AI Assistant Quest 3

AI Assistant Quest 3 — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Lesk algorithm

    Lesk algorithm

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

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  • Hexagonal sampling

    Hexagonal sampling

    A multidimensional signal is a function of M independent variables where M ≥ 2 {\displaystyle M\geq 2} . Real world signals, which are generally continuous time signals, have to be discretized (sampled) in order to ensure that digital systems can be used to process the signals. It is during this process of discretization where sampling comes into picture. Although there are many ways of obtaining a discrete representation of a continuous time signal, periodic sampling is by far the simplest scheme. Theoretically, sampling can be performed with respect to any set of points. But practically, sampling is carried out with respect to a set of points that have a certain algebraic structure. Such structures are called lattices. Mathematically, the process of sampling an N {\displaystyle N} -dimensional signal can be written as: w ( t ^ ) = w ( V . n ^ ) {\displaystyle w({\hat {t}})=w(V.{\hat {n}})} where t ^ {\displaystyle {\hat {t}}} is continuous domain M-dimensional vector (M-D) that is being sampled, n ^ {\displaystyle {\hat {n}}} is an M-dimensional integer vector corresponding to indices of a sample, and V is an N × N {\displaystyle N\times N} sampling matrix. == Motivation == Multidimensional sampling provides the opportunity to look at digital methods to process signals. Some of the advantages of processing signals in the digital domain include flexibility via programmable DSP operations, signal storage without the loss of fidelity, opportunity for encryption in communication, lower sensitivity to hardware tolerances. Thus, digital methods are simultaneously both powerful and flexible. In many applications, they act as less expensive alternatives to their analog counterparts. Sometimes, the algorithms implemented using digital hardware are so complex that they have no analog counterparts. Multidimensional digital signal processing deals with processing signals represented as multidimensional arrays such as 2-D sequences or sampled images.[1] Processing these signals in the digital domain permits the use of digital hardware where in signal processing operations are specified by algorithms. As real world signals are continuous time signals, multidimensional sampling plays a crucial role in discretizing the real world signals. The discrete time signals are in turn processed using digital hardware to extract information from the signal. == Preliminaries == === Region of Support === The region outside of which the samples of the signal take zero values is known as the Region of support (ROS). From the definition, it is clear that the region of support of a signal is not unique. === Fourier transform === The Fourier transform is a tool that allows us to simplify mathematical operations performed on the signal. The transform basically represents any signal as a weighted combination of sinusoids. The Fourier and the inverse Fourier transform of an M-dimensional signal can be defined as follows: X a ( Ω ^ ) = ∫ − ∞ + ∞ x a ( t ^ ) e − j Ω ^ T t ^ d t ^ {\displaystyle X_{a}({\hat {\Omega }})=\int _{-\infty }^{+\infty }\!x_{a}({\hat {t}})e^{-j{\hat {\Omega }}^{T}{\hat {t}}}d{\hat {t}}} x a ( t ^ ) = 1 2 π M ∫ − ∞ + ∞ X ( Ω ^ ) e ( j Ω ^ T t ^ ) d Ω ^ {\displaystyle x_{a}({\hat {t}})={\frac {1}{2\pi ^{M}}}\int _{-\infty }^{+\infty }\!X({\hat {\Omega }})e^{(j{\hat {\Omega }}^{T}{\hat {t}})}\,\mathrm {d} {\hat {\Omega }}} The cap symbol ^ indicates that the operation is performed on vectors. The Fourier transform of the sampled signal is observed to be a periodic extension of the continuous time Fourier transform of the signal. This is mathematically represented as: X ( ω ) = 1 | d e t ( V ) | ∑ k X a ( Ω ^ − U k ) {\displaystyle X(\omega )={\frac {1}{|det(V)|}}\sum _{k}\!X_{a}({\hat {\Omega }}-Uk)} where ω = V ~ Ω {\displaystyle \omega ={\tilde {V}}\Omega } and U = 2 π V ~ {\displaystyle U=2\pi {\tilde {V}}} is the periodicity matrix where ~ denotes matrix transposition. Thus sampling in the spatial domain results in periodicity in the Fourier domain. === Aliasing === A band limited signal may be periodically replicated in many ways. If the replication results in an overlap between replicated regions, the signal suffers from aliasing. Under such conditions, a continuous time signal cannot be perfectly recovered from its samples. Thus in order to ensure perfect recovery of the continuous signal, there must be zero overlap multidimensional sampling of the replicated regions in the transformed domain. As in the case of 1-dimensional signals, aliasing can be prevented if the continuous time signal is sampled at an adequate sufficiently high rate. === Sampling density === It is a measure of the number of samples per unit area. It is defined as: S . D = 1 | d e t ( V ) | = | d e t ( U ) | 4 π 2 {\displaystyle S.D={\frac {1}{|det(V)|}}={\frac {|det(U)|}{4\pi ^{2}}}} . The minimum number of samples per unit area required to completely recover the continuous time signal is termed as optimal sampling density. In applications where memory or processing time are limited, emphasis must be given to minimizing the number of samples required to represent the signal completely. == Existing approaches == For a bandlimited waveform, there are infinitely many ways the signal can be sampled without producing aliases in the Fourier domain. But only two strategies are commonly used: rectangular sampling and hexagonal sampling. === Rectangular and Hexagonal sampling === In rectangular sampling, a 2-dimensional signal, for example, is sampled according to the following V matrix: V r e c t = [ T 1 0 0 T 2 ] {\displaystyle V_{rect}={\begin{bmatrix}T1&0\\0&T2\end{bmatrix}}} where T1 and T2 are the sampling periods along the horizontal and vertical direction respectively. In hexagonal sampling, the V matrix assumes the following general form: V h e x = [ T 1 T 1 − T 2 T 2 ] {\displaystyle V_{hex}={\begin{bmatrix}T1&T1\\-T2&T2\end{bmatrix}}} The difference in the efficiency of the two schemes is highlighted using a bandlimited signal with a circular region of support of radius R. The circle can be inscribed in a square of length 2R or a regular hexagon of length 2 R 3 {\displaystyle {\frac {2R}{\sqrt {3}}}} . Consequently, the region of support is now transformed into a square and a hexagon respectively. If these regions are periodically replicated in the frequency domain such that there is zero overlap between any two regions, then by periodically replicating the square region of support, we effectively sample the continuous signal on a rectangular lattice. Similarly periodic replication of the hexagonal region of support maps to sampling the continuous signal on a hexagonal lattice. From U, the periodicity matrix, we can calculate the optimal sampling density for both the rectangular and hexagonal schemes. It is found that in order to completely recover the circularly band-limited signal, the hexagonal sampling scheme requires 13.4% fewer samples than the rectangular sampling scheme. The reduction may appear to be of little significance for a 2-dimensional signal. But as the dimensionality of the signal increases, the efficiency of the hexagonal sampling scheme will become far more evident. For instance, the reduction achieved for an 8-dimensional signal is 93.8%. To highlight the importance of the obtained result [2], try and visualize an image as a collection of infinite number of samples. The primary entity responsible for vision, i.e. the photoreceptors (rods and cones) are present on the retina of all mammals. These cells are not arranged in rows and columns. By adapting a hexagonal sampling scheme, our eyes are able to process images much more efficiently. The importance of hexagonal sampling lies in the fact that the photoreceptors of the human vision system lie on a hexagonal sampling lattice and, thus, perform hexagonal sampling.[3] In fact, it can be shown that the hexagonal sampling scheme is the optimal sampling scheme for a circularly band-limited signal. == Applications == === Aliasing effects minimized by the use of optimal sampling grids === Recent advances in the CCD technology has made hexagonal sampling feasible for real life applications. Historically, because of technology constraints, detector arrays were implemented only on 2-dimensional rectangular sampling lattices with rectangular shape detectors. But the super [CCD] detector introduced by Fuji has an octagonal shaped pixel in a hexagonal grid. Theoretically, the performance of the detector was greatly increased by introducing an octagonal pixel. The number of pixels required to represent the sample was reduced and there was significant improvement in the Signal-to-Noise Ratio (SNR) when compared with that of a rectangular pixel. But the drawback of using hexagonal pixels is that the associated fill factor will be less than 82%. An alternative method would be to interpolate hexagonal pixels in such a manner that we ultimately end up with a rectangular grid. The Spot 5 satellite incorporates a

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  • Nagarik App

    Nagarik App

    Nagarik App (translation: Citizen App) is a mobile application launched by the Government of Nepal to provide government-related services in a single online platform. The app was developed to facilitate an easier, systematic, and simplified delivery of government services to Nepali citizens digitally. The app was launched to play a pivotal role in revolutionizing the way citizens interact with the government. It offers government services through a single unified platform, minimizing the need for citizens to navigate multiple channels or physical offices for their diverse needs of government services. The services are added gradually according to the needs and services required. The government aims to reduce the physical queues and the need to be physically present to get services from the different government offices. One can get services online round-the-clock even during holidays. As of now, 25 services are included in the app, ranging from Police Clearance Report to Voters Card. The app contains and provides a vast range of government services. The app was launched on the occasion of the fourth National Information and Communication Technology Day, 2021 (2078 BS). The event marked a significant milestone in Nepal’s digital transformation journey. It aims to reduce all the bureaucratic hurdles that the citizens have been facing and make government services more efficient and convenient. In Oct 20, 2024, a E-Chalan was introduced for managing traffic violations in initially piloting in Kathmandu Valley. The Kathmandu Valley Traffic Police Office announced that physical licenses would no longer be confiscated for traffic rule violations. Instead, a "Digital Chit (E-Chalan)" system was implemented, allowing drivers to pay fines electronically. Integrated with the NagarikApp, the system enables police to access drivers' licenses, record violations, and update details directly in the app. == Features and Services == Inland Revenue Department (Nepal) PAN Registration Election Commission (Nepal) Voter Card Pre-Registration and Details Nepal Police Online Clearance Report Traffic Violations and Fine Payment Nepal Passport, Driving License, National Identity Card (NID), Citizenship, and Voter ID link details My Municipality (Includes contact info of the representatives, services such as ambulance, nearby police, and budget programs and plans) The Government Press ID card PF/PAN/SST/CIT statements can be viewed Nagarik Pahichan Dwar (Online bank accounts can be opened and KYC can be verified for selected banks using the QR) == Awards and honors == Each year, World Summit Award honors outstanding digital applications and solutions across various categories. The winners of the World Summit Award represent the pinnacle of innovation in their respective categories. Nagarik App was selected among 180 participants and won the World Summit Award of 2022 in Government and Citizen Engagement category. == Latest Statistics & Usage Trends (2082 BS / 2025 AD) == As of August 2025, over 1.5 million Nepali citizens have registered and actively use the Nagarik App, according to the National Information Technology Center (NITC). The majority of daily logins come from: Kathmandu Valley – 37% of total users Province 1 (Koshi) – 19% of total users Bagmati Province – 15% of total users On average, 45,000+ transactions (service requests, document verifications, and payments) are processed through the app each day. The most-used services include: PAN Card Registration – 28% of total requests Police Clearance Report – 22% Driving License Linking & E-Chalan Payment – 18% Vehicle Tax Payment – 14% Source: Internal report from NITC, July 2025 == Step-by-Step: How to Link Your Driving License with Nagarik App == Update the App – Install the latest version from Play Store or App Store. Login or Register – Ensure your SIM is registered in your own name. Go to “Transport Services” in the menu. Select “Driving License” – Enter your license number and date of birth. Verify via OTP – Sent to your registered mobile number. Confirmation – Your digital license will appear inside the app. This guide is continuously updated to reflect the latest rules from the Kathmandu Valley Traffic Police Office and changes in NITC’s backend system. For in-depth details, step-by-step tutorials, and the most recent Nagarik App updates, visit the full article on The Bipin Blog.

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  • Data access layer

    Data access layer

    A data access layer (DAL) is a software architectural layer that provides access to data from one or more sources, such as a relational database, NoSQL database, SQL query engine, file system, or other persistent storage. It separates client code from the details of storage systems, query execution, connection handling, and data retrieval. Data access layers are commonly used to centralize data access logic, reduce coupling between applications and data sources, and provide a consistent interface for retrieving, writing, or querying data. Depending on the system, a data access layer may be implemented as application code, a shared library, an intermediary service, or part of a broader database abstraction layer. == In application architecture == In application software, a data access layer provides a boundary between business logic or application code and the systems used to store or retrieve data. For example, a data access layer may expose methods or interfaces for retrieving, writing, or querying data while hiding details such as connection management, SQL statements, storage APIs, error handling, and result conversion. Depending on the application, the layer may return objects, records, tabular results, documents, streams, or other representations of data. A common implementation is a set of classes, functions, or methods that directly reference database queries, stored procedures, storage APIs, or other data sources. For example, instead of using commands such as insert, delete, and update throughout an application to access a specific table, methods such as registerUser or loginUser may be implemented inside the data access layer. Business logic methods from an application can also be mapped to the data access layer. Instead of making several database queries directly, an application can call a single DAL method that abstracts those database calls. Applications using a data access layer may be either dependent on or independent from a particular database server. If the data access layer supports multiple database systems, the application can use any database system that the DAL can access. In either case, the data access layer provides a centralized location for calls into the underlying data store, which can make it easier to maintain, test, or port the application to other storage systems. == Implementation patterns == A data access layer can be implemented using several patterns and technologies, including data access objects, repositories, stored procedures, query builders, database drivers, or object–relational mapping tools. These mechanisms may implement part or all of a data access layer, but are not always equivalent to the layer itself. Object–relational mapping tools are commonly used in data access layers for object-oriented applications that map records in a relational database to objects in a programming language. Other data access layers may expose lower-level database interfaces, tabular results, document-oriented data, files, streams, or protocol-level interfaces. == Use with multiple underlying data systems == A data access layer may be used to abstract differences between multiple underlying data systems, allowing applications to access them through a more consistent interface. In such designs, applications call the DAL rather than interacting directly with each database or storage system. The layer may then handle connection management, query generation, result mapping, error handling, and other implementation details. A data access layer may be implemented as a shared library or as an intermediary service, such as a proxy or gateway. In this configuration, client applications or services connect to the data access layer, which then communicates with one or more underlying databases or query engines. This can provide a common location for authentication, authorization, logging, routing, and translation between different database interfaces. == Interfaces and protocols == Data access layers may expose or use standardized interfaces and protocols for database access. Examples include Open Database Connectivity (ODBC), Java Database Connectivity (JDBC), database-native wire protocols, and newer interfaces such as Apache Arrow Database Connectivity (ADBC) and Arrow Flight SQL. In systems that support multiple data stores, a data access layer may provide a consistent interface while using different drivers, protocols, or query mechanisms internally. == Distinction from related patterns == A data access layer is related to, but broader than, a data access object, which is usually an object-oriented design pattern for encapsulating access to a persistence mechanism. It is also related to a database abstraction layer, which focuses on hiding differences between database systems. In practice, the terms may overlap.

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  • Fully probabilistic design

    Fully probabilistic design

    Decision making (DM) can be seen as a purposeful choice of action sequences. It also covers control, a purposeful choice of input sequences. As a rule, it runs under randomness, uncertainty and incomplete knowledge. A range of prescriptive theories have been proposed how to make optimal decisions under these conditions. They optimise sequence of decision rules, mappings of the available knowledge on possible actions. This sequence is called strategy or policy. Among various theories, Bayesian DM is broadly accepted axiomatically based theory that solves the design of optimal decision strategy. It describes random, uncertain or incompletely known quantities as random variables, i.e. by their joint probability expressing belief in their possible values. The strategy that minimises expected loss (or equivalently maximises expected reward) expressing decision-maker's goals is then taken as the optimal strategy. While the probabilistic description of beliefs is uniquely and deductively driven by rules for joint probabilities, the composition and decomposition of the loss function have no such universally applicable formal machinery. Fully probabilistic design (of decision strategies or control, FPD) removes the mentioned drawback and expresses also the DM goals of by the "ideal" probability, which assigns high (small) values to desired (undesired) behaviours of the closed DM loop formed by the influenced world part and by the used strategy. FPD has axiomatic basis and has Bayesian DM as its restricted subpart. FPD has a range of theoretical consequences , and, importantly, has been successfully used to quite diverse application domains.

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  • QANDA

    QANDA

    QANDA (stands for 'Q and A') is an AI-based learning platform developed by Mathpresso Inc., a South Korea-based education technology company. Its best known feature is a solution search, which uses optical character recognition technology to scan problems and provide step-by-step solutions and learning content. As of March 2024, QANDA solved over 6.3 billion questions. QANDA has 90 million total registered users and has reached 8 million monthly active users (MAU) in 50 countries. 90% of the cumulative users are from overseas such as Vietnam and Indonesia. In January 2024, its MathGPT, a math-specific small large language model set a new world record, surpassed Microsoft's 'ToRA 13B', the previous record holder in benchmarks assessing mathematical performance such as 'MATH' (high school math) and 'GSM8K' (grade school math). 'MathGPT' was co-developed with Upstage and KT. In March 2024, Mathpresso launched 'Cramify' (formerly known as Prep.Pie), an AI-powered study material generator designed to create personalized exam prep materials for U.S. college students. It uses generative AI to create customized study materials uploaded by students. Its features include a range of tools including study summarizer and question solver. == History == Co-founder Jongheun ‘Ray’ Lee first came up with the idea of QANDA during his freshman year in college. While he was tutoring to earn money, Lee realized that the quality of education a student receives is greatly based on their location. Lee saw his K-12 students were regularly asking similar questions and realized that these questions were from a pre-selected number of textbooks currently being used in schools. He decided to team up with his high school friend, Yongjae ‘Jake’ Lee to build a platform whereby, one uses a mobile app to scan and submit questions, and students can ask and receive detailed responses. Lee's school friends, Wonguk Jung and Hojae Jeong, joined the team. In June 2015, Mathpresso, Inc. was founded in Seoul, South Korea. In January 2016, Mathpresso's first product QANDA was launched. It supported a Q&A feature between students and tutors. In October 2017, QANDA introduced an AI-based search capability that permitted users to search for answers in seconds. In April 2020, Jake Yongjae Lee(CEO & co-founder) and Ray Jongheun Lee (co-founder) were selected as Forbes 30 under 30 Asia. In June 2021, QANDA raised $50 million in series C funding. Jake Yongjae Lee was recognized as an Innovator Under 35 by MIT Technology Review. In November 2021, QANDA secured a strategic investment from Google. Since its inception, it has received backing in Series C funding from investors namely Google, Yellowdog, GGV Capital, Goodwater Capital, KDB, and SKS Private Equity with participation from SoftBank Ventures Asia, Legend Capital, Mirae Asset Venture Investment, and Smilegate Investment. In September 2023, Mathpresso has raised $8 million (10 billion KRW) from Korea's telecom giant, KT. The total cumulative investment is about 130 million US dollars. The partnership aims to accelerate the development of an education-specific Large Language Model. The company intends to incorporate the LLM model to fortify its AI tutor, which later will be integrated into the existing services: QANDA App, B2B & B2G Saas, and 1:1 online tutoring (QANDA Tutor). == Features == QANDA features OCR-based solution search, one-on-one Q&A tutoring, a study timer. In 2021, QANDA launched additional features, including the premium subscription model that offers unlimited “byte-sized” micro-video lectures and the community feature that enhances collaborative learning. In 2021, QANDA launched QANDA Tutor, a tablet-based 1:1 tutoring service and QANDA Study, a 1:N online school in Vietnam. In 2022, QANDA launched an exam prep feature that offers past exam materials from school via online. This feature is currently available in South Korea. In August 2023, QANDA launched a beta version of an LLM-powered AI Tutor. == Awards and recognition == Best Hidden Gems of 2017 by Google Playstore 2018 AWS AI Startup Challenge Award National representative for the Google AI for Social Good APAC, 2018 Best Self-Improvement Apps of 2018 by Google Playstore GSV Edtech 150 — the Most Transformational Growth Companies in Digital Learning Speaker at the Google App Summit, 2021 Selected as a prospect unicorn company by Korea Technology Finance Corporation in 2023 Winner of G20-DIA Global Pitching in 2023 2021, 2022, 2023 East Asia EdTech 150 by HolonIQ

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  • Interlacing (bitmaps)

    Interlacing (bitmaps)

    In computing, interlacing (also known as interleaving) is a method of encoding a bitmap image such that a person who has partially received it sees a degraded copy of the entire image. When communicating over a slow communications link, this is often preferable to seeing a perfectly clear copy of one part of the image, as it helps the viewer decide more quickly whether to abort or continue the transmission. Interlacing is supported by the following formats, where it is optional: GIF interlacing stores the lines in the order 0 , 8 , 16 , … , ( 8 n ) , 4 , 12 , … , ( 8 n + 4 ) , 2 , 6 , 10 , 14 , … , ( 4 n + 2 ) , 1 , 3 , 5 , 7 , 9 , … , ( 2 n + 1 ) . {\displaystyle 0,8,16,\dots ,(8n),\ 4,12,\dots ,(8n+4),\ 2,6,10,14,\dots ,(4n+2),\ 1,3,5,7,9,\dots ,(2n+1).} PNG uses the Adam7 algorithm, which interlaces in both the vertical and horizontal direction. TGA uses two optional interlacing algorithms: Two-way: 0 , 2 , 4 , … , ( 2 n ) , 1 , 3 , … , ( 2 n + 1 ) , {\displaystyle 0,2,4,\dots ,(2n),\ 1,3,\dots ,(2n+1),} And four-way: 0 , 4 , 8 , … , ( 4 n ) , 1 , 5 , … , ( 4 n + 1 ) , 2 , 6 , … , ( 4 n + 2 ) , 3 , 7 , … , ( 4 n + 3 ) . {\displaystyle 0,4,8,\dots ,(4n),\ 1,5,\dots ,(4n+1),\ 2,6,\dots ,\ (4n+2),3,7,\dots ,(4n+3).} JPEG, JPEG 2000, and JPEG XR (actually using a frequency decomposition hierarchy rather than interlacing of pixel values) PGF (also using a frequency decomposition) Interlacing is a form of incremental decoding, because the image can be loaded incrementally. Another form of incremental decoding is progressive scan. In progressive scan the loaded image is decoded line for line, so instead of becoming incrementally clearer it becomes incrementally larger. The main difference between the interlace concept in bitmaps and in video is that even progressive bitmaps can be loaded over multiple frames. For example: Interlaced GIF is a GIF image that seems to arrive on your display like an image coming through a slowly opening Venetian blind. A fuzzy outline of an image is gradually replaced by seven successive waves of bit streams that fill in the missing lines until the image arrives at its full resolution. Interlaced graphics were once widely used in web design and before that in the distribution of graphics files over bulletin board systems and other low-speed communications methods. The practice is much less common today, as common broadband internet connections allow most images to be downloaded to the user's screen nearly instantaneously, and interlacing is usually an inefficient method of encoding images. Interlacing has been criticized because it may not be clear to viewers when the image has finished rendering, unlike non-interlaced rendering, where progress is apparent (remaining data appears as blank). Also, the benefits of interlacing to those on low-speed connections may be outweighed by having to download a larger file, as interlaced images typically do not compress as well.

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  • Frame grabber

    Frame grabber

    A frame grabber is an electronic device that captures (i.e., "grabs") individual, digital still frames from an analog video signal or a digital video stream. It is usually employed as a component of a computer vision system, in which video frames are captured in digital form and then displayed, stored, transmitted, analyzed, or combinations of these. Historically, frame grabber expansion cards were the predominant way to interface cameras to PCs. Other interface methods have emerged since then, with frame grabbers (and in some cases, cameras with built-in frame grabbers) connecting to computers via interfaces such as USB, Ethernet and IEEE 1394 ("FireWire"). Early frame grabbers typically had only enough memory to store a single digitized video frame, whereas many modern frame grabbers can store multiple frames. Modern frame grabbers often are able to perform functions beyond capturing a single video input. For example, some devices capture audio in addition to video, and some devices provide, and concurrently capture frames from multiple video inputs. Other operations may be performed as well, such as deinterlacing, text or graphics overlay, image transformations (e.g., resizing, rotation, mirroring), and conversion to JPEG or other compressed image formats. To satisfy the technological demands of applications such as radar acquisition, manufacturing and remote guidance, some frame grabbers can capture images at high frame rates, high resolutions, or both. == Circuitry == Analog frame grabbers, which accept and process analog video signals, include these circuits: Input signal conditioner that buffers the analog video input signal to protect downstream circuitry Video decoder that converts SD analog video (e.g., NTSC, SECAM, PAL) or HD analog video (e.g., AHD, HD-TVI, HD-CVI) to a digital format Digital frame grabbers, which accept and process digital video streams, include these circuits: Digital video decoder that interfaces to and converts a specific type of digital video source, such as Camera Link, CoaXPress, DVI, GigE Vision, LVDS, or SDI Circuitry common to both analog and digital frame grabbers: Memory for storing the acquired image (i.e., a frame buffer) A bus interface through which a processor can control the acquisition and access the data General purpose I/O for triggering image acquisition or controlling external equipment == Applications == === Healthcare === Frame grabbers are used in medicine for many applications, including telenursing and remote guidance. In situations where an expert at another location needs to be consulted, frame grabbers capture the image or video from the appropriate medical equipment, so it can be sent digitally to the distant expert. === Manufacturing === "Pick and place" machines are often used to mount electronic components on circuit boards during the circuit board assembly process. Such machines use one or more cameras to monitor the robotics that places the components. Each camera is paired with a frame grabber that digitizes the analog video, thus converting the video to a form that can be processed by the machine software. === Network security === Frame grabbers may be used in security applications. For example, when a potential breach of security is detected, a frame grabber captures an image or a sequence of images, and then the images are transmitted across a digital network where they are recorded and viewed by security personnel. === Personal use === In recent years with the rise of personal video recorders like camcorders, mobile phones, etc. video and photo applications have gained ascending prominence. Frame grabbing is becoming very popular on these devices. === Astronomy & astrophotography === Amateur astronomers and astrophotographers use frame grabbers when using analog "low light" cameras for live image display and internet video broadcasting of celestial objects. Frame grabbers are essential to connect the analog cameras used in this application to the computers that store or process the images.

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  • Situated approach (artificial intelligence)

    Situated approach (artificial intelligence)

    In artificial intelligence research, the situated approach builds agents that are designed to behave effectively successfully in their environment. This requires designing AI "from the bottom-up" by focussing on the basic perceptual and motor skills required to survive. The situated approach gives a much lower priority to abstract reasoning or problem-solving skills. The approach was originally proposed as an alternative to traditional approaches (that is, approaches popular before 1985 or so). After several decades, classical AI technologies started to face intractable issues (e.g. combinatorial explosion) when confronted with real-world modeling problems. All approaches to address these issues focus on modeling intelligences situated in an environment. They have become known as the situated approach to AI. == Emergence of a concept == === From traditional AI to Nouvelle AI === During the late 1980s, the approach now known as Nouvelle AI (Nouvelle means new in French) was pioneered at the MIT Artificial Intelligence Laboratory by Rodney Brooks. As opposed to classical or traditional artificial intelligence, Nouvelle AI purposely avoided the traditional goal of modeling human-level performance, but rather tries to create systems with intelligence at the level of insects, closer to real-world robots. But eventually, at least at MIT new AI did lead to an attempt for humanoid AI in the Cog Project. === From Nouvelle AI to behavior-based and situated AI === The conceptual shift introduced by nouvelle AI flourished in the robotics area, given way to behavior-based robotics (BBR), a methodology for developing AI based on a modular decomposition of intelligence. It was made famous by Rodney Brooks: his subsumption architecture was one of the earliest attempts to describe a mechanism for developing BBAI. It is extremely popular in robotics and to a lesser extent to implement intelligent virtual agents because it allows the successful creation of real-time dynamic systems that can run in complex environments. For example, it underlies the intelligence of the Sony Aibo and many RoboCup robot teams. Realizing that in fact all these approaches were aiming at building not an abstract intelligence, but rather an intelligence situated in a given environment, they have come to be known as the situated approach. In fact, this approach stems out from early insights of Alan Turing, describing the need to build machines equipped with sense organs to learn directly from the real-world instead of focusing on abstract activities, such as playing chess. == Definitions == Classically, a software entity is defined as a simulated element, able to act on itself and on its environment, and which has an internal representation of itself and of the outside world. An entity can communicate with other entities, and its behavior is the consequence of its perceptions, its representations, and its interactions with the other entities. === AI loop === Simulating entities in a virtual environment requires simulating the entire process that goes from a perception of the environment, or more generally from a stimulus, to an action on the environment. This process is called the AI loop and technology used to simulate it can be subdivided in two categories. Sensorimotor or low-level AI deals with either the perception problem (what is perceived?) or the animation problem (how are actions executed?). Decisional or high-level AI deals with the action selection problem (what is the most appropriate action in response to a given perception, i.e. what is the most appropriate behavior?). === Traditional or symbolic AI === There are two main approaches in decisional AI. The vast majority of the technologies available on the market, such as planning algorithms, finite-state machines (FSA), or expert systems, are based on the traditional or symbolic AI approach. Its main characteristics are: It is top-down: it subdivides, in a recursive manner, a given problem into a series of sub-problems that are supposedly easier to solve. It is knowledge-based: it relies on a symbolic description of the world, such as a set of rules. However, the limits of traditional AI, which goal is to build systems that mimic human intelligence, are well-known: inevitably, a combinatorial explosion of the number of rules occurs due to the complexity of the environment. In fact, it is impossible to predict all the situations that will be encountered by an autonomous entity. === Situated or behavioral AI === In order to address these issues, another approach to decisional AI, also known as situated or behavioral AI, has been proposed. It does not attempt to model systems that produce deductive reasoning processes, but rather systems that behave realistically in their environment. The main characteristics of this approach are the following: It is bottom-up: it relies on elementary behaviors, which can be combined to implement more complex behaviors. It is behavior-based: it does not rely on a symbolic description of the environment, but rather on a model of the interactions of the entities with their environment. The goal of situated AI is to model entities that are autonomous in their environment. This is achieved thanks to both the intrinsic robustness of the control architecture, and its adaptation capabilities to unforeseen situations. === Situated agents === In artificial intelligence and cognitive science, the term situated refers to an agent which is embedded in an environment. The term situated is commonly used to refer to robots, but some researchers argue that software agents can also be situated if: they exist in a dynamic (rapidly changing) environment, which they can manipulate or change through their actions, and which they can sense or perceive. Examples might include web-based agents, which can alter data or trigger processes (such as purchases) over the Internet, or virtual-reality bots which inhabit and change virtual worlds, such as Second Life. Being situated is generally considered to be part of being embodied, but it is useful to consider each perspective individually. The situated perspective emphasizes that intelligent behavior derives from the environment and the agent's interactions with it. The nature of these interactions are defined by an agent's embodiment. == Implementation principles == === Modular decomposition === The most important attribute of a system driven by situated AI is that the intelligence is controlled by a set of independent semi-autonomous modules. In the original systems, each module was actually a separate device or was at least conceived of as running on its own processing thread. Generally, though, the modules are just abstractions. In this respect, situated AI may be seen as a software engineering approach to AI, perhaps akin to object oriented design. Situated AI is often associated with reactive planning, but the two are not synonymous. Brooks advocated an extreme version of cognitive minimalism which required initially that the behavior modules were finite-state machines and thus contained no conventional memory or learning. This is associated with reactive AI because reactive AI requires reacting to the current state of the world, not to an agent's memory or preconception of that world. However, learning is obviously key to realistic strong AI, so this constraint has been relaxed, though not entirely abandoned. === Action selection mechanism === The situated AI community has presented several solutions to modeling decision-making processes, also known as action selection mechanisms. The first attempt to solve this problem goes back to subsumption architectures, which were in fact more an implementation technique than an algorithm. However, this attempt paved the way to several others, in particular the free-flow hierarchies and activation networks. A comparison of the structure and performances of these two mechanisms demonstrated the advantage of using free-flow hierarchies in solving the action selection problem. However, motor schemas and process description languages are two other approaches that have been used with success for autonomous robots. == Notes and references == Arsenio, Artur M. (2004) Towards an embodied and situated AI, In: Proceedings of the International FLAIRS conference, 2004. (online) The Artificial Life Route To Artificial Intelligence: Building Embodied, Situated Agents, Luc Steels and Rodney Brooks Eds., Lawrence Erlbaum Publishing, 1995. (ISBN 978-0805815184) Rodney A. Brooks Cambrian Intelligence (MIT Press, 1999) ISBN 0-262-52263-2; collection of early papers including "Intelligence without representation" and "Intelligence without reason", from 1986 & 1991 respectively. Ronald C. Arkin Behavior-Based Robotics (MIT Press, 1998) ISBN 0-262-01165-4 Hendriks-Jansen, Horst (1996) Catching Ourselves in the Act: Situated Activity, Interactive Emergence, Evolution, and Human Thought. Cambridge, Mass.: MIT Press.

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  • Engineering Historical Memory

    Engineering Historical Memory

    Engineering Historical Memory (EHM) is an online database in the digital humanities, serving as an open-access research tool for primary historical materials focused on 11th to 15th century Afro-Eurasia. It adopts computational methods to make historical documents machine-understandable. EHM parses traditional artifacts such as historical maps, travel accounts, chronicles and codices into computer-readable formats, and links them to secondary multi-media references, a process referred to as the "automatic narrative generation". This approach generates cultural narratives and facilitates interaction with the historical artifacts, making them accessible to audiences from various backgrounds. == History == EHM was first theorised in 2007 by researcher Andrea Nanetti when he was a visiting scholar at Princeton University, and the preliminary test results were published between 2008 and 2011. In 2013, the EHM research team was set up in Singapore following Nanetti's professorship at Nanyang Technological University (NTU). Two years later, after receiving several Microsoft research grants, EHM went live on Microsoft Azure. In 2018, the College of Humanities, Arts and Social Sciences (CoHASS) at NTU Singapore formed the Digital Humanities Research Cluster, as part of which, EHM has been an ongoing interdisciplinary research project led by Nanetti. Partnering with international educational and cultural institutions such as Ca' Foscari University of Venice, University of Florence, Taylor & Francis Group, Delft University of Technology (TUDelft), and SenticNet, EHM has been supported by over 130 scholars and engineers. == Applications == Primary historical materials on EHM are curated into several categories, including maps, travel accounts, chronicles, codices, sites, archival documents, and paintings, such as the Morosini Codex (listed under Chronicles) and Pope Gregory X's Privilege for the Holy Monastery of St Catherine of Sinai (listed under Archival Documents). EHM has been adopted by cultural organisations as an exhibition and research tool in the digital humanities field. An example is the publication of a digital interactive edition of Fra Mauro's Map of the World on EHM, a collaboration project between NTU Singapore and the Biblioteca Nazionale Marciana of Venice. The digitisation process of the map on EHM involved transcribing and geo-referencing the textual content in the 15th-century map, followed by creating semantic annotations to connect the map's content with related secondary data sources. The e-map was subsequently adopted and launched online by Museo Galileo in March 2022 and incorporated into the virtual exhibition "Venezia and Suzhou: Water Cities along the Silk Roads" (online, September-December 2022). In 2024, the Fra Mauro's Map of the World application on EHM was awarded the Digital Humanities and Multimedia Studies Prize (DHMS) by the Medieval Academy of America. Image-Based Video Search Engine is another experimental project under the EHM scope led by the research teams at Delft University of Technology (TUDelft) and NTU Singapore. This ongoing project aims to improve the efficiency of retrieving targeted objects from audio-visuals. == Awards == In 2021, EHM won the GLAMi Awards (MuseWeb Conference - Galleries, Libraries, Archives, and Museums Innovation awards) in the "Resources for Scholars and Researchers" category. In the same year, EHM was a Falling Walls finalist for Science Breakthrough of the Year in the category Social Sciences and Humanities after nominated by the School of Advanced Study at the University of London. In April 2022, the Italian National Commission for UNESCO has selected and sent the EHM project to the organisers of the "Jikji Memory of the World" Award for final evaluation. In January 2024, the Medieval Academy of America announced its 2024 Digital Humanities and Multimedia Studies Prize (DHMS) goes to the Fra Mauro's Map of the World application on EHM.

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  • Collision detection

    Collision detection

    Collision detection is the computational problem of detecting an intersection of two or more objects in virtual space. More precisely, it deals with the questions of if, when, and where two or more objects intersect. Collision detection is a classic problem of computational geometry with applications in computer graphics, physical simulation, video games, robotics (including autonomous driving), and computational physics. Collision detection algorithms can be divided into operating on 2D or 3D spatial objects. == Overview == Collision detection is closely linked to calculating the distance between objects, as objects collide when the distance between them is less than or equal to zero. Negative distances indicate that one object has penetrated another. Performing collision detection requires more context than just the distance between the objects. Accurately identifying the points of contact on both objects' surfaces is also essential for computing a physically accurate collision response. The complexity of this task increases with the level of detail in the objects' representations: the more intricate the model, the greater the computational cost. Collision detection frequently involves dynamic objects, adding a temporal dimension to distance calculations. Instead of simply measuring distance between static objects, collision detection algorithms often aim to determine whether the objects' motion will bring them to a point in time when their distance is zero—an operation that adds significant computational overhead. In collision detection involving multiple objects, a naive approach would require detecting collisions for all pairwise combinations of objects. As the number of objects increases, the number of required comparisons grows rapidly: for n {\displaystyle n} objects, n ( n − 1 ) / 2 {n(n-1)}/{2} intersection tests are needed with a naive approach. This quadratic growth makes such an approach computationally expensive as n {\displaystyle n} increases. Due to the complexity mentioned above, collision detection is a computationally intensive process. Nevertheless, it is essential for interactive applications like video games, robotics, and real-time physics engines. To manage these computational demands, extensive efforts have gone into optimizing collision detection algorithms. A commonly used approach towards accelerating the required computations is to divide the process into two phases: the broad phase and the narrow phase. The broad phase aims to answer the question of whether objects might collide, using a conservative but efficient approach to rule out pairs that clearly do not intersect, thus avoiding unnecessary calculations. Objects that cannot be definitively separated in the broad phase are passed to the narrow phase. Here, more precise algorithms determine whether these objects actually intersect. If they do, the narrow phase often calculates the exact time and location of the intersection. == Broad phase == This phase aims at quickly finding objects or parts of objects for which it can be quickly determined that no further collision test is needed. A useful property of such approach is that it is output sensitive. In the context of collision detection this means that the time complexity of the collision detection is proportional to the number of objects that are close to each other. An early example of that is the I-COLLIDE where the number of required narrow phase collision tests was O ( n + m ) {\displaystyle O(n+m)} where n {\displaystyle n} is the number of objects and m {\displaystyle m} is the number of objects at close proximity. This is a significant improvement over the quadratic complexity of the naive approach. === Spatial partitioning === Several approaches can be grouped under the spatial partitioning umbrella, which includes octrees (for 3D), quadtrees (for 2D), binary space partitioning (or BSP trees) and other, similar approaches. If one splits space into a number of simple cells, and if two objects can be shown not to be in the same cell, then they need not be checked for intersection. Dynamic scenes and deformable objects require updating the partitioning which can add overhead. === Bounding volume hierarchy === Bounding Volume Hierarchy (BVH) is a tree structure over a set of bounding volumes. Collision is determined by doing a tree traversal starting from the root. If the bounding volume of the root doesn't intersect with the object of interest, the traversal can be stopped. If, however there is an intersection, the traversal proceeds and checks the branches for each there is an intersection. Branches for which there is no intersection with the bounding volume can be culled from further intersection test. Therefore, multiple objects can be determined to not intersect at once. BVH can be used with deformable objects such as cloth or soft-bodies but the volume hierarchy has to be adjusted as the shape deforms. For deformable objects we need to be concerned about self-collisions or self intersections. BVH can be used for that end as well. Collision between two objects is computed by computing intersection between the bounding volumes of the root of the tree as there are collision we dive into the sub-trees that intersect. Exact collisions between the actual objects, or its parts (often triangles of a triangle mesh) need to be computed only between intersecting leaves. The same approach works for pair wise collision and self-collisions. === Exploiting temporal coherence === During the broad-phase, when the objects in the world move or deform, the data-structures used to cull collisions have to be updated. In cases where the changes between two frames or time-steps are small and the objects can be approximated well with axis-aligned bounding boxes, the sweep and prune algorithm can be a suitable approach. Several key observation make the implementation efficient: Two bounding-boxes intersect if, and only if, there is overlap along all three axes; overlap can be determined, for each axis separately, by sorting the intervals for all the boxes; and lastly, between two frames updates are typically small (making sorting algorithms optimized for almost-sorted lists suitable for this application). The algorithm keeps track of currently intersecting boxes, and as objects move, re-sorting the intervals helps keep track of the status. === Pairwise pruning === Once a pair of physical bodies has been selected for further investigation, collisions need to be checked more carefully. However, in many applications, individual objects (if they are not too deformable) are described by a set of smaller primitives, mainly triangles. So there are two sets of triangles, S = S 1 , S 2 , … , S n {\displaystyle S={S_{1},S_{2},\dots ,S_{n}}} and T = T 1 , T 2 , … , T n {\displaystyle T={T_{1},T_{2},\dots ,T_{n}}} (for simplicity, each set has the same number of triangles.) The obvious thing to do is to check all triangles S j {\displaystyle S_{j}} against all triangles T k {\displaystyle T_{k}} for collisions, but this involves n 2 {\displaystyle n^{2}} comparisons, which is highly inefficient. If possible, it is desirable to use a pruning algorithm to reduce the number of pairs of triangles that need to be checked. The most widely used family of algorithms is known as the hierarchical bounding volumes method. As a preprocessing step, for each object (e.g., S {\displaystyle S} and T {\displaystyle T} ) calculates a hierarchy of bounding volumes. Then, at each time step, when collisions need to be checked between S {\displaystyle S} and T {\displaystyle T} , the hierarchical bounding volumes are used to reduce the number of pairs of triangles under consideration. For simplicity, provide an example using bounding spheres, although it has been noted that spheres are undesirable in many cases. If E {\displaystyle E} is a set of triangles, a bounding sphere is pre-calculated. B ( E ) {\displaystyle B(E)} . There are many ways of choosing B ( E ) {\displaystyle B(E)} , B ( E ) {\displaystyle B(E)} is a sphere that completely contains E {\displaystyle E} and is as small as possible. Ahead of time, B ( S ) {\displaystyle B(S)} and B ( T ) {\displaystyle B(T)} can be computed. Clearly, if these two spheres do not intersect (and that is very easy to test), then neither do S {\displaystyle S} and T {\displaystyle T} . This is not much better than an n-body pruning algorithm, however. If E = E 1 , E 2 , … , E m {\displaystyle E={E_{1},E_{2},\dots ,E_{m}}} is a set of triangles, then split it into two halves L ( E ) := E 1 , E 2 , … , E m / 2 {\displaystyle L(E):={E_{1},E_{2},\dots ,E_{m/2}}} and R ( E ) := E m / 2 + 1 , … , E m − 1 , E m {\displaystyle R(E):={E_{m/2+1},\dots ,E_{m-1},E_{m}}} . Apply this to S {\displaystyle S} and T {\displaystyle T} , and calculate (ahead of time) the bounding spheres B ( L ( S ) ) , B ( R ( S ) ) {\displaystyle B(L(S)),B(R(S))} and B ( L ( T ) ) , B ( R ( T ) ) {\displaystyle B(L(T)),B(R(T))} . T

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  • Sports Card Investor

    Sports Card Investor

    Sports Card Investor is an American sports collectibles media platform and mobile application founded by Geoff Wilson. The platform provides market data, analysis, and editorial content focused on sports trading cards and related collectibles. It operates a website, mobile app, and digital media channels covering developments in the sports card industry. The company posted its first YouTube video in July 2019, shortly before a period of rapid growth in sports card collecting in the early 2020s, which was marked by increased trading volumes and mainstream media attention. == History == Sports Card Investor was founded by Geoff Wilson, an entrepreneur and collector who began publishing sports card–related content online before launching the platform's dedicated app and subscription tools. In February 2020, the company launched Market Movers, the first website and app to chart sports card prices and track card collections. The platform expanded its media presence through partnerships and distribution agreements. In 2023, Yahoo Sports announced a new collectibles coverage initiative that included additional content from Sports Card Investor. In February 2024, the Sports Card Investor studio relocated to CardsHQ in Atlanta, Georgia, and visitors to the facility can watch Sports Card Investor videos being filmed. == Platform and content == The Sports Card Investor app provides users with pricing data, portfolio-tracking tools, and market-trend analysis for trading cards. The company also produces video and editorial content discussing market developments, grading trends, and major card releases. Coverage in industry publications has referenced Sports Card Investor in discussions about shifts in sports card licensing rights and hobby market reactions. == Industry context == The growth of Sports Card Investor coincided with a broader resurgence in trading card markets, including record sales and expanded retail presence. Mainstream outlets have cited the company and its founder in reporting on collectibles investing trends, grading practices, and market volatility. The Sports Card Investor app has attracted over 37,000 reviews on the Apple App Store, reflecting its strong user engagement within the sports card community.

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  • ChromaDB

    ChromaDB

    Chroma or ChromaDB is open-source data infrastructure tailored to applications with large language models. Its headquarters are in San Francisco. In April 2023, it raised 18 million US dollars as seed funding. ChromaDB has been used in academic studies on artificial intelligence, particularly as part of the tech stack for retrieval-augmented generation.

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  • Comparison of color models in computer graphics

    Comparison of color models in computer graphics

    This article provides introductory information about the RGB, HSV, and HSL color models from a computer graphics (web pages, images) perspective. An introduction to colors is also provided to support the main discussion. == Basics of color == === Primary colors and hue === First, "color" refers to the human brain's subjective interpretation of combinations of a narrow band of wavelengths of light. For this reason, the definition of "color" is not based on a strict set of physical phenomena. Therefore, even basic concepts like "primary colors" are not clearly defined. For example, traditional "Painter's Colors" use red, blue, and yellow as the primary colors, "Printer's Colors" use cyan, yellow, and magenta, and "Light Colors" use red, green, and blue. "Light colors", more formally known as additive colors, are formed by combining red, green, and blue light. This article refers to additive colors and refers to red, green, and blue as the primary colors. Hue is a term describing a pure color, that is, a color not modified by tinting or shading (see below). In additive colors, hues are formed by combining two primary colors. When two primary colors are combined in equal intensities, the result is a "secondary color". === Color wheel === A color wheel is a tool that provides a visual representation of the relationships between all possible hues. The primary colors are arranged around a circle at equal (120 degree) intervals. (Warning: Color wheels frequently depict "Painter's Colors" primary colors, which leads to a different set of hues than additive colors.) The illustration shows a simple color wheel based on the additive colors. Note that the position (top, right) of the starting color, typically red, is arbitrary, as is the order of green and blue (clockwise, counter-clockwise). The illustration also shows the secondary colors, yellow, cyan, and magenta, located halfway between (60 degrees) the primary colors. == Complementary color == The complement of a hue is the hue that is opposite it (180 degrees) on the color wheel. Using additive colors, mixing a hue and its complement in equal amounts produces white. === Tints and shades === The following discussion uses an illustration involving three projectors pointing to the same spot on a screen. Each projector is capable of generating one hue. The "intensities" of each projector are "matched" and can be equally adjusted from zero to full. (Note: "Intensity" is used here in the same sense as the RGB color model. The subject of matching, or "gamma correction", is beyond the level of this article.) A shade is produced by "dimming" a maximum chroma color. Painters refer to this as "adding black". In our illustration, one projector is set to full intensity, a second is set to some intensity between zero and full, and third is set to zero. "Dimming" is accomplished by decreasing each projector's intensity setting to the same fraction of its start setting. In the shade example, with any fully shaded hue, that all three projectors are set to zero intensity, resulting in black. A tint is produced by "lightening" a maximum chroma color. Painters refer to this as "adding white". In our illustration, one projector is set to full intensity, a second is set to some intensity between zero and full, and third is set to zero. "Lightening" is accomplished by increasing each projector's intensity setting by the same fraction from its start setting to full. In the tinting example, note that the third projector is now contributing. When the hue is fully lightened, all three projectors are each at full intensity, and the result is white. Note an attribute of the total intensity in the additive model. If full intensity for one projector is 1, then a primary color has a combined intensity of 1. A secondary color has a total intensity of 2. White has a total intensity of 3. Tinting, or "adding white", increases the total intensity of the hue. While this is simply a fact, the HSL model will take this fact into account in its design. === Tones === Tone is a general term, typically used by painters, to refer to the effects of reducing the "colorfulness" of a maximum chroma color; painters refer to it as "adding gray". Note that gray is not a color or even a single concept but refers to all the range of values between black and white where all three primary colors are equally represented. The general term is provided as more specific terms have conflicting definitions in different color models. Thus, shading takes a hue toward black, tinting takes a hue towards white, and tones cover the range between. == Choosing a color model == No one color model is necessarily "better" than another. Typically, the choice of a color model is dictated by external factors, such as a graphics tool or the need to specify colors according to the CSS2 or CSS3 standard. The following discussion only describes how the models function, centered on the concepts of hue, shade, tint, and tone. === RGB === The RGB model's approach to colors is important because: It directly reflects the physical properties of "Truecolor" displays As of 2011, most graphic cards define pixel values in terms of the colors red, green, and blue. The typical range of intensity values for each color, 0–255, is based on taking a binary number with 32 bits and breaking it up into four bytes of 8 bits each. 8 bits can hold a value from 0 to 255. The fourth byte is used to specify the "alpha", or the opacity, of the color. Opacity comes into play when layers with different colors are stacked. If the color in the top layer is less than fully opaque (alpha < 255), the color from underlying layers "shows through". In the RGB model, hues are represented by specifying one color as full intensity (255), a second color with a variable intensity, and the third color with no intensity (0). The following provides some examples using red as the full-intensity and green as the partial-intensity colors; blue is always zero: Shades are created by multiplying the intensity of each primary color by 1 minus the shade factor, in the range 0 to 1. A shade factor of 0 does nothing to the hue, a shade factor of 1 produces black: new intensity = current intensity (1 – shade factor) The following provides examples using orange: Tints are created by modifying each primary color as follows: the intensity is increased so that the difference between the intensity and full intensity (255) is decreased by the tint factor, in the range 0 to 1. A tint factor of 0 does nothing, a tint factor of 1 produces white: new intensity = current intensity + (255 – current intensity) tint factor The following provides examples using orange: Tones are created by applying both a shade and a tint. The order in which the two operations are performed does not matter, with the following restriction: when a tint operation is performed on a shade, the intensity of the dominant color becomes the "full intensity"; that is, the intensity value of the dominant color must be used in place of 255. The following provides examples using orange: === HSV === The HSV, or HSB, model describes colors in terms of hue, saturation, and value (brightness). Note that the range of values for each attribute is arbitrarily defined by various tools or standards. Be sure to determine the value ranges before attempting to interpret a value. Hue corresponds directly to the concept of hue in the Color Basics section. The advantages of using hue are The angular relationship between tones around the color circle is easily identified Shades, tints, and tones can be generated easily without affecting the hue Saturation corresponds directly to the concept of tint in the Color Basics section, except that full saturation produces no tint, while zero saturation produces white, a shade of gray, or black. Value corresponds directly to the concept of intensity in the Color Basics section. Pure colors are produced by specifying a hue with full saturation and value Shades are produced by specifying a hue with full saturation and less than full value Tints are produced by specifying a hue with less than full saturation and full value Tones are produced by specifying a hue and both less than full saturation and value White is produced by specifying zero saturation and full value, regardless of hue Black is produced by specifying zero value, regardless of hue or saturation Shades of gray are produced by specifying zero saturation and between zero and full value The advantage of HSV is that each of its attributes corresponds directly to the basic color concepts, which makes it conceptually simple. The perceived disadvantage of HSV is that the saturation attribute corresponds to tinting, so desaturated colors have increasing total intensity. For this reason, the CSS3 standard plans to support RGB and HSL but not HSV. === HSL === The HSL model describes colors in terms of hue, saturation, and lightness (also called luminance). (Note: the definition of sa

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  • Dark data

    Dark data

    Dark data is data which is acquired through various computer network operations but not used in any manner to derive insights or for decision making. The ability of an organisation to collect data can exceed the throughput at which it can analyse the data. In some cases the organisation may not even be aware that the data is being collected. IBM estimate that roughly 90 percent of data generated by sensors and analog-to-digital conversions never get used. In an industrial context, dark data can include information gathered by sensors and telematics. Organizations retain dark data for a multitude of reasons, and it is estimated that most companies are only analyzing 1% of their data. Often it is stored for regulatory compliance and record keeping. Some organizations believe that dark data could be useful to them in the future, once they have acquired better analytic and business intelligence technology to process the information. Because storage is inexpensive, storing data is easy. However, storing and securing the data usually entails greater expenses (or even risk) than the potential return profit. In academic discourse, the term dark data was essentially coined by Bryan P. Heidorn. He uses it to describe research data, especially from the long tail of science (the many, small research projects), which are not or no longer available for research because they disappear in a drawer without adequate data management. Without this, the data become dark, and further reasons for this are e.g. missing metadata annotation, missing data management plans and data curators. == Analysis == The term "dark data" very often refers to data that is not amenable to computer processing. For example, a company might have a great deal of data that exists only as scanned page-images. Even the bare text in such documents is not available without something like Optical character recognition, which can vary greatly in accuracy. Even with OCR, the significance of each part of the data is unavailable. An obvious examples is whether a capitalized word is a name or not, and if so, whether it represents a person, place, organization, or even a work of art. Bibliographic and other references, data within tables (that may be labeled quite adequately for humans, but not for processing), and countless assertions represented with the full complexity and ambiguity of human language. A lot of unused data is very valuable, and would be used if it could be; but is blocked because it is in formats that are difficult to process, categorise, identify, and analyse. Often the reason that business does not use their dark data is because of the amount of resources it would take and the difficulty of having that data analysed. In other words, the data is "dark" not because it is not used, but because it cannot (feasibly or affordably) be used, given its poor representation. There are many data representations that can make data much more accessible for automation. However, a great deal of information lacks any such identification of information items or relationships; and much more loses it during "downhill" conversion such as saving to page-oriented representations, printing, scanning, or faxing. The journey back "uphill" can be costly. According to Computer Weekly, 60% of organisations believe that their own business intelligence reporting capability is "inadequate" and 65% say that they have "somewhat disorganised content management approaches". == Relevance == Useful data may become dark data after it becomes irrelevant, as it is not processed fast enough. This is called "perishable insights" in "live flowing data". For example, if the geolocation of a customer is known to a business, the business can make offer based on the location, however if this data is not processed immediately, it may be irrelevant in the future. According to IBM, about 60 percent of data loses its value immediately. == Storage == According to the New York Times, 90% of energy used by data centres is wasted. If data was not stored, energy costs could be saved. Furthermore, there are costs associated with the underutilisation of information and thus missed opportunities. According to Datamation, "the storage environments of EMEA organizations consist of 54 percent dark data, 32 percent redundant, obsolete and trivial data and 14 percent business-critical data. By 2020, this can add up to $891 billion in storage and management costs that can otherwise be avoided." The continuous storage of dark data can put an organisation at risk, especially if this data is sensitive. In the case of a breach, this can result in serious repercussions. These can be financial, legal and can seriously hurt an organisation's reputation. For example, a breach of private records of customers could result in the stealing of sensitive information, which could result in identity theft. Another example could be the breach of the company's own sensitive information, for example relating to research and development. These risks can be mitigated by assessing and auditing whether this data is useful to the organisation, employing strong encryption and security and finally, if it is determined to be discarded, then it should be discarded in a way that it becomes unretrievable. == Future == It is generally considered that as more advanced computing systems for analysis of data are built, the higher the value of dark data will be. It has been noted that "data and analytics will be the foundation of the modern industrial revolution". Of course, this includes data that is currently considered "dark data" since there are not enough resources to process it. All this data that is being collected can be used in the future to bring maximum productivity and an ability for organisations to meet consumers' demand. Technology advancements are helping to leverage this dark data affordably. Furthermore, many organisations do not realise the value of dark data right now, for example in healthcare and education organisations deal with large amounts of data that could create a significant "potential to service students and patients in the manner in which the consumer and financial services pursue their target population".

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