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  • Pixel

    Pixel

    In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable physical element of a raster image or the smallest controllable element of a display device or dot matrix printer. Pixels are arranged in a regular, two-dimensional grid, and each pixel serves as a sample of an original image, with a greater number of samples typically providing more accurate representations. Each pixel possesses a specific intensity or color, often composed of three or four component intensities, such as red, green, and blue (RGB), or cyan, magenta, yellow, and black (CMYK). The intensity of each pixel is variable, and in color imaging systems, these components are combined to produce a wide spectrum of colors. The concept of a picture element has existed since the early days of television, appearing as "Bildpunkt" in a 1888 German patent, and the term "pixel" has been used in various U.S. patents since 1911. In most digital display devices, pixels are the smallest element that can be manipulated through software. Each pixel is a sample of an original image; more samples typically provide more accurate representations of the original. The intensity of each pixel is variable. In color imaging systems, a color is typically represented by three or four component intensities such as red, green, and blue, or cyan, magenta, yellow, and black. In some contexts (such as descriptions of camera sensors), pixel refers to a single scalar element of a multi-component representation (called a photosite in the camera sensor context, although sensel 'sensor element' is sometimes used), while in yet other contexts (like MRI) it may refer to a set of component intensities for a spatial position. Software on early consumer computers was necessarily rendered at a low resolution, with large pixels visible to the naked eye; graphics made under these limitations may be called pixel art, especially in reference to video games. Modern computers and displays, however, can easily render orders of magnitude more pixels than was previously possible, necessitating the use of large measurements like the megapixel (one million pixels). == Etymology == The word pixel is a combination of pix (from "pictures", shortened to "pics") and el (for "element"); similar formations with 'el' include the words voxel 'volume pixel', and texel 'texture pixel'. The word pix appeared in Variety magazine headlines in 1932, as an abbreviation for the word pictures, in reference to movies. By 1938, "pix" was being used in reference to still pictures by photojournalists. The word "pixel" was first published in 1965 by Frederic C. Billingsley of JPL, to describe the picture elements of scanned images from space probes to the Moon and Mars. Billingsley had learned the word from Keith E. McFarland, at the Link Division of General Precision in Palo Alto, who in turn said he did not know where it originated. McFarland said simply it was "in use at the time" (c. 1963). The concept of a "picture element" dates to the earliest days of television, for example as "Bildpunkt" (the German word for pixel, literally 'picture point') in the 1888 German patent of Paul Nipkow. According to various etymologies, the earliest publication of the term picture element itself was in Wireless World magazine in 1927, though it had been used earlier in various U.S. patents filed as early as 1911. Some authors explain pixel as picture cell, as early as 1972. In graphics and in image and video processing, pel is often used instead of pixel. For example, IBM used it in their Technical Reference for the original PC. Pixilation, spelled with a second i, is an unrelated filmmaking technique that dates to the beginnings of cinema, in which live actors are posed frame by frame and photographed to create stop-motion animation. An archaic British word meaning "possession by spirits (pixies)", the term has been used to describe the animation process since the early 1950s; various animators, including Norman McLaren and Grant Munro, are credited with popularizing it. == Technical == A pixel is generally thought of as the smallest single component of a digital image. However, the definition is highly context-sensitive. For example, there can be "printed pixels" in a page, or pixels carried by electronic signals, or represented by digital values, or pixels on a display device, or pixels in a digital camera (photosensor elements). This list is not exhaustive and, depending on context, synonyms include pel, sample, byte, bit, dot, and spot. Pixels can be used as a unit of measure such as: 2400 pixels per inch, 640 pixels per line, or spaced 10 pixels apart. The measures "dots per inch" (dpi) and "pixels per inch" (ppi) are sometimes used interchangeably, but have distinct meanings, especially for printer devices, where dpi is a measure of the printer's density of dot (e.g. ink droplet) placement. For example, a high-quality photographic image may be printed with 600 ppi on a 1200 dpi inkjet printer. Even higher dpi numbers, such as the 4800 dpi quoted by printer manufacturers since 2002, do not mean much in terms of achievable resolution. The more pixels used to represent an image, the closer the result can resemble the original. The number of pixels in an image is sometimes called the resolution, though resolution has a more specific definition. Pixel counts can be expressed as a single number, as in a "three-megapixel" digital camera, which has a nominal three million pixels, or as a pair of numbers, as in a "640 by 480 display", which has 640 pixels from side to side and 480 from top to bottom (as in a VGA display) and therefore has a total number of 640 × 480 = 307,200 pixels, or 0.3 megapixels. The pixels, or color samples, that form a digitized image (such as a JPEG file used on a web page) may or may not be in one-to-one correspondence with screen pixels, depending on how a computer displays an image. In computing, an image composed of pixels is known as a bitmapped image or a raster image. The word raster originates from television scanning patterns, and has been widely used to describe similar halftone printing and storage techniques. === Sampling patterns === For convenience, pixels are normally arranged in a regular two-dimensional grid. By using this arrangement, many common operations can be implemented by uniformly applying the same operation to each pixel independently. Other arrangements of pixels are possible, with some sampling patterns even changing the shape (or kernel) of each pixel across the image. For this reason, care must be taken when acquiring an image on one device and displaying it on another, or when converting image data from one pixel format to another. For example: Liquid-crystal displays (LCDs) typically use a staggered grid, where the red, green, and blue components are sampled at slightly different locations. Subpixel rendering is a technology which takes advantage of these differences to improve the rendering of text on LCD screens. The vast majority of color digital cameras use a Bayer filter, resulting in a regular grid of pixels where the color of each pixel depends on its position on the grid. A clipmap uses a hierarchical sampling pattern, where the size of the support of each pixel depends on its location within the hierarchy. Warped grids are used when the underlying geometry is non-planar, such as images of the earth from space. The use of non-uniform grids is an active research area, attempting to bypass the traditional Nyquist limit. Pixels on computer monitors are normally "square" (that is, have equal horizontal and vertical sampling pitch); pixels in other systems are often "rectangular" (that is, have unequal horizontal and vertical sampling pitch – oblong in shape), as are digital video formats with diverse aspect ratios, such as the anamorphic widescreen formats of the Rec. 601 digital video standard. === Resolution of computer monitors === Computer monitors (and TV sets) generally have a fixed native resolution. What it is depends on the monitor, and size. See below for historical exceptions. Computers can use pixels to display an image, often an abstract image that represents a GUI. The resolution of this image is called the display resolution and is determined by the video card of the computer. Flat-panel monitors (and TV sets), e.g. OLED or LCD monitors, or E-ink, also use pixels to display an image, and have a native resolution, and it should (ideally) be matched to the video card resolution. Each pixel is made up of triads, with the number of these triads determining the native resolution. On older, historically available, CRT monitors the resolution was possibly adjustable (still lower than what modern monitor achieve), while on some such monitors (or TV sets) the beam sweep rate was fixed, resulting in a fixed native resolution. Most CRT monitors do not have a fixed beam sweep rate, meaning they do not have a native resolution at all – instead they

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  • Quantum image processing

    Quantum image processing

    Quantum image processing (QIMP) is using quantum computing or quantum information processing to create and work with quantum images. Due to some of the properties inherent to quantum computation, notably entanglement and parallelism, it is hoped that QIMP technologies will offer capabilities and performances that surpass their traditional equivalents, in terms of computing speed, security, and minimum storage requirements. == Background == A. Y. Vlasov's work in 1997 focused on using a quantum system to recognize orthogonal images. This was followed by efforts using quantum algorithms to search specific patterns in binary images and detect the posture of certain targets. Notably, more optics-based interpretations for quantum imaging were initially experimentally demonstrated in and formalized in after seven years. In 2003, Salvador Venegas-Andraca and S. Bose presented Qubit Lattice, the first published general model for storing, processing and retrieving images using quantum systems. Later on, in 2005, Latorre proposed another kind of representation, called the Real Ket, whose purpose was to encode quantum images as a basis for further applications in QIMP. Furthermore, in 2010 Venegas-Andraca and Ball presented a method for storing and retrieving binary geometrical shapes in quantum mechanical systems in which it is shown that maximally entangled qubits can be used to reconstruct images without using any additional information. Technically, these pioneering efforts with the subsequent studies related to them can be classified into three main groups: Quantum-assisted digital image processing (QDIP): These applications aim at improving digital or classical image processing tasks and applications. Optics-based quantum imaging (OQI) Classically inspired quantum image processing (QIMP) A survey of quantum image representation has been published in. Furthermore, the recently published book Quantum Image Processing provides a comprehensive introduction to quantum image processing, which focuses on extending conventional image processing tasks to the quantum computing frameworks. It summarizes the available quantum image representations and their operations, reviews the possible quantum image applications and their implementation, and discusses the open questions and future development trends. == Quantum image representations == There are various approaches for quantum image representation, that are usually based on the encoding of color information. A common representation is FRQI (Flexible Representation for Quantum Images), that captures the color and position at every pixel of the image, and defined as: | I ⟩ = 1 2 n ∑ i = 0 2 2 n − 1 | c i ⟩ ⊗ | i ⟩ {\displaystyle \vert I\rangle ={\frac {1}{2^{n}}}\sum _{i=0}^{2^{2n-1}}\vert c_{i}\rangle \otimes \vert i\rangle } where | i ⟩ {\textstyle |i\rangle } is the position and | c i ⟩ = c o s θ i | 0 ⟩ + s i n θ i | 1 ⟩ {\textstyle \vert c_{i}\rangle =cos\theta _{i}\vert 0\rangle +sin\theta _{i}\vert 1\rangle } the color with a vector of angles θ i ∈ [ 0 , π / 2 ] {\textstyle \theta _{i}\in \left[0,\pi /2\right]} . As it can be seen, | c i ⟩ {\textstyle \vert c_{i}\rangle } is a regular qubit state of the form | ψ ⟩ = α | 0 ⟩ + β | 1 ⟩ {\displaystyle \vert \psi \rangle =\alpha \vert 0\rangle +\beta \vert 1\rangle } , with basis states | 0 ⟩ = ( 1 0 ) {\textstyle \vert 0\rangle ={\begin{pmatrix}1\\0\end{pmatrix}}} and | 1 ⟩ = ( 0 1 ) {\textstyle \vert 1\rangle ={\begin{pmatrix}0\\1\end{pmatrix}}} , as well as amplitudes α {\textstyle \alpha } and β {\textstyle \beta } that satisfy | α | 2 + | β | 2 = 1 {\textstyle \left|\alpha \right|^{2}+\left|\beta \right|^{2}=1} . Another common representation is MCQI (Multi-Channel Representation for Quantum Images), that uses the RGB channels with quantum states and following FRQI definition: | I ⟩ = 1 2 n + 1 ∑ i = 0 2 2 n − 1 | C R G B i ⟩ ⊗ | i ⟩ {\displaystyle \vert I\rangle ={\frac {1}{2^{n+1}}}\sum _{i=0}^{2^{2n-1}}\vert C_{RGB}^{i}\rangle \otimes \vert i\rangle } | C R G B i ⟩ = cos ⁡ θ R i | 000 ⟩ + cos ⁡ θ G i | 001 ⟩ + cos ⁡ θ B i | 010 ⟩ + sin ⁡ θ R i | 100 ⟩ + sin ⁡ θ G i | 101 ⟩ + sin ⁡ θ B i | 110 ⟩ + cos ⁡ θ α | 011 ⟩ + sin ⁡ θ α | 111 ⟩ {\displaystyle {\begin{aligned}{\begin{aligned}\vert C_{RGB}^{i}\rangle &={\cos \theta _{R}^{i}\vert 000\rangle }+{\cos \theta _{G}^{i}\vert 001\rangle }+{\cos \theta _{B}^{i}\vert 010\rangle }\\&\quad +{\sin \theta _{R}^{i}\vert 100\rangle }+{\sin \theta _{G}^{i}\vert 101\rangle }+{\sin \theta _{B}^{i}\vert 110\rangle }\\&\quad +{\cos {\theta _{\alpha }}\vert 011\rangle }+{\sin \theta _{\alpha }\vert 111\rangle }\end{aligned}}\end{aligned}}} Departing from the angle-based approach of FRQI and MCQI, and using a qubit sequence, NEQR (Novel Enhanced Representation for Quantum Images) is another representation approach, that uses a function f ( y , x ) = C y x q − 1 C y x q − 2 … C y x 1 C y x 0 {\textstyle f\left(y,x\right)=C_{yx}^{q-1}C_{yx}^{q-2}\ldots C_{yx}^{1}C_{yx}^{0}} to encode color values for a 2 n × 2 n {\displaystyle 2^{n}\times 2^{n}} image: | I ⟩ = 1 2 n ∑ y = 0 2 n − 1 ∑ x = 0 2 n − 1 | f ( y , x ) ⟩ | y x ⟩ {\displaystyle \vert I\rangle ={\frac {1}{2^{n}}}\sum _{y=0}^{2^{n}-1}\sum _{x=0}^{2^{n}-1}\vert f\left(y,x\right)\rangle \vert yx\rangle } == Quantum image manipulations == A lot of the effort in QIMP has been focused on designing algorithms to manipulate the position and color information encoded using flexible representation of quantum images (FRQI) and its many variants. For instance, FRQI-based fast geometric transformations including (two-point) swapping, flip, (orthogonal) rotations and restricted geometric transformations to constrain these operations to a specified area of an image were initially proposed. Recently, NEQR-based quantum image translation to map the position of each picture element in an input image into a new position in an output image and quantum image scaling to resize a quantum image were discussed. While FRQI-based general form of color transformations were first proposed by means of the single qubit gates such as X, Z, and H gates. Later, Multi-Channel Quantum Image-based channel of interest (CoI) operator to entail shifting the grayscale value of the preselected color channel and the channel swapping (CS) operator to swap the grayscale values between two channels have been fully discussed. To illustrate the feasibility and capability of QIMP algorithms and application, researchers always prefer to simulate the digital image processing tasks on the basis of the QIRs that we already have. By using the basic quantum gates and the aforementioned operations, so far, researchers have contributed to quantum image feature extraction, quantum image segmentation, quantum image morphology, quantum image comparison, quantum image filtering, quantum image classification, quantum image stabilization, among others. In particular, QIMP-based security technologies have attracted extensive interest of researchers as presented in the ensuing discussions. Similarly, these advancements have led to many applications in the areas of watermarking, encryption, and steganography etc., which form the core security technologies highlighted in this area. In general, the work pursued by the researchers in this area are focused on expanding the applicability of QIMP to realize more classical-like digital image processing algorithms; propose technologies to physically realize the QIMP hardware; or simply to note the likely challenges that could impede the realization of some QIMP protocols. == Quantum image transform == By encoding and processing the image information in quantum-mechanical systems, a framework of quantum image processing is presented, where a pure quantum state encodes the image information: to encode the pixel values in the probability amplitudes and the pixel positions in the computational basis states. Given an image F = ( F i , j ) M × L {\displaystyle F=(F_{i,j})_{M\times L}} , where F i , j {\displaystyle F_{i,j}} represents the pixel value at position ( i , j ) {\displaystyle (i,j)} with i = 1 , … , M {\displaystyle i=1,\dots ,M} and j = 1 , … , L {\displaystyle j=1,\dots ,L} , a vector f → {\displaystyle {\vec {f}}} with M L {\displaystyle ML} elements can be formed by letting the first M {\displaystyle M} elements of f → {\displaystyle {\vec {f}}} be the first column of F {\displaystyle F} , the next M {\displaystyle M} elements the second column, etc. A large class of image operations is linear, e.g., unitary transformations, convolutions, and linear filtering. In the quantum computing, the linear transformation can be represented as | g ⟩ = U ^ | f ⟩ {\displaystyle |g\rangle ={\hat {U}}|f\rangle } with the input image state | f ⟩ {\displaystyle |f\rangle } and the output image state | g ⟩ {\displaystyle |g\rangle } . A unitary transformation can be implemented as a unitary evolution. Some basic and commonly used image transforms (e.g., the Fourier, Hadamard, an

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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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  • ISSCO Graphics

    ISSCO Graphics

    Integrated Software Systems Corporation (ISSCO), doing business as ISSCO Graphics, was an American software developer and publisher based in San Diego, California, and active from 1970 to 1986. They were best known for their enterprise graphics software packages, including Tellagraf, CueChart and Disspla. == History == ISSCO Graphics had considered acquiring Breakthrough Software, whose software focus involved PC DOS, as a means of getting into the PC arena, but backed off when Computer Associates made an offer to acquire ISSCO. By early 1987 it was reported that "Issco users breathe sigh of relief" that all was well. The ISSCO User's Group was founded in 1976. ISSCO, which was founded in 1970 by Peter Preuss, was acquired by Computer Associates in 1986. == Notable products == === Tellagraf === ISSCO's Tellagraf is an early software package designed to allow end-users to "turn out full color, professional quality charts" with initial results displayed on a screen, modified as needed, and then "a final 'hard-copy' can be made .. or made into 35mm color transparencies for projection onto a screen." Users of Tellagraf often had access to CueChart and Disspla software. Often computer sites having one had all three. Terminals with varying degrees of graphics, such as the DEC's VT100 and Tektronix's Tektronix 4xxx family of text and graphics terminals. were supported, and the software ran on popular computing platforms. Four years are important to Tellagraf's early history: 1978: ease of use 1980: graphic-artist quality 1982: introduction of CueChart, and recognition by IEEE. 1983: "quality graphics enters the mainstream of data processing with ..." Tellegraf was eventually acquired by Computer Associates and renamed CA-Tellegraf. SAS users found it helpful. Universities, research institutes and financial services firms were among early users. === Disspla === Disspla is a package of data plotting subroutines that can be used from high level languages. It was also acquired by Computer Associates. === Tellaplan === In 1983 ISSCO introduced Tellaplan, "a project planning, report and schedule charting system for Tell-A- Graf users in IBM MVS or CMS or Digital Equipment Corp. VAX computers" atop which they built "two visual project management software packages" three years later.

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  • Pose (computer vision)

    Pose (computer vision)

    In the fields of computing and computer vision, pose (or spatial pose) represents the position and the orientation of an object, each usually in three dimensions. Poses are often stored internally as transformation matrices. The term “pose” is largely synonymous with the term “transform”, but a transform may often include scale, whereas pose does not. In computer vision, the pose of an object is often estimated from camera input by the process of pose estimation. This information can then be used, for example, to allow a robot to manipulate an object or to avoid moving into the object based on its perceived position and orientation in the environment. Other applications include skeletal action recognition. == Pose estimation == The specific task of determining the pose of an object in an image (or stereo images, image sequence) is referred to as pose estimation. Pose estimation problems can be solved in different ways depending on the image sensor configuration, and choice of methodology. Three classes of methodologies can be distinguished: Analytic or geometric methods: Given that the image sensor (camera) is calibrated and the mapping from 3D points in the scene and 2D points in the image is known. If also the geometry of the object is known, it means that the projected image of the object on the camera image is a well-known function of the object's pose. Once a set of control points on the object, typically corners or other feature points, has been identified, it is then possible to solve the pose transformation from a set of equations which relate the 3D coordinates of the points with their 2D image coordinates. Algorithms that determine the pose of a point cloud with respect to another point cloud are known as point set registration algorithms, if the correspondences between points are not already known. Genetic algorithm methods: If the pose of an object does not have to be computed in real-time a genetic algorithm may be used. This approach is robust especially when the images are not perfectly calibrated. In this particular case, the pose represent the genetic representation and the error between the projection of the object control points with the image is the fitness function. Learning-based methods: These methods use artificial learning-based system which learn the mapping from 2D image features to pose transformation. In short, this means that a sufficiently large set of images of the object, in different poses, must be presented to the system during a learning phase. Once the learning phase is completed, the system should be able to present an estimate of the object's pose given an image of the object. == Camera pose ==

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  • Biohybrid microswimmer

    Biohybrid microswimmer

    A biohybrid microswimmer also known as biohybrid nanorobot, can be defined as a microswimmer that consist of both biological and artificial constituents, for instance, one or several living microorganisms attached to one or various synthetic parts. In recent years nanoscopic and mesoscopic objects have been designed to collectively move through direct inspiration from nature or by harnessing its existing tools. Small mesoscopic to nanoscopic systems typically operate at low Reynolds numbers (Re ≪ 1), and understanding their motion becomes challenging. For locomotion to occur, the symmetry of the system must be broken. In addition, collective motion requires a coupling mechanism between the entities that make up the collective. To develop mesoscopic to nanoscopic entities capable of swarming behaviour, it has been hypothesised that the entities are characterised by broken symmetry with a well-defined morphology, and are powered with some material capable of harvesting energy. If the harvested energy results in a field surrounding the object, then this field can couple with the field of a neighbouring object and bring some coordination to the collective behaviour. Such robotic swarms have been categorised by an online expert panel as among the 10 great unresolved group challenges in the area of robotics. Although investigation of their underlying mechanism of action is still in its infancy, various systems have been developed that are capable of undergoing controlled and uncontrolled swarming motion by harvesting energy (e.g., light, thermal, etc.). Over the past decade, biohybrid microrobots, in which living mobile microorganisms are physically integrated with untethered artificial structures, have gained growing interest to enable the active locomotion and cargo delivery to a target destination. In addition to the motility, the intrinsic capabilities of sensing and eliciting an appropriate response to artificial and environmental changes make cell-based biohybrid microrobots appealing for transportation of cargo to the inaccessible cavities of the human body for local active delivery of diagnostic and therapeutic agents. == Background == Biohybrid microswimmers can be defined as microswimmers that consist of both biological and artificial constituents, for instance, one or several living microorganisms attached to one or various synthetic parts. The pioneers of this field, ahead of their time, were Montemagno and Bachand with a 1999 work regarding specific attachment strategies of biological molecules to nanofabricated substrates enabling the preparation of hybrid inorganic/organic nanoelectromechanical systems, so called NEMS. They described the production of large amounts of F1-ATPase from the thermophilic bacteria Bacillus PS3 for the preparation of F1-ATPase biomolecular motors immobilized on a nanoarray pattern of gold, copper or nickel produced by electron beam lithography. These proteins were attached to one micron microspheres tagged with a synthetic peptide. Consequently, they accomplished the preparation of a platform with chemically active sites and the development of biohybrid devices capable of converting energy of biomolecular motors into useful work. One of the most fundamental questions in science is what defines life. Collective motion is one of the hallmarks of life. This is commonly observed in nature at various dimensional levels as energized entities gather, in a concerted effort, into motile aggregated patterns. These motile aggregated events can be noticed, among many others, as dynamic swarms; e.g., unicellular organisms such as bacteria, locust swarms, or the flocking behaviour of birds. Ever since Newton established his equations of motion, the mystery of motion on the microscale has emerged frequently in scientific history, as famously demonstrated by a couple of articles that should be discussed briefly. First, an essential concept, popularized by Osborne Reynolds, is that the relative importance of inertia and viscosity for the motion of a fluid depends on certain details of the system under consideration. The Reynolds number Re, named in his honor, quantifies this comparison as a dimensionless ratio of characteristic inertial and viscous forces: R e = ρ u l μ {\displaystyle \mathrm {Re} ={\frac {\rho ul}{\mu }}} Here, ρ represents the density of the fluid; u is a characteristic velocity of the system (for instance, the velocity of a swimming particle); l is a characteristic length scale (e.g., the swimmer size); and μ is the viscosity of the fluid. Taking the suspending fluid to be water, and using experimentally observed values for u, one can determine that inertia is important for macroscopic swimmers like fish (Re = 100), while viscosity dominates the motion of microscale swimmers like bacteria (Re = 10−4). The overwhelming importance of viscosity for swimming at the micrometer scale has profound implications for swimming strategy. This has been discussed memorably by E. M. Purcell, who invited the reader into the world of microorganisms and theoretically studied the conditions of their motion. In the first place, propulsion strategies of large scale swimmers often involve imparting momentum to the surrounding fluid in periodic discrete events, such as vortex shedding, and coasting between these events through inertia. This cannot be effective for microscale swimmers like bacteria: due to the large viscous damping, the inertial coasting time of a micron-sized object is on the order of 1 μs. The coasting distance of a microorganism moving at a typical speed is about 0.1 angstroms (Å). Purcell concluded that only forces that are exerted in the present moment on a microscale body contribute to its propulsion, so a constant energy conversion method is essential. Microorganisms have optimized their metabolism for continuous energy production, while purely artificial microswimmers (microrobots) must obtain energy from the environment, since their on-board-storage-capacity is very limited. As a further consequence of the continuous dissipation of energy, biological and artificial microswimmers do not obey the laws of equilibrium statistical physics, and need to be described by non-equilibrium dynamics. Mathematically, Purcell explored the implications of low Reynolds number by taking the Navier-Stokes equation and eliminating the inertial terms: μ ∇ 2 u − ∇ p = 0 {\displaystyle {\begin{aligned}\mu \nabla ^{2}\mathbf {u} -{\boldsymbol {\nabla }}p&={\boldsymbol {0}}\\\end{aligned}}} where u {\displaystyle \mathbf {u} } is the velocity of the fluid and ∇ p {\displaystyle {\boldsymbol {\nabla }}p} is the gradient of the pressure. As Purcell noted, the resulting equation — the Stokes equation — contains no explicit time dependence. This has some important consequences for how a suspended body (e.g., a bacterium) can swim through periodic mechanical motions or deformations (e.g., of a flagellum). First, the rate of motion is practically irrelevant for the motion of the microswimmer and of the surrounding fluid: changing the rate of motion will change the scale of the velocities of the fluid and of the microswimmer, but it will not change the pattern of fluid flow. Secondly, reversing the direction of mechanical motion will simply reverse all velocities in the system. These properties of the Stokes equation severely restrict the range of feasible swimming strategies. Recent publications of biohybrid microswimmers include the use of sperm cells, contractive muscle cells, and bacteria as biological components, as they can efficiently convert chemical energy into movement, and additionally are capable of performing complicated motion depending on environmental conditions. In this sense, biohybrid microswimmer systems can be described as the combination of different functional components: cargo and carrier. The cargo is an element of interest to be moved (and possibly released) in a customized way. The carrier is the component responsible for the movement of the biohybrid, transporting the desired cargo, which is linked to its surface. The great majority of these systems rely on biological motile propulsion for the transportation of synthetic cargo for targeted drug delivery/ There are also examples of the opposite case: artificial microswimmers with biological cargo systems. Over the past decade, biohybrid microrobots, in which living mobile microorganisms are physically integrated with untethered artificial structures, have gained growing interest to enable the active locomotion and cargo delivery to a target destination. In addition to the motility, the intrinsic capabilities of sensing and eliciting an appropriate response to artificial and environmental changes make cell-based biohybrid microrobots appealing for transportation of cargo to the inaccessible cavities of the human body for local active delivery of diagnostic and therapeutic agents. Active locomotion, targeting and steering of concentrated therape

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  • Edits (app)

    Edits (app)

    Edits is an American photo and short form video editing software service owned by Meta Platforms. It allows users to create videos and edit them by using features like green screens, and AI animation, and also provides real-time statistics to Instagram creators to track their accounts. Accounts directly from Instagram can be imported, and videos can be exported vice-versa. It is available solely on iOS and Android. On Apple, it supports over 32 different languages, including French, Spanish, and Chinese. It has been noted by critics as a direct competitor for apps like CapCut, owned by Chinese brand ByteDance. The Instagram head, Adam Mosseri, also acknowledged these similarities. Launched on April 22 for both iOS and Android. It received over 5M+ users on Apple and Android combined in its first 4 days since its launch. == History == On January 19, 2025, following the ban of all ByteDance Apps from the Google Play Store, and App Store, Instagram head Adam Mosseri announced on Threads that they would be launching the app in February for iOS, followed by an Android counterpart. He said the app is working with select people to test its features. In a separate post, he emphasized that the app is "more for creators than casual video makers". == Features == Edits contains many similar features to other competition of video editors like KineMaster, Inshot, and CapCut. When creating a video, users have the option to export in resolution of HD, 4K, and 2K, along with having HDR and SDR support. Like many traditional video editing software, it includes a timeline, and basic undo-redo buttons. On the bottom bar, 7 tabs for editing exist, namely the Split, Volume, Adjust, Speed, Delete, Filters, Green Screen, Voice FX, Extract Audio, Mirror, Slip, Replace and Duplicate bars. Basic features, like splitting, and adjusting speed and volume of clips are present, along with more advanced Green Screens, and AI features. Being a mobile video editor app, Edits also has drag-and-drop features to ease customer usage. Users have the ability to record videos directly within the app. This feature allows users to create content without needing extra software or devices. They can choose from several focal lengths, which affect how close or wide the shot appears. The app also supports different frame rates. Users have the ability to record videos directly within the app. This feature allows users to create content without needing extra software or devices. Once users are done filming your clips, they can simply transfer them into a project to start editing immediately. Upcoming features for the app include Keyframes, AI-powered modification, Collaboration, and Enhanced creativity. == Reception == Since its release, it received over 5 million downloads in 4 days. Critically, the app received great rankings from many. From users, the app received an average of 4.45 stars over Google Play Store and App Store in the first few days, with Google Play Store receiving the least stars. As in reviews, it was received mixed by the public. Many people praised the smoothness and intuivity of the app. "The app is more than just a basic editor, offering a full suite of creative tools, including a dedicated tab for inspiration and trending audio, as well as a tab for managing drafts," said a blogger. Some users were disappointed with the range of editing tools, some users have noted that it could benefit from more transition options between clips. Some even reported crashing between clips.

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  • ImageMixer

    ImageMixer

    ImageMixer is a brand name of video editing software that edits digital video and still image in camcorders and authors to VCD and DVD. It is a second-party Japanese product, distributed by Pixela Corporation, a Japanese manufacturer of PC peripheral hardware and multimedia software. == Bundling == ImageMixer is widely used for several camcorder brands, such as JVC, Hitachi and Canon. Also, Sony has chosen to package ImageMixer with its DVD and HDD Handycam. == ImageMixer series == ImageMixer has other series of software for digital camera, such as ImageMixer Label Maker and ImageMixer DVD dubbing. ImageMixer also has movie editing solution for Macintosh. == Windows Vista version of ImageMixer == A Windows Vista version of ImageMixer has been developed (ImageMixer3).

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  • Bottlenose (company)

    Bottlenose (company)

    Bottlenose.com, also known as Bottlenose, is an enterprise trend intelligence company that analyzes big data and business data to detect trends for brands. It helps Fortune 500 enterprises discover, and track emerging trends that affect their brands. The company uses natural language processing, sentiment analysis, statistical algorithms, data mining, and machine learning heuristics to determine trends, and has a search engine that gathers information from social networks. KPMG Capital has invested a "substantial amount" in the company. Bottlenose processed 72 billion messages per day, in real-time, from across social and broadcast media, as of December 2014. == History == The company is based in Los Angeles, CA. Bottlenose is a real-time trend intelligence tool that measures social media campaigns and trends. The company also provides a free version of its Sonar tool that shows real-time trends across social media. In October 2012, the company received $1 million of funding from ff Venture Capital and Prosper Capital. By 2014, the company raised about $7 million in funding. In December 2014, KPMG Capital announced further investment in the company. In February 2015, the company confirmed it had raised $13.4 million in Series B funding led by KPMG Capital. Bottlenose partnered with the nonprofit No Labels during the 2014 State of the Union Address to analyze Twitter conversations for bipartisanship. The company also partnered with media monitoring company Critical Mention to analyze broadcast analytics. The Bottlenose Nerve Center integrated with the Critical Mention API to analyze real-time trends in television and radio broadcasts. In June 2014, Bottlenose updated its trend detection product to Nerve Center 2.0. It creates a newsfeed to show changes in trends and sends alerts when trends occur. It also has "emotion detection," which will display the emotions associated with specific comments on trending topics. In 2016, Bottlenose released its Nerve Center 3.0 platform, which was designed to automate the work of data scientists and lower the cost of artificial intelligence for businesses.

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  • VueScan

    VueScan

    VueScan is a computer program for image scanning, especially of photographs, including negatives. It supports optical character recognition (OCR) of text documents. The software can be downloaded and used free of charge, but adds a watermark on scans until a license is purchased. == Purpose == VueScan is intended to work with a large number of image scanners, excluding specialised professional scanners such as drum scanners, on many computer operating systems (OS), even if drivers for the scanner are not available for the OS. These scanners are supplied with device drivers and software to operate them, included in their price. A 2014 review considered that the reasons to purchase VueScan are to allow older scanners not supported by drivers for newer operating systems to be used in more up-to-date systems and for better scanning and processing of photographs (prints; also slides and negatives when supported by scanners) than is afforded by manufacturers' software. The review did not report any advantages to VueScan's processing of documents over other software. The reviewer considered VueScan comparable to SilverFast, a similar program, with support for some specific scanners better in one or the other. Vuescan supports more scanners, with a single purchase giving access to the full range of both film and flatbed scanners, and costs less. The VueScan program can be used with its own drivers or with drivers supplied by the scanner manufacturer, if supported by the operating system. VueScan drivers can also be used without the VueScan program by application software that supports scanning directly, such as Adobe Photoshop, again enabling the use of scanners without current manufacturers' drivers. In 2019 when Apple released macOS Catalina, they removed support for running 32-bit programs, including 32-bit drivers for scanning equipment. In response, Hamrick released VueScan 9.7, effectively saving thousands of scanners from being rendered obsolete. == Overview == VueScan enables the user to modify and fine-tune the scanning parameters. The program uses its own independent method to interface with scanner hardware, and can support many older scanners under computer operating systems for which drivers are not available, allowing old scanners to be used with newer platforms that do not otherwise support them. VueScan supports an increasing number of scanners and digital cameras; 2,400 on Windows, 2,100 on Mac OS X and 1,900 on Linux in 2018. VueScan is supplied as one downloadable file for each operating system, which supports the full range of scanners. Without the purchase of a license, the program runs in fully functional demonstration mode, identical to Professional mode, except that watermarks are superimposed on saved and printed images. Purchase of a license removes the watermark. A standard license allows updates for one year; a professional license allows unlimited updates and provides some additional features. VueScan supports optical character recognition (OCR), with English included, and 32 additional language packages available on its website. In September 2011, VueScan co-developer Ed Hamrick said that he was selling US$3 million per year of VueScan licenses.

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  • Scan line

    Scan line

    A scan line (also scanline) is one line, or row, in a raster scanning pattern, such as a line of video on a cathode-ray tube (CRT) display of a television set or computer monitor. On CRT screens the horizontal scan lines are visually discernible, even when viewed from a distance, as alternating colored lines and black lines, especially when a progressive scan signal with below maximum vertical resolution is displayed. This is sometimes used today as a visual effect in computer graphics. The term is used, by analogy, for a single row of pixels in a raster graphics image. Scan lines are important in representations of image data, because many image file formats have special rules for data at the end of a scan line. For example, there may be a rule that each scan line starts on a particular boundary (such as a byte or word; see for example BMP file format). This means that even otherwise compatible raster data may need to be analyzed at the level of scan lines in order to convert between formats.

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  • Irwin Sobel

    Irwin Sobel

    Irwin Sobel (born September 12, 1940) is a scientist and researcher in digital image processing. == Biography == Irwin Sobel was born in New York City. He graduated from MIT in 1961 and completed his Ph.D. research at the Stanford Artificial Intelligence Project (SAIL) with thesis Camera Models and Machine Perception. His Ph.D. advisor was Jerome A. Feldman. Starting in 1973, he spent nine years doing postdoctoral research at Columbia University. After 1982, he worked as a Senior Researcher at HP Labs. == Sobel operator == In 1968, Sobel gave a talk entitled "An Isotropic 3x3 Image Gradient Operator" at SAIL; this method became known as the Sobel operator. It was developed jointly with a colleague, Gary Feldman, also at SAIL.

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  • TeaOnHer

    TeaOnHer

    TeaOnHer is a male-oriented dating surveillance mobile app that allows men to anonymously rate and comment on women they are dating. It was set up in response to the existence of Tea, a female-oriented dating app that allowed women to rate and comment on men. In 2025, Cosmopolitian magazine described it as America's second most popular mobile app, with it being the second most popular app in the lifestyle section of Apple's App Store. The TeaOnHer app has fewer features than the rival Tea app, focusing instead on anonymous commenting. It is listed as having been developed by a company called Newville Media Corporation. TechCrunch reported in 2025 that TeaOnHer had leaked credentials of some of its users.

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  • Anti-Grain Geometry

    Anti-Grain Geometry

    Anti-Grain Geometry (AGG) is a 2D rendering graphics library written in C++. It features anti-aliasing and sub-pixel resolution. It is not a graphics library, per se, but rather a framework to build a graphics library upon. The library is operating system independent and renders to an abstract memory object. It comes with examples interfaced to the X Window System, Microsoft Windows, Mac OS X, AmigaOS, BeOS, SDL. The examples also include an SVG viewer. The design of AGG uses C++ templates only at a very high level, rather than extensively, to achieve the flexibility to plug custom classes into the rendering pipeline, without requiring a rigid class hierarchy, and allows the compiler to inline many of the method calls for high performance. For a library of its complexity, it is remarkably lightweight: it has no dependencies above the standard C++ libraries and it avoids the C++ STL in the implementation of the basic algorithms. The implicit interfaces are not well documented, however, and this can make the learning process quite cumbersome. While AGG version 2.5 is licensed under the GNU General Public License, version 2 or greater, AGG version 2.4 is still available under the 3-clause BSD license and is virtually the same as version 2.5. == History == Active development of the AGG codebase stalled in 2006, around the time of the v2.5 release, due to shifting priorities of its main developer and maintainer Maxim Shemanarev. M. Shemanarev remained active in the community until his sudden death in 2013. Development has continued on a fork of the more liberally licensed v2.4 on SourceForge.net. == Usage == The Haiku operating system uses AGG in its windowing system. It is one of the renderers available for use in GNU's Gnash Flash player. Graphical version of Rebol language interpreter is using AGG for scalable vector graphics DRAW dialect. Hilti uses it in some of their rebar detection tools, like the PS 1000. Matplotlib uses AGG as its canonical renderer for interactive user interfaces. fpGUI Toolkit has an optional AggPas back-end rendering engine. Work is being done to make AggPas the default or sole rendering engine for fpGUI. Mapnik, the toolkit that renders the maps on the OpenStreetMap website, uses AGG for all its bitmap map rendering by default. HTTPhotos uses AGG to scale photos. Pdfium, the PDF rendering engine used by Google Chrome makes use of AGG, although work is progressing to replace this with Skia Graphics Engine. Graphics Mill, the .NET imaging SDK uses AGG as its drawing engine. Image-Line FL Studio, a digital audio workstation, since version 10.8 released on September 30, 2012, uses AGG for drawing. Native Instruments's Supercharger and Supercharger GT compressors use AGG for its user interface. == Author == The main author of the library was Maxim Shemanarev (Russian: Максим Шеманарёв). On November 26, 2013 Shemanarev (born June 15, 1966, Nizhny Novgorod, Russia) was reported dead at the age of 47 at his home in Columbia, Maryland (US). He died suddenly, allegedly from an epileptic seizure that he had suffered for a while. He was a graduate from Nizhny Novgorod State Technical University. Little is known about his personal life. It's known though that he was divorced and his mother was alive at the time of his death. He used to love skiing, snowboarding (in Colorado), and inline skating. He was praised by his friends for his intelligent programming skills.

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  • Cups (app)

    Cups (app)

    Cups (stylized as CUPS) was a mobile app launched in New York City in April 2014. It was a mobile payment and discovery platform for independent coffee shops nearby. The app was active in more than 400 cafes in New York, San Francisco, Philadelphia, Nashville, Minneapolis and Saint Paul, and other U.S. cities. == History == Cups was founded in Israel in 2012 by Gilad Rotem and four other co-founders, who were all high school friends. The company ran a limited beta pilot in Tel Aviv and Jerusalem, featuring 80 locations, from September 2012 until September 2014. Customers received all-you-can-drink coffee at certain coffee shops in Tel Aviv for approximately $45 a month. In October 2013, the founders relocated to New York. Cups participated in the Entrepreneur's Roundtable Accelerator program and went live in New York in 2014, initially working with 50 small coffee shops in Manhattan and Brooklyn. In early 2016, the company launched 30 locations in Philadelphia in February, followed by 40 more locations in San Francisco in March. == Functionality == The Cups app gave the user a list of the nearest participating coffee shops to their current location. The app user can order a drink using the app and pay the cashier with their phone. The cashier would enter a code that entered the purchase into the app's system. The app also allowed for onboard tipping and food purchases. The company reimbursed the coffee shop and kept a portion of their sales. In early 2016, the Cups Café Network was launched, using bulk purchasing power to land discounts with service providers which would normally be reserved for larger chains. In this way, the company aimed to help its café partners compete with the larger coffee chains.

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