AI Chatbot Questionnaire

AI Chatbot Questionnaire — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Joint constraints

    Joint constraints

    Joint constraints are rotational constraints on the joints of an artificial system. They are used in an inverse kinematics chain, in fields including 3D animation or robotics. Joint constraints can be implemented in a number of ways, but the most common method is to limit rotation about the X, Y and Z axis independently. An elbow, for instance, could be represented by limiting rotation on X and Z axis to 0 degrees, and constraining the Y-axis rotation to 130 degrees. To simulate joint constraints more accurately, dot-products can be used with an independent axis to repulse the child bones orientation from the unreachable axis. Limiting the orientation of the child bone to a border of vectors tangent to the surface of the joint, repulsing the child bone away from the border, can also be useful in the precise restriction of shoulder movement.

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  • Pixel-art scaling algorithms

    Pixel-art scaling algorithms

    Pixel art scaling algorithms are graphical filters that attempt to enhance the appearance of hand-drawn 2D pixel art graphics. These algorithms are a form of automatic image enhancement. Pixel art scaling algorithms employ methods significantly different than the common methods of image rescaling, which have the goal of preserving the appearance of images. As pixel art graphics are commonly used at very low resolutions, they employ careful coloring of individual pixels. This results in graphics that rely on a high amount of stylized visual cues to define complex shapes. Several specialized algorithms have been developed to handle re-scaling of such graphics. These specialized algorithms can improve the appearance of pixel-art graphics, but in doing so they introduce changes. Such changes may be undesirable, especially if the goal is to faithfully reproduce the original appearance. Since a typical application of this technology is improving the appearance of fourth-generation and earlier video games on arcade and console emulators, many pixel art scaling algorithms are designed to run in real-time for sufficiently small input images at 60-frames per second. This places constraints on the type of programming techniques that can be used for this sort of real-time processing. Many work only on specific scale factors. 2× is the most common scale factor, while 3×, 4×, 5×, and 6× exist but are less used. == Algorithms == === SAA5050 'Diagonal Smoothing' === The Mullard SAA5050 Teletext character generator chip (1980) used a primitive pixel scaling algorithm to generate higher-resolution characters on the screen from a lower-resolution representation from its internal ROM. Internally, each character shape was defined on a 5 × 9 pixel grid, which was then interpolated by smoothing diagonals to give a 10 × 18 pixel character, with a characteristically angular shape, surrounded to the top and the left by two pixels of blank space. The algorithm only works on monochrome source data, and assumes the source pixels will be logically true or false depending on whether they are 'on' or 'off'. Pixels 'outside the grid pattern' are assumed to be off. The algorithm works as follows: A B C --\ 1 2 D E F --/ 3 4 1 = B | (A & E & !B & !D) 2 = B | (C & E & !B & !F) 3 = E | (!A & !E & B & D) 4 = E | (!C & !E & B & F) Note that this algorithm, like the Eagle algorithm below, has a flaw: If a pattern of 4 pixels in a hollow diamond shape appears, the hollow will be obliterated by the expansion. The SAA5050's internal character ROM carefully avoids ever using this pattern. The degenerate case: becomes: === EPX/Scale2×/AdvMAME2× === Eric's Pixel Expansion (EPX) is an algorithm developed by Eric Johnston at LucasArts around 1992, when porting the SCUMM engine games from the IBM PC (which ran at 320 × 200 × 256 colors) to the early color Macintosh computers, which ran at more or less double that resolution. The algorithm works as follows, expanding P into 4 new pixels based on P's surroundings: 1=P; 2=P; 3=P; 4=P; IF C==A => 1=A IF A==B => 2=B IF D==C => 3=C IF B==D => 4=D IF of A, B, C, D, three or more are identical: 1=2=3=4=P Later implementations of this same algorithm (as AdvMAME2× and Scale2×, developed around 2001) are slightly more efficient but functionally identical: 1=P; 2=P; 3=P; 4=P; IF C==A AND C!=D AND A!=B => 1=A IF A==B AND A!=C AND B!=D => 2=B IF D==C AND D!=B AND C!=A => 3=C IF B==D AND B!=A AND D!=C => 4=D AdvMAME2× is available in DOSBox via the scaler=advmame2x dosbox.conf option. The AdvMAME4×/Scale4× algorithm is just EPX applied twice to get 4× resolution. ==== Scale3×/AdvMAME3× and ScaleFX ==== The AdvMAME3×/Scale3× algorithm (available in DOSBox via the scaler=advmame3x dosbox.conf option) can be thought of as a generalization of EPX to the 3× case. The corner pixels are calculated identically to EPX. 1=E; 2=E; 3=E; 4=E; 5=E; 6=E; 7=E; 8=E; 9=E; IF D==B AND D!=H AND B!=F => 1=D IF (D==B AND D!=H AND B!=F AND E!=C) OR (B==F AND B!=D AND F!=H AND E!=A) => 2=B IF B==F AND B!=D AND F!=H => 3=F IF (H==D AND H!=F AND D!=B AND E!=A) OR (D==B AND D!=H AND B!=F AND E!=G) => 4=D 5=E IF (B==F AND B!=D AND F!=H AND E!=I) OR (F==H AND F!=B AND H!=D AND E!=C) => 6=F IF H==D AND H!=F AND D!=B => 7=D IF (F==H AND F!=B AND H!=D AND E!=G) OR (H==D AND H!=F AND D!=B AND E!=I) => 8=H IF F==H AND F!=B AND H!=D => 9=F There is also a variant improved over Scale3× called ScaleFX, developed by Sp00kyFox, and a version combined with Reverse-AA called ScaleFX-Hybrid. === Eagle === Eagle works as follows: for every in pixel, we will generate 4 out pixels. First, set all 4 to the color of the pixel we are currently scaling (as nearest-neighbor). Next look at the three pixels above, to the left, and diagonally above left: if all three are the same color as each other, set the top left pixel of our output square to that color in preference to the nearest-neighbor color. Work similarly for all four pixels, and then move to the next one. Assume an input matrix of 3 × 3 pixels where the centermost pixel is the pixel to be scaled, and an output matrix of 2 × 2 pixels (i.e., the scaled pixel) first: |Then . . . --\ CC |S T U --\ 1 2 . C . --/ CC |V C W --/ 3 4 . . . |X Y Z | IF V==S==T => 1=S | IF T==U==W => 2=U | IF V==X==Y => 3=X | IF W==Z==Y => 4=Z Thus if we have a single black pixel on a white background it will vanish. This is a bug in the Eagle algorithm but is solved by other algorithms such as EPX, 2xSaI, and HQ2x. === 2×SaI === 2×SaI, short for 2× Scale and Interpolation engine, was inspired by Eagle. It was designed by Derek Liauw Kie Fa, also known as Kreed, primarily for use in console and computer emulators, and it has remained fairly popular in this niche. Many of the most popular emulators, including ZSNES and VisualBoyAdvance, offer this scaling algorithm as a feature. Several slightly different versions of the scaling algorithm are available, and these are often referred to as Super 2×SaI and Super Eagle. The 2xSaI family works on a 4 × 4 matrix of pixels where the pixel marked A below is scaled: I E F J G A B K --\ W X H C D L --/ Y Z M N O P For 16-bit pixels, they use pixel masks which change based on whether the 16-bit pixel format is 565 or 555. The constants colorMask, lowPixelMask, qColorMask, qLowPixelMask, redBlueMask, and greenMask are 16-bit masks. The lower 8 bits are identical in either pixel format. Two interpolation functions are described: INTERPOLATE(uint32 A, UINT32 B). -- linear midpoint of A and B if (A == B) return A; return ( ((A & colorMask) >> 1) + ((B & colorMask) >> 1) + (A & B & lowPixelMask) ); Q_INTERPOLATE(uint32 A, uint32 B, uint32 C, uint32 D) -- bilinear interpolation; A, B, C, and D's average x = ((A & qColorMask) >> 2) + ((B & qColorMask) >> 2) + ((C & qColorMask) >> 2) + ((D & qColorMask) >> 2); y = (A & qLowPixelMask) + (B & qLowPixelMask) + (C & qLowPixelMask) + (D & qLowPixelMask); y = (y >> 2) & qLowPixelMask; return x + y; The algorithm checks A, B, C, and D for a diagonal match such that A==D and B!=C, or the other way around, or if they are both diagonals or if there is no diagonal match. Within these, it checks for three or four identical pixels. Based on these conditions, the algorithm decides whether to use one of A, B, C, or D, or an interpolation among only these four, for each output pixel. The 2xSaI arbitrary scaler can enlarge any image to any resolution and uses bilinear filtering to interpolate pixels. Since Kreed released the source code under the GNU General Public License, it is freely available to anyone wishing to utilize it in a project released under that license. Developers wishing to use it in a non-GPL project would be required to rewrite the algorithm without using any of Kreed's existing code. It is available in DOSBox via scaler=2xsai option. === hqnx family === Maxim Stepin's hq2x, hq3x, and hq4x are for scale factors of 2:1, 3:1, and 4:1 respectively. Each work by comparing the color value of each pixel to those of its eight immediate neighbors, marking the neighbors as close or distant, and using a pre-generated lookup table to find the proper proportion of input pixels' values for each of the 4, 9 or 16 corresponding output pixels. The hq3x family will perfectly smooth any diagonal line whose slope is ±0.5, ±1, or ±2 and which is not anti-aliased in the input; one with any other slope will alternate between two slopes in the output. It will also smooth very tight curves. Unlike 2xSaI, it anti-aliases the output. hqnx was initially created for the Super NES emulator ZSNES. The author of bsnes has released a space-efficient implementation of hq2x to the public domain. A port to shaders, which has comparable quality to the early versions of xBR, is available. Before the port, a shader called "scalehq" has often been confused for hqx. === xBR family === There are 6 filters in this family: xBR , xBRZ, xBR-Hybrid, Super xBR, xBR+3D and Super xBR+3D. xBR ("scale by rules"), cre

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  • Image stitching

    Image stitching

    Image stitching or photo stitching is the process of combining multiple photographic images with overlapping fields of view to produce a segmented panorama or high-resolution image. Commonly performed through the use of computer software, most approaches to image stitching require nearly exact overlaps between images and identical exposures to produce seamless results, although some stitching algorithms actually benefit from differently exposed images by doing high-dynamic-range imaging in regions of overlap. Some digital cameras can stitch their photos internally. == Applications == Image stitching is widely used in modern applications, such as the following: Document mosaicing Image stabilization feature in camcorders that use frame-rate image alignment High-resolution image mosaics in digital maps and satellite imagery Medical imaging Multiple-image super-resolution imaging Video stitching Object insertion == Process == The image stitching process can be divided into three main components: image registration, calibration, and blending. === Image stitching algorithms === In order to estimate image alignment, algorithms are needed to determine the appropriate mathematical model relating pixel coordinates in one image to pixel coordinates in another. Algorithms that combine direct pixel-to-pixel comparisons with gradient descent (and other optimization techniques) can be used to estimate these parameters. Distinctive features can be found in each image and then efficiently matched to rapidly establish correspondences between pairs of images. When multiple images exist in a panorama, techniques have been developed to compute a globally consistent set of alignments and to efficiently discover which images overlap one another. A final compositing surface onto which to warp or projectively transform and place all of the aligned images is needed, as are algorithms to seamlessly blend the overlapping images, even in the presence of parallax, lens distortion, scene motion, and exposure differences. === Image stitching issues === Since the illumination in two views cannot be guaranteed to be identical, stitching two images could create a visible seam. Other reasons for seams could be the background changing between two images for the same continuous foreground. Other major issues to deal with are the presence of parallax, lens distortion, scene motion, and exposure differences. In a non-ideal real-life case, the intensity varies across the whole scene, and so does the contrast and intensity across frames. Additionally, the aspect ratio of a panorama image needs to be taken into account to create a visually pleasing composite. For panoramic stitching, the ideal set of images will have a reasonable amount of overlap (at least 15–30%) to overcome lens distortion and have enough detectable features. The set of images will have consistent exposure between frames to minimize the probability of seams occurring. === Keypoint detection === Feature detection is necessary to automatically find correspondences between images. Robust correspondences are required in order to estimate the necessary transformation to align an image with the image it is being composited on. Corners, blobs, Harris corners, and differences of Gaussians of Harris corners are good features since they are repeatable and distinct. One of the first operators for interest point detection was developed by Hans Moravec in 1977 for his research involving the automatic navigation of a robot through a clustered environment. Moravec also defined the concept of "points of interest" in an image and concluded these interest points could be used to find matching regions in different images. The Moravec operator is considered to be a corner detector because it defines interest points as points where there are large intensity variations in all directions. This often is the case at corners. However, Moravec was not specifically interested in finding corners, just distinct regions in an image that could be used to register consecutive image frames. Harris and Stephens improved upon Moravec's corner detector by considering the differential of the corner score with respect to direction directly. They needed it as a processing step to build interpretations of a robot's environment based on image sequences. Like Moravec, they needed a method to match corresponding points in consecutive image frames, but were interested in tracking both corners and edges between frames. SIFT and SURF are recent key-point or interest point detector algorithms but a point to note is that SURF is patented and its commercial usage restricted. Once a feature has been detected, a descriptor method like SIFT descriptor can be applied to later match them. === Registration === Image registration involves matching features in a set of images or using direct alignment methods to search for image alignments that minimize the sum of absolute differences between overlapping pixels. When using direct alignment methods one might first calibrate one's images to get better results. Additionally, users may input a rough model of the panorama to help the feature matching stage, so that e.g. only neighboring images are searched for matching features. Since there are smaller group of features for matching, the result of the search is more accurate and execution of the comparison is faster. To estimate a robust model from the data, a common method used is known as RANSAC. The name RANSAC is an abbreviation for "RANdom SAmple Consensus". It is an iterative method for robust parameter estimation to fit mathematical models from sets of observed data points which may contain outliers. The algorithm is non-deterministic in the sense that it produces a reasonable result only with a certain probability, with this probability increasing as more iterations are performed. It being a probabilistic method means that different results will be obtained for every time the algorithm is run. The RANSAC algorithm has found many applications in computer vision, including the simultaneous solving of the correspondence problem and the estimation of the fundamental matrix related to a pair of stereo cameras. The basic assumption of the method is that the data consists of "inliers", i.e., data whose distribution can be explained by some mathematical model, and "outliers" which are data that do not fit the model. Outliers are considered points which come from noise, erroneous measurements, or simply incorrect data. For the problem of homography estimation, RANSAC works by trying to fit several models using some of the point pairs and then checking if the models were able to relate most of the points. The best model – the homography, which produces the highest number of correct matches – is then chosen as the answer for the problem; thus, if the ratio of number of outliers to data points is very low, the RANSAC outputs a decent model fitting the data. === Calibration === Image calibration aims to minimize differences between an ideal lens models and the camera-lens combination that was used, optical defects such as distortions, exposure differences between images, vignetting, camera response and chromatic aberrations. If feature detection methods were used to register images and absolute positions of the features were recorded and saved, stitching software may use the data for geometric optimization of the images in addition to placing the images on the panosphere. Panotools and its various derivative programs use this method. ==== Alignment ==== Alignment may be necessary to transform an image to match the view point of the image it is being composited with. Alignment, in simple terms, is a change in the coordinates system so that it adopts a new coordinate system which outputs image matching the required viewpoint. The types of transformations an image may go through are pure translation, pure rotation, a similarity transform which includes translation, rotation and scaling of the image which needs to be transformed, Affine or projective transform. Projective transformation is the farthest an image can transform (in the set of two dimensional planar transformations), where only visible features that are preserved in the transformed image are straight lines whereas parallelism is maintained in an affine transform. Projective transformation can be mathematically described as x ′ = H ⋅ x , {\displaystyle x'=H\cdot x,} where x {\displaystyle x} is points in the old coordinate system, x ′ {\displaystyle x'} is the corresponding points in the transformed image and H {\displaystyle H} is the homography matrix. Expressing the points x {\displaystyle x} and x ′ {\displaystyle x'} using the camera intrinsics ( K {\displaystyle K} and K ′ {\displaystyle K'} ) and its rotation and translation [ R t ] {\displaystyle [R\,t]} to the real-world coordinates X {\displaystyle X} and < m a t h > x {\displaystyle x} and x ′ {\displaystyle x'} ', we get Using the abo

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  • WebPlus

    WebPlus

    Serif WebPlus was a website design program for Microsoft Windows, developed by the software company, Serif. It allows users to design, create and upload their website onto the internet without any knowledge of HTML or other web technologies. Much like Microsoft Word, WebPlus uses WYSIWYG drag and drop editing to add and position text, images and links as they would appear on the finished web page. Once a user has designed their site, WebPlus can preview the site in a web browser before uploading the site using the in-built FTP. The software comes with a variety of pre-designed sample websites containing Filler text like Lorem ipsum, which can be used as a template for quickly designing a site. It also provides drawing tools for creating and editing buttons and web graphics. == Free WebPlus Starter Edition == Previously Serif had made available feature limited Starter Editions of their software, based on older versions, which could be obtained and used free of charge. For WebPlus the final free edition was based on version X5 and this was released in September 2012. This continued to be available from Serif's server until it was withdrawn around March 2016. WebPlus was then only available as a paid-for version X8. == Program Withdrawal == In March 2016, Serif announced that WebPlus X8 would be the final version, and that there were no current plans to design an application to replace it. Sales of WebPlus X8 by Serif were ended around December 2016. In early 2018, Serif announced that Serif Web Resources, hosted on Serif servers and required to implement some advanced web-site functionality in WebPlus created sites, would no longer work after 31 August 2018. In 2018, Serif also shutdown the servers that generated the "Plus" software registration numbers on-line from the product version and the individual generated installation number. Serif revealed the alternative was to use a universal master registration number, which is 881887. This is known to work with post 2003 Serif "Plus" software (e.g. verified to work with PagePlus v5.02). However, later Serif "Plus" software still registers itself automatically if within a certain recent period of a previous Serif software registration on the same PC. == Supported platforms == WebPlus was developed for Microsoft Windows "Win32" graphical desktop interface and is fully compatible with Windows XP, Windows Vista (32/64bit), Windows 7 (32/64bit) and Windows 8. == Features == Web hosting to upload websites to the internet with the address www.sitename.webplus.net and email [email protected]. E-Commerce tool to create online stores with providers such as PayPal. Form wizard generates online forms to collect information from website visitors. Add blogs, forums, hit counters, online polls and content management systems to websites using Smart Objects. Google Maps tool embeds maps and optional navigation markers within a website. Site navigation bars adopt a website's structure providing a tool for navigating around the website. Photo gallery groups a collection of images together and displays them as an animated slideshow. Search engine optimization (SEO) tools optimise a websites search ranking with the likes of Google, Yahoo! and Bing. Collect website metrics such as page popularity and number of website hits using Google Analytics. WebPlus X5 introduced a button studio for creating button graphics. Restrict access to specific pages on a website with a secure member's area. WebPlus automatically converts images and graphics into a web targeted format, optimising them for fast download. Embed YouTube videos within a web page. Add animated effects to a website with Animated GIFs, Animated Marquees or by importing Flash videos. Stream news and information feeds to a website using RSS and podcasts. Automated Site Checker analyses and corrects potential problems with a website. AdSense tool incorporates Google AdSense advertisements into a website In-built FTP transfers files onto a web server, uploading a website to the internet. In-built Basic Photo Editor the PhotoLab can make automatic adjustments and "Quick Fix's" to photos. From X5, WebPlus offers image editing and filters, through its PhotoLab and also provides a dedicated background-removal tool in the form of Cutout Studio. Display images, Flash videos and web pages using animated Lightboxes. Filter Effects can be applied to the graphical objects, giving convincing, realistic effects such as glass, metallic, plastic and other 2D/3D filters. WebPlus also provides QuickShapes for creating button and web graphics. These predefined shapes can be quickly modified with sliders to adjust certain parameters, for example creating rounded rectangles, etc. Shapes include: rectangles, ellipses, stars, spirals, cogs, petals, etc.

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  • Cinema 4D

    Cinema 4D

    Cinema 4D is a 3D software suite developed by the German company Maxon. == Overview == As of R21, only a single version of Cinema 4D is available. It replaces all previous variants, including BodyPaint 3D, and includes all features of the past 'Studio' variant. With R21, all binaries were unified. There is no technical difference between commercial, educational, or demo versions. The difference is now only in licensing. 2014 saw the release of Cinema 4D Lite, which came packaged with Adobe After Effects Creative Cloud 2014. "Lite" acts as an introductory version, with many features withheld. This is part of a partnership between the two companies, where a Maxon-produced plug-in, called Cineware, allows any variant to create a seamless workflow with After Effects. The "Lite" variant is dependent on After Effects CC, needing the latter application running to launch, and is only sold as a package component included with After Effects CC through Adobe. Initially, Cinema 4D was developed for Amiga computers in the early 1990s, and the first three versions of the program were available exclusively for that platform. With v4, however, Maxon began to develop the application for Windows and Macintosh computers as well, citing the wish to reach a wider audience and the growing instability of the Amiga market following Commodore's bankruptcy. It was also released for BeOS. On Linux, Cinema 4D is available as a commandline rendering version. == Modules and older variants == From R12 to R20, Cinema 4D was available in four variants. A core Cinema 4D 'Prime' application, a 'Broadcast' version with additional motion-graphics features, 'Visualize,' which adds functions for architectural design and 'Studio,' which includes all modules. From Release 8 until Release 11.5, Cinema 4D had a modular approach to the application, with the ability to expand upon the core application with various modules. This ended with Release 12, though the functionality of these modules remains in the different flavors of Cinema 4D (Prime, Broadcast, Visualize, Studio) The old modules were: Advanced Render (global illumination/HDRI, caustics, ambient occlusion and sky simulation) BodyPaint 3D (direct painting on UVW meshes; now included in the core. In essence Cinema 4D Core/Prime and the BodyPaint 3D products are identical. The only difference between the two is the splash screen that is shown at startup and the default user interface.) Dynamics (for simulating soft body and rigid body dynamics) Hair (simulates hair, fur, grass, etc.) MOCCA (character animation and cloth simulation) MoGraph (Motion Graphics procedural modelling and animation toolset) NET Render (to render animations over a TCP/IP network in render farms) PyroCluster (simulation of smoke and fire effects) Prime (the core application) Broadcast (adds MoGraph2) Visualize (adds Virtual Walkthrough, Advanced Render, Sky, Sketch and Toon, data exchange, camera matching) Studio (the complete package) == Version history == == Use in industry == A number of films and related works have been modeled and rendered in Cinema 4D, including: == Cinebench == Cinebench is a cross-platform test suite which tests a computer's hardware capabilities. It can be used as a test for Cinema 4D's 3D modeling, animation, motion graphic and rendering performance on multiple CPU cores. The program "target[s] a certain niche and [is] better suited for high-end desktop and workstation platforms". Cinebench is commonly used to demonstrate hardware capabilities at tech shows to show a CPU performance, especially by tech YouTubers and review sites.

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  • Feed forward (control)

    Feed forward (control)

    A feed forward (sometimes written feedforward) is an element or pathway within a control system that passes a controlling signal from a source in its external environment to a load elsewhere in its external environment. This is often a command signal from an external operator. In control engineering, a feedforward control system is a control system that uses sensors to detect disturbances affecting the system and then applies an additional input to minimize the effect of the disturbance. This requires a mathematical model of the system so that the effect of disturbances can be properly predicted. A control system which has only feed-forward behavior responds to its control signal in a pre-defined way without responding to the way the system reacts; it is in contrast with a system that also has feedback, which adjusts the input to take account of how it affects the system, and how the system itself may vary unpredictably. In a feed-forward system, the control variable adjustment is not error-based. Instead it is based on knowledge about the process in the form of a mathematical model of the process and knowledge about, or measurements of, the process disturbances. Some prerequisites are needed for control scheme to be reliable by pure feed-forward without feedback: the external command or controlling signal must be available, and the effect of the output of the system on the load should be known (that usually means that the load must be predictably unchanging with time). Sometimes pure feed-forward control without feedback is called 'ballistic', because once a control signal has been sent, it cannot be further adjusted; any corrective adjustment must be by way of a new control signal. In contrast, 'cruise control' adjusts the output in response to the load that it encounters, by a feedback mechanism. These systems could relate to control theory, physiology, or computing. == Overview == With feed-forward or feedforward control, the disturbances are measured and accounted for before they have time to affect the system. In the house example, a feed-forward system may measure the fact that the door is opened and automatically turn on the heater before the house can get too cold. The difficulty with feed-forward control is that the effects of the disturbances on the system must be accurately predicted, and there must not be any unmeasured disturbances. For instance, if a window was opened that was not being measured, the feed-forward-controlled thermostat might let the house cool down. The term has specific meaning within the field of CPU-based automatic control. The discipline of feedforward control as it relates to modern, CPU based automatic controls is widely discussed, but is seldom practiced due to the difficulty and expense of developing or providing for the mathematical model required to facilitate this type of control. Open-loop control and feedback control, often based on canned PID control algorithms, are much more widely used. There are three types of control systems: open-loop, feed-forward, and feedback. An example of a pure open-loop control system is manual non-power-assisted steering of a motor car; the steering system does not have access to an auxiliary power source and does not respond to varying resistance to turning of the direction wheels; the driver must make that response without help from the steering system. In comparison, power steering has access to a controlled auxiliary power source, which depends on the engine speed. When the steering wheel is turned, a valve is opened which allows fluid under pressure to turn the wheels. A sensor monitors that pressure so that the valve only opens enough to cause the correct pressure to reach the wheel turning mechanism. This is feed-forward control where the output of the system, the change in direction of travel of the vehicle, plays no part in the system. See Model predictive control. If the driver is included in the system, then they do provide a feedback path by observing the direction of travel and compensating for errors by turning the steering wheel. In that case you have a feedback system, and the block labeled System in Figure(c) is a feed-forward system. In other words, systems of different types can be nested, and the overall system regarded as a black-box. Feedforward control is distinctly different from open-loop control and teleoperator systems. Feedforward control requires a mathematical model of the plant (process and/or machine being controlled) and the plant's relationship to any inputs or feedback the system might receive. Neither open-loop control nor teleoperator systems require the sophistication of a mathematical model of the physical system or plant being controlled. Control based on operator input without integral processing and interpretation through a mathematical model of the system is a teleoperator system and is not considered feedforward control. == History == Historically, the use of the term feedforward is found in works by Harold S. Black in US patent 1686792 (invented 17 March 1923) and D. M. MacKay as early as 1956. While MacKay's work is in the field of biological control theory, he speaks only of feedforward systems. MacKay does not mention feedforward control or allude to the discipline of feedforward controls. MacKay and other early writers who use the term feedforward are generally writing about theories of how human or animal brains work. Black also has US patent 2102671 invented 2 August 1927 on the technique of feedback applied to electronic systems. The discipline of feedforward controls was largely developed by professors and graduate students at Georgia Tech, MIT, Stanford and Carnegie Mellon. Feedforward is not typically hyphenated in scholarly publications. Meckl and Seering of MIT and Book and Dickerson of Georgia Tech began the development of the concepts of Feedforward Control in the mid-1970s. The discipline of Feedforward Controls was well defined in many scholarly papers, articles and books by the late 1980s. == Benefits == The benefits of feedforward control are significant and can often justify the extra cost, time and effort required to implement the technology. Control accuracy can often be improved by as much as an order of magnitude if the mathematical model is of sufficient quality and implementation of the feedforward control law is well thought out. Energy consumption by the feedforward control system and its driver is typically substantially lower than with other controls. Stability is enhanced such that the controlled device can be built of lower cost, lighter weight, springier materials while still being highly accurate and able to operate at high speeds. Other benefits of feedforward control include reduced wear and tear on equipment, lower maintenance costs, higher reliability and a substantial reduction in hysteresis. Feedforward control is often combined with feedback control to optimize performance. == Model == The mathematical model of the plant (machine, process or organism) used by the feedforward control system may be created and input by a control engineer or it may be learned by the control system. Control systems capable of learning and/or adapting their mathematical model have become more practical as microprocessor speeds have increased. The discipline of modern feedforward control was itself made possible by the invention of microprocessors. Feedforward control requires integration of the mathematical model into the control algorithm such that it is used to determine the control actions based on what is known about the state of the system being controlled. In the case of control for a lightweight, flexible robotic arm, this could be as simple as compensating between when the robot arm is carrying a payload and when it is not. The target joint angles are adjusted to place the payload in the desired position based on knowing the deflections in the arm from the mathematical model's interpretation of the disturbance caused by the payload. Systems that plan actions and then pass the plan to a different system for execution do not satisfy the above definition of feedforward control. Unless the system includes a means to detect a disturbance or receive an input and process that input through the mathematical model to determine the required modification to the control action, it is not true feedforward control. === Open system === In control theory, an open system is a feed forward system that does not have any feedback loop to control its output. In contrast, a closed system uses on a feedback loop to control the operation of the system. In an open system, the output of the system is not fed back into the input to the system for control or operation. == Applications == === Physiological feed-forward system === In physiology, feed-forward control is exemplified by the normal anticipatory regulation of heartbeat in advance of actual physical exertion by the central autonomic network. Feed-forward

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  • Beauty.AI

    Beauty.AI

    Beauty.AI is a mobile beauty pageant for humans and a contest for programmers developing algorithms for evaluating human appearance. The mobile app and website created by Youth Laboratories that uses artificial intelligence technology to evaluate people's external appearance through certain algorithms, such as symmetry, facial blemishes, wrinkles, estimated age and age appearance, and comparisons to actors and models. The Beauty.AI 2.0 contest caused great concern over important ethical issues with deep neural networks such as age, race and gender bias and lead to the creation of the Diversity.AI think tank dedicated to developing new methods for uncovering and managing bias in artificially intelligent systems. Beauty.AI was also an attempt to find approaches on how machines can perceive human face through evaluating particular features, commonly associated with health and beauty. == Concept == The Beauty.AI app was created by Youth Laboratories, a company based out of Russia and Hong Kong that focuses on facial skin analytics. The bioinformation company Insilico Medicine assists in the Beauty.AI app by testing its deep learning techniques to the app. One goal of the app is to reduce the need for human and animal testing as well as improving people's overall health. Its first contest was started in December 2016, and the results were announced in August 2016. More than 60,000 people submitted entries into the contest. The mobile app uses artificial intelligence technology to inspect photographs for certain facial features in order to both determine a person's beauty through artificial means by multiple robots. Part of the Beauty.AI app's purpose is to collect visual and anecdotal data to improve its creator's Youth Laboratories skin analyst skills. == Accusations of racism == There were a total of 44 individuals from different age groups and genders judged as the most attractive, with 37 white entrants, six Asian entrants, and one dark-skinned entrant. The app has received criticism from social justice advocates and computer science professionals. However, Alex Zhavoronkov, PhD, chief science officer of Youth Laboratories and chief technology officer Konstantin Kiselev, both for Youth Laboratories, noted that a lack of data may have contributed to these results. Also, Kiselev added that another issue was that approximately 75% of entrants were white Europeans, whereas only 7% and 1% were from India and Africa, respectively. Kiselev stated that they would work on doing more and better outreach to these areas to improve in this area. Despite this, it was said by Dr. Zhavoronkov that the AI would discard photos of dark-skinned people if the lighting is too poor. Dr. Zhavoronkov vowed to weed out the issues for the next beauty pageant and to try to avoid a similar controversy in the future.

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  • WebPlus

    WebPlus

    Serif WebPlus was a website design program for Microsoft Windows, developed by the software company, Serif. It allows users to design, create and upload their website onto the internet without any knowledge of HTML or other web technologies. Much like Microsoft Word, WebPlus uses WYSIWYG drag and drop editing to add and position text, images and links as they would appear on the finished web page. Once a user has designed their site, WebPlus can preview the site in a web browser before uploading the site using the in-built FTP. The software comes with a variety of pre-designed sample websites containing Filler text like Lorem ipsum, which can be used as a template for quickly designing a site. It also provides drawing tools for creating and editing buttons and web graphics. == Free WebPlus Starter Edition == Previously Serif had made available feature limited Starter Editions of their software, based on older versions, which could be obtained and used free of charge. For WebPlus the final free edition was based on version X5 and this was released in September 2012. This continued to be available from Serif's server until it was withdrawn around March 2016. WebPlus was then only available as a paid-for version X8. == Program Withdrawal == In March 2016, Serif announced that WebPlus X8 would be the final version, and that there were no current plans to design an application to replace it. Sales of WebPlus X8 by Serif were ended around December 2016. In early 2018, Serif announced that Serif Web Resources, hosted on Serif servers and required to implement some advanced web-site functionality in WebPlus created sites, would no longer work after 31 August 2018. In 2018, Serif also shutdown the servers that generated the "Plus" software registration numbers on-line from the product version and the individual generated installation number. Serif revealed the alternative was to use a universal master registration number, which is 881887. This is known to work with post 2003 Serif "Plus" software (e.g. verified to work with PagePlus v5.02). However, later Serif "Plus" software still registers itself automatically if within a certain recent period of a previous Serif software registration on the same PC. == Supported platforms == WebPlus was developed for Microsoft Windows "Win32" graphical desktop interface and is fully compatible with Windows XP, Windows Vista (32/64bit), Windows 7 (32/64bit) and Windows 8. == Features == Web hosting to upload websites to the internet with the address www.sitename.webplus.net and email [email protected]. E-Commerce tool to create online stores with providers such as PayPal. Form wizard generates online forms to collect information from website visitors. Add blogs, forums, hit counters, online polls and content management systems to websites using Smart Objects. Google Maps tool embeds maps and optional navigation markers within a website. Site navigation bars adopt a website's structure providing a tool for navigating around the website. Photo gallery groups a collection of images together and displays them as an animated slideshow. Search engine optimization (SEO) tools optimise a websites search ranking with the likes of Google, Yahoo! and Bing. Collect website metrics such as page popularity and number of website hits using Google Analytics. WebPlus X5 introduced a button studio for creating button graphics. Restrict access to specific pages on a website with a secure member's area. WebPlus automatically converts images and graphics into a web targeted format, optimising them for fast download. Embed YouTube videos within a web page. Add animated effects to a website with Animated GIFs, Animated Marquees or by importing Flash videos. Stream news and information feeds to a website using RSS and podcasts. Automated Site Checker analyses and corrects potential problems with a website. AdSense tool incorporates Google AdSense advertisements into a website In-built FTP transfers files onto a web server, uploading a website to the internet. In-built Basic Photo Editor the PhotoLab can make automatic adjustments and "Quick Fix's" to photos. From X5, WebPlus offers image editing and filters, through its PhotoLab and also provides a dedicated background-removal tool in the form of Cutout Studio. Display images, Flash videos and web pages using animated Lightboxes. Filter Effects can be applied to the graphical objects, giving convincing, realistic effects such as glass, metallic, plastic and other 2D/3D filters. WebPlus also provides QuickShapes for creating button and web graphics. These predefined shapes can be quickly modified with sliders to adjust certain parameters, for example creating rounded rectangles, etc. Shapes include: rectangles, ellipses, stars, spirals, cogs, petals, etc.

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  • Gerrit (software)

    Gerrit (software)

    Gerrit ( GERR-it) is a free, web-based team code collaboration tool. Software developers in a team can review each other's modifications on their source code using a Web browser and approve or reject those changes. It integrates closely with Git, a distributed version control system. Gerrit is a fork of Rietveld, a code review tool for Subversion. Both are named after Dutch designer Gerrit Rietveld. == History == Originally written in Python like Rietveld, it is now written in Java (Java EE Servlet) with SQL since version 2 and a custom-made Git-based database (NoteDb) since version 3. In versions 2.0–2.16 Gerrit used Google Web Toolkit for its browser-based front-end. After being developed and used in parallel with GWT for versions 2.14–2.16, a new Polymer web UI replaced the GWT UI in version 3.0.

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  • Linguatec

    Linguatec

    The Linguatec Sprachtechnologien GmbH is a language technology provider, specialized in the field of machine translation, speech synthesis and speech recognition. Linguatec was founded in Munich in 1996 and its headquarters are in Pasing. Linguatec has won the European Information Society Technologies Prize three times. On their website, they are now using the online service Voice Reader Web, so that the information can be read out in every language by means of a text-to-speech function. == Core areas == Machine translation The different versions of Personal Translator (seven language pairs) can be used "for home use" or for professional business use in the company network. In addition to this, specialist dictionaries are offered to broaden standard vocabulary. Speech synthesis The Voice Reader text-to-speech program reads in twelve languages: German, British English, American English, French, Quebec French, Spanish, Mexican Spanish, Italian, Dutch, Portuguese, Czech, Chinese. Speech recognition Voice Pro is based on ViaVoice technology from IBM. There are special software programs for doctors and lawyers. == Patents == 2005 pending patent application for a newly developed hybrid technology that uses the intelligence of neural networks for machine translation. == Awards == 2004 European IT Prize for Beyond Babel 2004 test winner Stiftung Warentest – best voice recognition 1998 European IT Prize – applied voice recognition 1996 European IT Prize – automated translation == Studies == 2005 University of Regensburg: Voice Reader user test 2002 Fraunhofer Institute for Industrial Engineering and Organization IAO: user study on the efficiency of machine translation

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  • Multiple buffering

    Multiple buffering

    In computer science, multiple buffering is the use of more than one buffer to hold a block of data, so that a "reader" will see a complete (though perhaps old) version of the data instead of a partially updated version of the data being created by a "writer". It is very commonly used for computer display images. It is also used to avoid the need to use dual-ported RAM (DPRAM) when the readers and writers are different devices. == Description == === Double buffering Petri net === The Petri net in the illustration shows double buffering. Transitions W1 and W2 represent writing to buffer 1 and 2 respectively while R1 and R2 represent reading from buffer 1 and 2 respectively. At the beginning, only the transition W1 is enabled. After W1 fires, R1 and W2 are both enabled and can proceed in parallel. When they finish, R2 and W1 proceed in parallel and so on. After the initial transient where W1 fires alone, this system is periodic and the transitions are enabled – always in pairs (R1 with W2 and R2 with W1 respectively). == Double buffering in computer graphics == In computer graphics, double buffering is a technique for drawing graphics that shows less stutter, tearing, and other artifacts. It is difficult for a program to draw a display so that pixels do not change more than once. For instance, when updating a page of text, it is much easier to clear the entire page and then draw the letters than to somehow erase only the pixels that are used in old letters but not in new ones. However, this intermediate image is seen by the user as flickering. In addition, computer monitors constantly redraw the visible video page (traditionally at around 60 times a second), so even a perfect update may be visible momentarily as a horizontal divider between the "new" image and the un-redrawn "old" image, known as tearing. === Software double buffering === A software implementation of double buffering has all drawing operations store their results in some region of system RAM; any such region is often called a "back buffer". When all drawing operations are considered complete, the whole region (or only the changed portion) is copied into the video RAM (the "front buffer"); this copying is usually synchronized with the monitor's raster beam in order to avoid tearing. Software implementations of double buffering necessarily require more memory and CPU time than single buffering because of the system memory allocated for the back buffer, the time for the copy operation, and the time waiting for synchronization. Compositing window managers often combine the "copying" operation with "compositing" used to position windows, transform them with scale or warping effects, and make portions transparent. Thus, the "front buffer" may contain only the composite image seen on the screen, while there is a different "back buffer" for every window containing the non-composited image of the entire window contents. === Page flipping === In the page-flip method, instead of copying the data, both buffers are capable of being displayed. At any one time, one buffer is actively being displayed by the monitor, while the other, background buffer is being drawn. When the background buffer is complete, the roles of the two are switched. The page-flip is typically accomplished by modifying a hardware register in the video display controller—the value of a pointer to the beginning of the display data in the video memory. The page-flip is much faster than copying the data and can guarantee that tearing will not be seen as long as the pages are switched over during the monitor's vertical blanking interval—the blank period when no video data is being drawn. The currently active and visible buffer is called the front buffer, while the background page is called the back buffer. == Triple buffering == In computer graphics, triple buffering is similar to double buffering but can provide improved performance. In double buffering, the program must wait until the finished drawing is copied or swapped before starting the next drawing. This waiting period could be several milliseconds during which neither buffer can be touched. In triple buffering, the program has two back buffers and can immediately start drawing in the one that is not involved in such copying. The third buffer, the front buffer, is read by the graphics card to display the image on the monitor. Once the image has been sent to the monitor, the front buffer is flipped with (or copied from) the back buffer holding the most recent complete image. Since one of the back buffers is always complete, the graphics card never has to wait for the software to complete. Consequently, the software and the graphics card are completely independent and can run at their own pace. Finally, the displayed image was started without waiting for synchronization and thus with minimum lag. Due to the software algorithm not polling the graphics hardware for monitor refresh events, the algorithm may continuously draw additional frames as fast as the hardware can render them. For frames that are completed much faster than interval between refreshes, it is possible to replace a back buffers' frames with newer iterations multiple times before copying. This means frames may be written to the back buffer that are never used at all before being overwritten by successive frames. Nvidia has implemented this method under the name "Fast Sync". An alternative method sometimes referred to as triple buffering is a swap chain three buffers long. After the program has drawn both back buffers, it waits until the first one is placed on the screen, before drawing another back buffer (i.e. it is a 3-long first in, first out queue). Most Windows games seem to refer to this method when enabling triple buffering. == Quad buffering == The term quad buffering is the use of double buffering for each of the left and right eye images in stereoscopic implementations, thus four buffers total (if triple buffering was used then there would be six buffers). The command to swap or copy the buffer typically applies to both pairs at once, so at no time does one eye see an older image than the other eye. Quad buffering requires special support in the graphics card drivers which is disabled for most consumer cards. AMD's Radeon HD 6000 Series and newer support it. 3D standards like OpenGL and Direct3D support quad buffering. == Double buffering for DMA == The term double buffering is used for copying data between two buffers for direct memory access (DMA) transfers, not for enhancing performance, but to meet specific addressing requirements of a device (particularly 32-bit devices on systems with wider addressing provided via Physical Address Extension). Windows device drivers are a place where the term "double buffering" is likely to be used. Linux and BSD source code calls these "bounce buffers". Some programmers try to avoid this kind of double buffering with zero-copy techniques. == Other uses == Double buffering is also used as a technique to facilitate interlacing or deinterlacing of video signals.

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  • Automation engineering

    Automation engineering

    Automation engineering is a branch of engineering that deals with the development of methods and facilities that replace, in whole or in part, manual labour related to the control and monitoring of systems and processes. == Automation engineer == Automation engineers are experts who have the knowledge and ability to design, create, develop and manage machines and systems, for example, factory automation, process automation and warehouse automation. Automation technicians are also involved. == Scope == Automation engineering is the integration of standard engineering fields. Automatic control of various control systems for operating various systems or machines to reduce human efforts & time to increase accuracy. Automation engineers design and service electromechanical devices and systems for high-speed robotics and programmable logic controllers (PLCs). == Work and career after graduation == Graduates can work for both government and private sector entities such as industrial production, and companies that create and use automation systems, for example, the paper industry, automotive industry, metallurgical industry, food and agricultural industry, water treatment, and oil & gas sectors such as refineries, rolling mills, and power plants. == Job description == Automation engineers can design, program, simulate and test automated machinery and processes, and are usually employed in industries such as the energy sector in plants, car manufacturing facilities, food processing plants, and robots. Automation engineers are responsible for creating detailed design specifications and other documents, developing automation based on specific requirements for the process involved, and conforming to international standards like IEC-61508, local standards, and other process-specific guidelines and specifications, simulating, testing, and commissioning electronic equipment for automation.

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  • Cloudflare

    Cloudflare

    Cloudflare, Inc., is an American technology company headquartered in San Francisco, California, that provides a range of internet services, including content delivery network (CDN) services, cloud cybersecurity, DDoS mitigation, and ICANN-accredited domain registration. The company's services act primarily as a reverse proxy between website visitors and a customer's hosting provider, improving performance and protecting against malicious traffic. Cloudflare was founded in 2009 by Matthew Prince, Lee Holloway, and Michelle Zatlyn. The company went public on the New York Stock Exchange in 2019 under the ticker symbol NET. Cloudflare has since expanded its offerings to include edge computing through its Workers platform, a public DNS resolver (1.1.1.1), and a VPN-like service known as WARP. In recent years, the company has integrated artificial intelligence into its infrastructure, acquiring companies such as Replicate and launching tools to manage AI bots and scrapers. According to W3Techs, Cloudflare is used by approximately 21.3% of all websites on the Internet as of January 2026. The company has been the subject of controversy regarding its policy of content neutrality. While Cloudflare executives have historically advocated for remaining a neutral infrastructure provider, the company has terminated services for specific high-profile websites associated with hate speech and violence, including The Daily Stormer, 8chan, and Kiwi Farms, following significant public pressure. Cloudflare has also faced criticism and litigation regarding copyright infringement by websites using its services, notably losing a lawsuit against Japanese publishers in 2025. The company experienced significant global outages in late 2025 which disrupted services for major platforms internationally. == History == Cloudflare was founded on July 26, 2009, by Matthew Prince, Lee Holloway, and Michelle Zatlyn. Prince and Holloway had previously collaborated on Project Honey Pot, a product of Unspam Technologies that partly inspired the basis of Cloudflare. In 2009, the company was venture-capital funded. On August 15, 2019, Cloudflare submitted its S-1 filing for an initial public offering on the New York Stock Exchange under the stock ticker NET. It opened for public trading on September 13, 2019, at $15 per share. According to the company, the name 'Cloudflare' was chosen, over the initial 'WebWall', because it best described what they were trying to do: build a "firewall in the cloud." In 2020, Cloudflare co-founder and COO Michelle Zatlyn was named president. Cloudflare has acquired web-services and security companies, including StopTheHacker (February 2014), CryptoSeal (June 2014), Eager Platform Co. (December 2016), Neumob (November 2017), S2 Systems (January 2020), Linc (December 2020), Zaraz (December 2021), Vectrix (February 2022), Area 1 Security (February 2022), Nefeli Networks (March 2024), BastionZero (May 2024), and Kivera (October 2024). Replicate (November 2025), and Human Native (January 2026). Since at least 2017, Cloudflare has used a wall of lava lamps at its San Francisco headquarters as a source of randomness for encryption keys, alongside double pendulums at its London offices and a Geiger counter at its Singapore offices. The lava lamp installation implements the Lavarand method, where a camera transforms the unpredictable shapes of the "lava" blobs into a digital image. In Q4 2022, Cloudflare provided paid services to 162,086 customers. In October 2024, Cloudflare won a lawsuit against patent troll Sable Networks. Sable paid Cloudflare $225,000, granted it a royalty-free license to its patent portfolio, and dedicated its patents to the public by abandoning its patent rights. In November 2025, it was announced Cloudflare had agreed to acquire Replicate, a San Francisco–based platform that enables software developers to run, fine-tune, and deploy open-source machine-learning models via an API without managing infrastructure. In January 2026, Cloudflare released an analysis regarding BGP routing leaks observed from the Venezuelan state-owned ISP CANTV (AS8048), which occurred on January 2 coincides with the arrest of Nicolás Maduro. While some security researchers had speculated that the outages were linked to U.S. cyber operations, Cloudflare's data indicated that the anomalies were consistent with a pattern of "insufficient routing export and import policies" by the ISP rather than malicious external interference. In January 2026, Cloudflare acquired Human Native, an AI data marketplace that brokers transactions between developers and content creators, for an undisclosed amount. On January 16, 2026, Cloudflare acquired The Astro Technology Company, the developers behind the open-source web framework Astro. In May 2026, Cloudflare announced the elimination of approximately 1,100 positions, around 20 percent of its workforce, in a restructuring the company attributed to the rapid adoption of artificial intelligence tools. The announcement coincided with the company's first-quarter 2026 earnings, which reported a record $639.8 million in quarterly revenue, a 34 percent year-over-year increase. CEO Matthew Prince stated the cuts were not driven by performance concerns but reflected roles made obsolete by AI, and that Cloudflare expected to employ more people by the end of 2027 than at any point during 2026. == Products == Cloudflare provides network and security products for consumers and businesses, utilizing edge computing, reverse proxies for web traffic, data center interconnects, and a content distribution network to serve content across its network of servers. It supports transport layer protocols TCP, UDP, QUIC, and many application layer protocols such as DNS over HTTPS, SMTP, and HTTP/2 with support for HTTP/2 Server Push. As of 2023, Cloudflare handles an average of 45 million HTTP requests per second. As of 2024, Cloudflare servers are powered by AMD EPYC 9684X processors. Cloudflare also provides analysis and reports on large-scale outages, including Verizon's October 2024 outage. === Artificial intelligence === In 2023, Cloudflare launched "Workers AI", a framework allowing for use of Nvidia GPU's within Cloudflare's network. In 2024, Cloudflare launched a tool that prevents bots from scraping websites. To build automatic bot detector models, the company analyzed "AI" bots and crawler traffic. The company also launched an "AI" assistant to generate charts based on queries by leveraging "Workers AI". Cloudflare announced plans in September 2024 to launch a marketplace where website owners can sell "AI" model providers access to scrape their site's content. In March 2025, Cloudflare announced a new feature called "AI Labyrinth", which combats unauthorized "AI" data scraping by serving fake "AI"-generated content to LLM bots. In July, the company rolled out a permission-based setting to allow websites to automatically block online bots from scraping data and content. Cloudflare released AutoRAG into beta in 2025. AutoRAG (retrieval augmented generation) creates a vector database of a website's unstructured content to identify relationships between concepts. It is part of an initiative with Microsoft, alongside their NLWeb standard, to make websites easier for people and automated systems to query. Cloudflare and GoDaddy partnered in April 2026 to enable AI Crawl Control features on GoDaddy hosted websites. This would allow site owners to decide how AI bot crawlers interact with their content. === DDoS mitigation === Cloudflare provides free and paid DDoS mitigation services that protect customers from distributed denial of service (DDoS) attacks. Cloudflare received media attention in June 2011 for providing DDoS mitigation for the website of LulzSec, a black hat hacking group. In March 2013, The Spamhaus Project was targeted by a DDoS attack that Cloudflare reported exceeded 300 gigabits per second (Gbit/s). Patrick Gilmore, of Akamai, stated that at the time it was "the largest publicly announced DDoS attack in the history of the Internet". While trying to defend Spamhaus against the DDoS attacks, Cloudflare ended up being attacked as well; Google and other companies eventually came to Spamhaus' defense and helped it to absorb the unprecedented amount of attack traffic. In 2014, Cloudflare began providing free DDoS mitigation for artists, activists, journalists, and human rights groups under the name "Project Galileo". In 2017, it extended the service to electoral infrastructure and political campaigns under the name "Athenian Project". By 2025, more than 2,900 users and organizations were participating in Project Galileo, including 31 US states. In February 2014, Cloudflare claimed to have mitigated an NTP reflection attack against an unnamed European customer, which it stated peaked at 400 Gbit/s. In November 2014, it reported a 500 Gbit/s DDoS attack in Hong Kong. In July 2021, the company claimed to have absorbed a DDoS atta

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  • Lenna

    Lenna

    Lenna (or Lena) is a standard test image used in the field of digital image processing, starting in 1973. It is a picture of the Swedish model Lena Forsén, shot by photographer Dwight Hooker and cropped from the centerfold of the November 1972 issue of Playboy magazine. Lenna has attracted controversy because of its subject matter. Starting in the mid-2010s, many journals have deemed it inappropriate and discouraged its use, while others have banned it from publication outright. Forsén herself has called for it to be retired, saying "It's time I retired from tech." The spelling "Lenna" came from the model's desire to encourage the proper pronunciation of her name. "I didn't want to be called Leena [English: ]," she explained. == History == Before Lenna, the first use of a Playboy magazine image to illustrate image processing algorithms was in 1961. Lawrence G. Roberts used two cropped six-bit grayscale facsimile scanned images from Playboy's July 1960 issue featuring Playmate Teddi Smith, in his master's thesis on image dithering at Massachusetts Institute of Technology. Lenna was originally intended for high resolution color image processing study. Its history was described in the May 2001 newsletter of the IEEE Professional Communication Society, in an article by Jamie Hutchinson: Alexander Sawchuk estimates that it was in June or July of 1973 when he, then an assistant professor of electrical engineering at the University of Southern California Signal and Image Processing Institute (SIPI), along with a graduate student and the SIPI lab manager, was hurriedly searching the lab for a good image to scan for a colleague's conference paper. They got tired of their stock of usual test images, dull stuff dating back to television standards work in the early 1960s. They wanted something glossy to ensure good output dynamic range, and they wanted a human face. Just then, somebody happened to walk in with a recent issue of Playboy. The engineers tore away the top third of the centerfold so they could wrap it around the drum of their Muirhead wirephoto scanner, which they had outfitted with analog-to-digital converters (one each for the red, green, and blue channels) and a Hewlett Packard 2100 minicomputer. The Muirhead had a fixed resolution of 100 lines per inch and the engineers wanted a 512×512 image, so they limited the scan to the top 5.12 inches of the picture, effectively cropping it at the subject's shoulders. The image's reach was limited in the 1970s and 80s, which is reflected in it initially only appearing in .org domains, but in July 1991, the image featured on the cover of Optical Engineering alongside Peppers, another popular test image. This drew the attention of Playboy to the potential copyright infringement. The peak of image hits on the internet was in 1995. The scan became one of the most used images in computer history. The use of the photo in electronic imaging has been described as "clearly one of the most important events in [its] history". The image spread to over 100 different domains, particularly .com and .edu. In a 1999 issue of IEEE Transactions on Image Processing "Lena" was used in three separate articles, and the picture continued to appear in scientific journals throughout the beginning of the 21st century. Lenna is so widely accepted in the image processing community that Forsén was a guest at the 50th annual Conference of the Society for Imaging Science and Technology (IS&T) in 1997. In 2015, Lena Forsén was also guest of honor at the banquet of IEEE ICIP 2015. After delivering a speech, she chaired the best paper award ceremony. To explain why the image became a standard in the field, David C. Munson, editor-in-chief of IEEE Transactions on Image Processing, stated that it was a good test image because of its detail, flat regions, shading, and texture. He also noted that "the Lena image is a picture of an attractive woman. It is not surprising that the (mostly male) image processing research community gravitated toward an image that they found attractive." While Playboy often cracks down on illegal uses of its material and did initially send a notice to the publisher of Optical Engineering about its unauthorized use in that publication, over time it has decided to overlook the wide use of Lena. Eileen Kent, VP of new media at Playboy, said, "We decided we should exploit this, because it is a phenomenon." == Criticism == The use of the image has produced controversy because Playboy is "seen (by some) as being degrading to women". In a 1999 essay on reasons for the male predominance in computer science, applied mathematician Dianne P. O'Leary wrote: Suggestive pictures used in lectures on image processing ... convey the message that the lecturer caters to the males only. For example, it is amazing that the "Lena" pin-up image is still used as an example in courses and published as a test image in journals today. A 2012 paper on compressed sensing used a photo of the model Fabio Lanzoni as a test image to draw attention to this issue. The use of the test image at the magnet school Thomas Jefferson High School for Science and Technology in Fairfax County, Virginia, provoked a guest editorial by a senior in The Washington Post in 2015 about its detrimental impact on aspiring female students in computer science. In 2017, the Journal of Modern Optics published an editorial titled "On alternatives to Lenna" suggesting three images (Pirate, Cameraman, and Peppers) that "are reasonably close to Lenna in feature space". In 2018, the Nature Nanotechnology journal announced that they would no longer consider articles using Lenna. In the same year SPIE, the publishers of Optical Engineering, also announced that they "strongly discourage" the use of Lenna, and would no longer consider new submissions containing the image "without convincing scientific justification for its use". They noted that aside from the copyright and ethical issues, that it was also no longer useful as a standard image: "In today's age of high-resolution digital image technology, it seems difficult to argue that a 512 × 512 image produced with a 1970s-era analog scanner is the best we have to offer as an image quality test standard". Forsén stated in the 2019 documentary film Losing Lena, "I retired from modeling a long time ago. It's time I retired from tech, too... Let's commit to losing me." The Institute of Electrical and Electronics Engineers (IEEE) announced that, starting April 1, 2024, it will no longer allow use of Lenna in its publications.

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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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