging services were moved to the Facebook website on the morning of April 17, 2026 without an Messenger account on the former to use Facebook account. == Features == The following is a table of features available in Messenger, as well as their geographical coverage and what devices they are available on. In addition there is a vanishing message feature. In addition there is an audio recording feature which allows audio recordings of up to one minute which may or may not be vanishing: === Messenger Rooms === It is a video conferencing feature of Messenger. It allows users to add up to 50 people at a time. Messenger Rooms does not require a Facebook account. Messenger Rooms competes with other services such as Zoom. Back in 2014, Facebook introduced an unrelated, stand-alone application named Rooms, letting users create places for users with similar interests, with users being anonymous to others. This was shut down in December 2015. In April 2020, during the COVID-19 pandemic, Facebook revealed video conferencing features for Messenger called Messenger Rooms. This was seen as a response to the popularity of other video conferencing platforms such as Zoom and Skype in the midst of the COVID-19 pandemic. Messenger Rooms allows users to add up to 50 people per room, without restrictions on time. It does not require a Facebook account or a separate app from Messenger. When used, it only prompts the user for basic information. Users can add 360° virtual backgrounds, mood lighting, and other AR effects as well as share screens. To prevent unwanted participants from joining, users can lock rooms and remove participants. Some have voiced concerns in regards to Messenger Room's privacy and how its parent, Facebook, handles data. Messenger Rooms, unlike some of its competitors, does not use end-to-end encryption. In addition, there have been concerns over how Messenger Rooms collects user data. == Monetization == In January 2017, Facebook announced that it was testing showing advertisements in Messenger's home feed. At the time, the testing was limited to a "small number of users in Australia and Thailand", with the ad format being swipe-based carousel ads. In July, the company announced that they were expanding the testing to a global audience. Stan Chudnovsky, head of Messenger, told VentureBeat that "We'll start slow ... When the average user can be sure to see them we truly don't know because we're just going to be very data-driven and user feedback-driven on making that decision". Facebook told TechCrunch that the advertisements' placement in the inbox depends on factors such as thread count, phone screen size, and pixel density. In a TechCrunch editorial by Devin Coldewey, he described the ads as "huge" in the space they occupy, "intolerable" in the way they appear in the user interface, and "irrelevant" due to the lack of context. Coldewey finished by writing "Advertising is how things get paid for on the internet, including TechCrunch, so I'm not an advocate of eliminating it or blocking it altogether. But bad advertising experiences can spoil a perfectly good app like (for the purposes of argument) Messenger. Messaging is a personal, purposeful use case and these ads are a bad way to monetize it." == Reception == In November 2014, the Electronic Frontier Foundation (EFF) listed Messenger (Facebook chat) on its Secure Messaging Scorecard. It received a score of 2 out of 7 points on the scorecard. It received points for having communications encrypted in transit and for having recently completed an independent security audit. It missed points because the communications were not encrypted with keys the provider didn't have access to, users could not verify contacts' identities, past messages were not secure if the encryption keys were stolen, the source code was not open to independent review, and the security design was not properly documented. As stated by Facebook in its Help Center, there is no way to log out of the Messenger application. Instead, users can choose between different availability statuses, including "Appear as inactive", "S

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  • PCVC Speech Dataset

    PCVC Speech Dataset

    The PCVC (Persian Consonant Vowel Combination) Speech Dataset is a Modern Persian speech corpus for speech recognition and also speaker recognition. The dataset contains sound samples of Modern Persian combination of vowel and consonant phonemes from different speakers. Every sound sample contains just one consonant and one vowel So it is somehow labeled in phoneme level. This dataset consists of 23 Persian consonants and 6 vowels. The sound samples are all possible combinations of vowels and consonants (138 samples for each speaker). The sample rate of all speech samples is 48000 which means there are 48000 sound samples in every 1 second. Every sound sample starts with consonant then continues with vowel. In each sample, in average, 0.5 second of each sample is speech and the rest is silence. Each sound sample ends with silence. All of sound samples are denoised with "Adaptive noise reduction" algorithm. Compared to Farsdat speech dataset and Persian speech corpus it is more easy to use because it is prepared in .mat data files. Also it is more based on phoneme based separation and all samples are denoised. == Contents == The corpus is downloadable from its Kaggle web page, and contains the following: .mat data files of sound samples in a 23630000 matrix, in which 23 is number of consonants, 6 is the number of vowels and 30000 is the length of sound sample.

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  • Variable data publishing

    Variable data publishing

    Variable-data publishing (VDP) (also known as database publishing) is a term referring to the output of a variable composition system. While these systems can produce both electronically viewable and hard-copy (print) output, the "variable-data publishing" term today often distinguishes output destined for electronic viewing, rather than that which is destined for hard-copy print (e.g. variable data printing). Essentially the same techniques are employed to perform variable-data publishing, as those utilized with variable data printing. The difference is in the interpretation for output. While variable-data printing may be interpreted to produce various print streams or page-description files (e.g. AFP/IPDS, PostScript, PCL), variable-data publishing produces electronically viewable files, most commonly seen in the forms of PDF, HTML, or XML. Variable-data composition involves the use of data to conditionally: exhibit text (static blocks and/or variable content) exhibit images select fonts select colors format page layouts & flows Variable-data may be as simple as an address block or salutation. However, it can be any or all of the document's textual content—including words, sentences, paragraphs, pages, or the entire document. In other words, it can make up as little or as much of the document as the composer desires. Variable data may also be used to exhibit various images, such as logos, products, or membership photos. Further, variable-data can be used to build rule-based design schemes, including fonts, colors, and page formats. The possibilities are vast. The variable-data tools available today, make it possible to perform variable-data composition at nearly every stage of document production. However, the level of control that can be achieved varies, based upon how far into the document production process a variable-data tool is deployed. For example, if variable-data insertion occurs just prior to output...it's not likely that the text flow or layout can be altered with nearly as much control as would be available at the time of initial document composition. Many organizations will produce multiple forms of output (aka: multi-channel output), for the same document. This ensures that the published content is available to recipients via any form of access method they might require. When multi-channel output is utilized, integrity between those output channels often becomes important. Variable-data publishing may be performed on everything from a personal computer to a mainframe system. However, the speed and practical output volumes which can be achieved are directly affected by the computer power utilized. == Origin of the concept == The term variable-data publishing was likely an offshoot of the term "variable-data printing", first introduced to the printing industry by Frank Romano, Professor Emeritus, School of Print Media, at the College of Imaging Arts and Sciences at Rochester Institute of Technology. However, the concept of merging static document elements and variable document elements predates the term and has seen various implementations ranging from simple desktop 'mail merge', to complex mainframe applications in the financial and banking industry. In the past, the term VDP has been most closely associated with digital printing machines. However, in the past 3 years the application of this technology has spread to web pages, emails, and mobile messaging.

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  • Pandemonium architecture

    Pandemonium architecture

    Pandemonium architecture is a theory in cognitive science that describes how visual images are processed by the brain. It has applications in artificial intelligence and pattern recognition. The theory was introduced by the artificial intelligence pioneer Oliver Selfridge in his 1959 paper "Pandemonium - A Paradigm for Learning". It describes the process of object recognition as the exchange of signals within a hierarchical system of detection and association, the elements of which Selfridge metaphorically termed "demons". This model is now recognized as the basis of visual perception in cognitive science. Pandemonium architecture arose in response to the inability of template matching theories to offer a biologically plausible explanation of the image constancy phenomenon. Contemporary researchers praise this architecture for its elegancy and creativity; that the idea of having multiple independent systems (e.g., feature detectors) working in parallel to address the image constancy phenomena of pattern recognition is powerful yet simple. The basic idea of the pandemonium architecture is that a pattern is first perceived in its parts before the "whole". Pandemonium architecture was one of the first computational models in pattern recognition. Although not perfect, the pandemonium architecture influenced the development of modern connectionist, artificial intelligence, and word recognition models. == History == Most research in perception has been focused on the visual system, investigating the mechanisms of how we see and understand objects. A critical function of our visual system is its ability to recognize patterns, but the mechanism by which this is achieved is unclear. The earliest theory that attempted to explain how we recognize patterns is the template matching model. According to this model, we compare all external stimuli against an internal mental representation. If there is "sufficient" overlap between the perceived stimulus and the internal representation, we will "recognize" the stimulus. Although some machines follow a template matching model (e.g., bank machines verifying signatures and accounting numbers), the theory is critically flawed in explaining the phenomena of image constancy: we can easily recognize a stimulus regardless of the changes in its form of presentation (e.g., T and T are both easily recognized as the letter T). It is highly unlikely that we have a stored template for all of the variations of every single pattern. As a result of the biological plausibility criticism of the template matching model, feature detection models began to rise. In a feature detection model, the image is first perceived in its basic individual elements before it is recognized as a whole object. For example, when we are presented with the letter A, we would first see a short horizontal line and two slanted long diagonal lines. Then we would combine the features to complete the perception of A. Each unique pattern consists of different combination of features, which means those that are formed with the same features will generate the same recognition. That is, regardless of how we rotate the letter A, is still perceived as the letter A. It is easy for this sort of architecture to account for the image constancy phenomena because you only need to "match" at the basic featural level, which is presumed to be limited and finite, thus biologically plausible. The best known feature detection model is called the pandemonium architecture. == Pandemonium architecture == The pandemonium architecture was originally developed by Oliver Selfridge in the late 1950s. The architecture is composed of different groups of "demons" working independently to process the visual stimulus. Each group of demons is assigned to a specific stage in recognition, and within each group, the demons work in parallel. There are four major groups of demons in the original architecture. The concept of feature demons, that there are specific neurons dedicated to perform specialized processing is supported by research in neuroscience. Hubel and Wiesel found there were specific cells in a cat's brain that responded to specific lengths and orientations of a line. Similar findings were discovered in frogs, octopuses and a variety of other animals. Octopuses were discovered to be only sensitive to verticality of lines, whereas frogs demonstrated a wider range of sensitivity. These animal experiments demonstrate that feature detectors seem to be a very primitive development. That is, it did not result from the higher cognitive development of humans. Not surprisingly, there is also evidence that the human brain possesses these elementary feature detectors as well. Moreover, this architecture is capable of learning, similar to a back-propagation styled neural network. The weight between the cognitive and feature demons can be adjusted in proportion to the difference between the correct pattern and the activation from the cognitive demons. To continue with our previous example, when we first learned the letter R, we know is composed of a curved, long straight, and a short angled line. Thus when we perceive those features, we perceive R. However, the letter P consists of very similar features, so during the beginning stages of learning, it is likely for this architecture to mistakenly identify R as P. But through constant exposure of confirming R's features to be identified as R, the weights of R's features to P are adjusted so the P response becomes inhibited (e.g., learning to inhibit the P response when a short angled line is detected). In principle, a pandemonium architecture can recognize any pattern. As mentioned earlier, this architecture makes error predictions based on the amount of overlapping features. Such as, the most likely error for R should be P. Thus, in order to show this architecture represents the human pattern recognition system we must put these predictions into test. Researchers have constructed scenarios where various letters are presented in situations that make them difficult to identify; then types of errors were observed, which was used to generate confusion matrices: where all of the errors for each letter are recorded. Generally, the results from these experiments matched the error predictions from the pandemonium architecture. Also as a result of these experiments, some researchers have proposed models that attempted to list all of the basic features in the Roman alphabet. == Criticism == A major criticism of the pandemonium architecture is that it adopts a completely bottom-up processing: recognition is entirely driven by the physical characteristics of the targeted stimulus. This means that it is unable to account for any top-down processing effects, such as context effects (e.g., pareidolia), where contextual cues can facilitate (e.g., word superiority effect: it is relatively easier to identify a letter when it is part of a word than in isolation) processing. However, this is not a fatal criticism to the overall architecture, because is relatively easy to add a group of contextual demons to work along with the cognitive demons to account for these context effects. Although the pandemonium architecture is built on the fact that it can account for the image constancy phenomena, some researchers have argued otherwise; and pointed out that the pandemonium architecture might share the same flaws from the template matching models. For example, the letter H is composed of 2 long vertical lines and a short horizontal line; but if we rotate the H 90 degrees in either direction, it is now composed of 2 long horizontal lines and a short vertical line. In order to recognize the rotated H as H, we would need a rotated H cognitive demon. Thus we might end up with a system that requires a large number of cognitive demons in order to produce accurate recognition, which would lead to the same biological plausibility criticism of the template matching models. However, it is rather difficult to judge the validity of this criticism because the pandemonium architecture does not specify how and what features are extracted from incoming sensory information, it simply outlines the possible stages of pattern recognition. But of course that raises its own questions, to which it is almost impossible to criticize such a model if it does not include specific parameters. Also, the theory appears to be rather incomplete without defining how and what features are extracted, which proves to be especially problematic with complex patterns (e.g., extracting the weight and features of a dog). Some researchers have also pointed out that the evidence supporting the pandemonium architecture has been very narrow in its methodology. Majority of the research that supports this architecture has often referred to its ability to recognize simple schematic drawings that are selected from a small finite set (e.g., letters in the Roman alphabet). Evidence from these types of exper

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  • Interactions Corporation

    Interactions Corporation

    Interactions LLC (also known as Interactions Corporation) is an American software company that develops voice and text-based virtual assistant applications for customer-service contact centers. Since September 2025, it has been a subsidiary of SoundHound AI. == History == Interactions was founded in 2004. In July 2011, the company announced a $12 million venture-capital funding round led by Sigma Partners. In November 2014, AT&T sold its "Watson" speech recognition platform and related patents to Interactions in exchange for equity. In May 2017, Interactions acquired the social media customer-engagement company Digital Roots; financial terms were not disclosed. On September 3, 2025, SoundHound AI completed its acquisition of Interactions Corporation, with the acquired company becoming a wholly owned subsidiary. == Products and services == Interactions' products have been described as automated voice portals and intelligent virtual assistants used for customer-service tasks. In 2011, Humana expanded the use of an Interactions voice portal for Medicare Part D enrollment.

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