AI Code Editor Online Free

AI Code Editor Online Free — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Read the Docs

    Read the Docs

    Read the Docs is an open-sourced free software documentation hosting platform. It generates documentation written with the Sphinx documentation generator, MkDocs, or Jupyter Book. == History == The site was created in 2010 by Eric Holscher, Bobby Grace, and Charles Leifer. On March 9, 2011, the Python Software Foundation Board awarded a grant of US$840 to the Read the Docs project for one year of hosting fees. On November 13, 2017, the Linux Mint project announced that they were moving their documentation to Read the Docs. In 2020, Read the Docs received a $200,000 grant from the Chan Zuckerberg Initiative. For 2021, Read the Docs reported 700 million page views and 196 million unique visitors. In 2013, a "Write the Docs" conference for Read the Docs users was launched, which has since turned into a generic software-documentation community. As of 2024, it continues to hold annual global conferences, organize local meetups, and maintain a Slack channel for "people who care about documentation."

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  • Oculus Quill

    Oculus Quill

    Quill is a painting and animation software for virtual reality. It runs on Microsoft Windows with Oculus Rift headsets. It is used to create 3D paintings and animated cartoons. Quill was released on November 29, 2016, on the Oculus Store. Theater Elsewhere(formerly Quill Theater), an application for viewing creations made in Quill, was later made available following the release of the Oculus Quest. In September 2021, Facebook, now known as Meta Platforms, and the owner of Oculus, sold Quill to its original creator, who continues to develop and support the app. == Development == Quill was originally developed by Oculus Story Studio as an internal tool for the creative needs of the studio's project Dear Angelica directed by Saschka Unseld along with its art-director Wesley Allsbrook. == Controls == The software works on Oculus Rift utilizing its 6DoF motion controllers. Users can paint in 3D space using their hands naturally, and animate those paintings with keyframes. They can also capture videos and photos of their creations. == Reception == Dear Angelica, a VR story fully painted in Quill, was nominated for an Emmy Award in 2017.

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  • Fyre (software)

    Fyre (software)

    Fyre, formerly de Jong Explorer, is a cross-platform tool for producing artwork based on histograms of iterated chaotic functions. It implements the Peter de Jong map in a fixed function pipeline through either a GTK GUI frontend, or a command line facility for easier rendering of high-resolution, high quality images. The program was renamed from de Jong Explorer to Fyre simply because 'It wasn't taken yet' and so that in the future, it could support more functions than just the standard Peter de Jong map. Fyre features a sidebar on the left to which the user can input the required variables and on the right is displayed the result of the equation. == Extra features == Additional image manipulation tools such as Gaussian blurs and Gamma controls are included in the program. The advantage to using them directly within Fyre is that the image accuracy and quality do not decline. Fyre features animation capabilities so that a user can link together several maps and create uncompressed AVIs from them. However, the uncompressed animation files are very large and so should be compressed with a separate tool, such as mencoder. == Peter de Jong Map == For most values of a,b,c and d the point (x,y) moves chaotically. The resulting image is a map of the probability that the point lies within the area represented by each pixel. Therefore, the longer that the user lets Fyre render for, the larger the probability map becomes and the more accurate the resulting image.

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  • Plum Voice

    Plum Voice

    The Plum Group, Inc. (DBA Plum Voice) is a company. Plum is headquartered in New York City with offices in Boston and Denver. == History == Plum Voice, founded in 2000 as The Plum Group, Inc., was incorporated to create technologies for personalized audio communication. By 2001, Plum had commercialized the open-standard Plum VoiceXML IVR platform which facilitated the creation of dynamic telecom applications. 2001 - Commercial launch of Plum VoiceXML IVR platform for customer-premises deployment 2002 - Launch of Plum Voice Hosting Centers for 24x7x365 managed IVR hosting 2004 - Plum Voice application suite receives a "Product of the Year" award from Customer Interactions magazine 2008 - Plum Survey builder launched, a do-it-yourself IVR survey tool. 2010 - Plum launched QuickFuse, a web-based rapid development platform used to create voice applications. 2013 - Plum launched VoiceTrends, an analytics and reporting toolkit designed specifically for voice applications. Plum achieves PCI-DSS Level 1. 2015 - Plum launched Plum Insight, a multi-channel (voice, web, mobile) survey platform. Plum achieves HIPAA compliance. 2016 - Plum launched a new version of QuickFuse called Fuse+. 2020 - Plum sunsets QuickFuse, rebrands Fuse+ as Plum Fuse.

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  • Breakup Notifier

    Breakup Notifier

    Breakup Notifier was a web application written by product developer and programmer Dan Loewenherz that enabled its registered users to track the relationship status of their Facebook friends. An email notification was sent to the user when one of their Facebook friends changed their relationship status. The app was one of the most viral Facebook app's at the time of its release. It was mentioned in a skit on The Jay Leno Show and news of its popularity was published in Time magazine, The New York Post, CNET, and The Globe and Mail. == Popularity and Facebook controversy == Breakup Notifier gathered 100,000 users in less than 24 hours of its launch and reached a user base of more than 3,000,000 in February 2011. Facebook then blocked the app. Loewenherz later created an app named Crush Notifier, which differs from the original app in that users can check if they have a mutual crush. Breakup Notifier was later unblocked by Facebook and monetized.

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  • Structural similarity index measure

    Structural similarity index measure

    The structural similarity index measure (SSIM) is a method for predicting the perceived quality of digital television and cinematic pictures, as well as other kinds of digital images and videos. It is also used for measuring the similarity between two images. The SSIM index is a full reference metric; in other words, the measurement or prediction of image quality is based on an initial uncompressed or distortion-free image as reference. SSIM is a perception-based model that considers image degradation as perceived change in structural information, while also incorporating important perceptual phenomena, including both luminance masking and contrast masking terms. This distinguishes from other techniques such as mean squared error (MSE) or peak signal-to-noise ratio (PSNR) that instead estimate absolute errors. Structural information is the idea that the pixels have strong inter-dependencies especially when they are spatially close. These dependencies carry important information about the structure of the objects in the visual scene. Luminance masking is a phenomenon whereby image distortions (in this context) tend to be less visible in bright regions, while contrast masking is a phenomenon whereby distortions become less visible where there is significant activity or "texture" in the image. == History == The predecessor of SSIM was called Universal Quality Index (UQI), or Wang–Bovik index, which was developed by Zhou Wang and Alan Bovik in 2001. This evolved, through their collaboration with Hamid Sheikh and Eero Simoncelli, into the current version of SSIM, which was published in April 2004 in the IEEE Transactions on Image Processing. In addition to defining the SSIM quality index, the paper provides a general context for developing and evaluating perceptual quality measures, including connections to human visual neurobiology and perception, and direct validation of the index against human subject ratings. The basic model was developed in the Laboratory for Image and Video Engineering (LIVE) at The University of Texas at Austin and further developed jointly with the Laboratory for Computational Vision (LCV) at New York University. Further variants of the model have been developed in the Image and Visual Computing Laboratory at University of Waterloo and have been commercially marketed. SSIM subsequently found strong adoption in the image processing community and in the television and social media industries. The 2004 SSIM paper has been cited over 50,000 times according to Google Scholar, making it one of the highest cited papers in the image processing and video engineering fields. It was recognized with the IEEE Signal Processing Society Best Paper Award for 2009. It also received the IEEE Signal Processing Society Sustained Impact Award for 2016, indicative of a paper having an unusually high impact for at least 10 years following its publication. Because of its high adoption by the television industry, the authors of the original SSIM paper were each accorded a Primetime Engineering Emmy Award in 2015 by the Television Academy. == Algorithm == The SSIM index is calculated between two windows of pixel values x {\displaystyle x} and y {\displaystyle y} of common size, from corresponding locations in two images to be compared. These SSIM values can be aggregated across the full images by averaging or other variations. === Special-case formula === In one simple special case, further explained in the next section, the SSIM measure between x {\displaystyle x} and y {\displaystyle y} is: SSIM ( x , y ) = ( 2 μ x μ y + c 1 ) ( 2 σ x y + c 2 ) ( μ x 2 + μ y 2 + c 1 ) ( σ x 2 + σ y 2 + c 2 ) {\displaystyle {\hbox{SSIM}}(x,y)={\frac {(2\mu _{x}\mu _{y}+c_{1})(2\sigma _{xy}+c_{2})}{(\mu _{x}^{2}+\mu _{y}^{2}+c_{1})(\sigma _{x}^{2}+\sigma _{y}^{2}+c_{2})}}} with: μ x {\displaystyle \mu _{x}} the pixel sample mean of x {\displaystyle x} ; μ y {\displaystyle \mu _{y}} the pixel sample mean of y {\displaystyle y} ; σ x 2 {\displaystyle \sigma _{x}^{2}} the sample variance of x {\displaystyle x} ; σ y 2 {\displaystyle \sigma _{y}^{2}} the sample variance of y {\displaystyle y} ; σ x y {\displaystyle \sigma _{xy}} the sample covariance of x {\displaystyle x} and y {\displaystyle y} ; c 1 = ( k 1 L ) 2 {\displaystyle c_{1}=(k_{1}L)^{2}} , c 2 = ( k 2 L ) 2 {\displaystyle c_{2}=(k_{2}L)^{2}} two variables to stabilize the division with weak denominator; L {\displaystyle L} the dynamic range of the pixel-values (typically this is 2 # b i t s p e r p i x e l − 1 {\displaystyle 2^{\#bits\ per\ pixel}-1} ); k 1 = 0.01 {\displaystyle k_{1}=0.01} and k 2 = 0.03 {\displaystyle k_{2}=0.03} by default. === General formula and components === The SSIM formula is based on three comparison measurements between the samples of x {\displaystyle x} and y {\displaystyle y} : luminance ( l {\displaystyle l} ), contrast ( c {\displaystyle c} ), and structure ( s {\displaystyle s} ). The individual comparison functions are: l ( x , y ) = 2 μ x μ y + c 1 μ x 2 + μ y 2 + c 1 {\displaystyle l(x,y)={\frac {2\mu _{x}\mu _{y}+c_{1}}{\mu _{x}^{2}+\mu _{y}^{2}+c_{1}}}} c ( x , y ) = 2 σ x σ y + c 2 σ x 2 + σ y 2 + c 2 {\displaystyle c(x,y)={\frac {2\sigma _{x}\sigma _{y}+c_{2}}{\sigma _{x}^{2}+\sigma _{y}^{2}+c_{2}}}} s ( x , y ) = σ x y + c 3 σ x σ y + c 3 {\displaystyle s(x,y)={\frac {\sigma _{xy}+c_{3}}{\sigma _{x}\sigma _{y}+c_{3}}}} The SSIM for each block is then a weighted combination of those comparative measures: SSIM ( x , y ) = l ( x , y ) α ⋅ c ( x , y ) β ⋅ s ( x , y ) γ {\displaystyle {\text{SSIM}}(x,y)=l(x,y)^{\alpha }\cdot c(x,y)^{\beta }\cdot s(x,y)^{\gamma }} Choosing the third denominator stabilizing constant as: c 3 = c 2 / 2 {\displaystyle c_{3}=c_{2}/2} leads to a simplification when combining the c and s components with equal exponents ( β = γ {\displaystyle \beta =\gamma } ), as the numerator of c is then twice the denominator of s, leading to a cancellation leaving just a 2. Setting the weights (exponents) α , β , γ {\displaystyle \alpha ,\beta ,\gamma } to 1, the formula can then be reduced to the special case shown above. === Mathematical properties === SSIM satisfies the identity of indiscernibles, and symmetry properties, but not the triangle inequality or non-negativity, and thus is not a distance function. However, under certain conditions, SSIM may be converted to a normalized root MSE measure, which is a distance function. The square of such a function is not convex, but is locally convex and quasiconvex, making SSIM a feasible target for optimization. === Application of the formula === In order to evaluate the image quality, this formula is usually applied only on luma, although it may also be applied on color (e.g., RGB) values or chromatic (e.g. YCbCr) values. The resultant SSIM index is a decimal value between -1 and 1, where 1 indicates perfect similarity, 0 indicates no similarity, and -1 indicates perfect anti-correlation. For an image, it is typically calculated using a sliding Gaussian window of size 11×11 or a block window of size 8×8. The window can be displaced pixel-by-pixel on the image to create an SSIM quality map of the image. In the case of video quality assessment, the authors propose to use only a subgroup of the possible windows to reduce the complexity of the calculation. === Variants === ==== Multi-scale SSIM ==== A more advanced form of SSIM, called Multiscale SSIM (MS-SSIM) is conducted over multiple scales through a process of multiple stages of sub-sampling, reminiscent of multiscale processing in the early vision system. It has been shown to perform equally well or better than SSIM on different subjective image and video databases. ==== Multi-component SSIM ==== Three-component SSIM (3-SSIM) is a form of SSIM that takes into account the fact that the human eye can see differences more precisely on textured or edge regions than on smooth regions. The resulting metric is calculated as a weighted average of SSIM for three categories of regions: edges, textures, and smooth regions. The proposed weighting is 0.5 for edges, 0.25 for the textured and smooth regions. The authors mention that a 1/0/0 weighting (ignoring anything but edge distortions) leads to results that are closer to subjective ratings. This suggests that edge regions play a dominant role in image quality perception. The authors of 3-SSIM have also extended the model into four-component SSIM (4-SSIM). The edge types are further subdivided into preserved and changed edges by their distortion status. The proposed weighting is 0.25 for all four components. ==== Structural dissimilarity ==== Structural dissimilarity (DSSIM) may be derived from SSIM, though it does not constitute a distance function as the triangle inequality is not necessarily satisfied. DSSIM ( x , y ) = 1 − SSIM ( x , y ) 2 {\displaystyle {\hbox{DSSIM}}(x,y)={\frac {1-{\hbox{SSIM}}(x,y)}{2}}} ==== Video quality metrics and temporal variants ==== It is worth noting that the original vers

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  • CodeCheck

    CodeCheck

    CodeCheck is a mobile app that provides consumers with information about the ingredients in cosmetic products, as well as the ingredients and nutritional values of food. Users can access this information by scanning the product’s barcode with a smartphone or by using a text-based search. The app is available for iOS and Android devices in Germany, Austria, Switzerland, the United Kingdom, the United States, and the Netherlands. == History == CodeCheck was founded in 2010 as an association, online database, and app by Roman Bleichenbacher, who was then a student in Zurich. A website of the same name had already been launched in 2002, where users could enter information about ingredients, nutritional values, and manufacturers of products. The first round of financing took place in July 2014 and raised over 1.1 million Swiss francs, which coincided with the founding of CodeCheck AG. Investors included Doodle founders Myke Näf and Paul E. Sevinç. The company subsequently expanded to Austria and Germany. In the same year, Boris Manhart became CEO. CodeCheck GmbH was established in Berlin in 2016. The app became available in the United States in 2017 and in the United Kingdom in November 2019. In 2020, it was also launched in the Netherlands. Following insolvency proceedings, the app has been owned by Producto Check GmbH since 2022. == Functions == The app can be used to scan the barcode of food and cosmetic products. It then displays information about ingredients, nutritional values, manufacturers and certification labels. For many years, users were able to enter and edit product information themselves and indicate advantages and disadvantages of individual products. Since 2020, the app has placed greater emphasis on machine text recognition. The collected data is combined with substance ratings using an algorithm. These ratings are based on scientific studies and expert assessments, including those from the Consumer Advice Centre in Hamburg, Greenpeace, the WWF and the German Association for the Environment and Nature Conservation (BUND e. V.), and cannot be modified by users or manufacturers. The app also provides information on the sugar and fat content of food products. In addition, it indicates whether a product contains hormone-active substances, microplastics, palm oil, animal-derived ingredients, lactose or gluten. Since 2020, the app has displayed a climate score for food products in cooperation with the Eaternity Institute. == Financing == CodeCheck is primarily financed through native advertising and banner ads. Since 2018, the company has also offered analysis services and survey tools directly to fast-moving consumer goods (FMCG) manufacturers. In addition, access to the API is available, enabling other companies to use the product database. With the introduction of a subscription model in 2019, the CodeCheck app can be used ad-free and in offline mode. Since 2021, CodeCheck has also offered its own “Green Label” certification for manufacturers. Products are certified if at least 90 percent of their ingredients are classified as harmless. == Awards == In May 2015, the app topped the download charts for the first time, reaching 2.3 million installations. By September 2019, the app had once again reached the top of the German app charts, surpassing five million downloads.

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  • Super app

    Super app

    A super app or super-app (also known as an everything app) is a mobile or web application that can provide multiple services including payment and instant messaging services, effectively becoming an all-encompassing, self-contained, commerce and communication online platform that embraces many aspects of personal and commercial life. Notable examples of super apps include Tencent's WeChat in China, Tata Neu in India, Grab in Southeast Asia and Max in Russia. For end users, a super app is an application that provides a set of core features while also giving access to independently developed miniapps. For app developers, a super app is an application integrated with the capabilities of platforms and ecosystems that allows third-parties to develop and publish miniapps. == History == The super app term was first used to describe WeChat when it combined the instant messaging service with the digital wallet function. Recognition of WeChat as a super app stems from its combination of messaging, payments, e-commerce, and much more within a single application, making it indispensable for many users. WeChat's establishment of the super app model has led companies like Meta to try to build similar applications outside of China. In India, Tata Group has announced that it is currently developing a super app named Tata Neu. Major Indian companies like Paytm, PhonePe, and ITC Maars also have apps in development that might constitute super apps. In Southeast Asia, Grab and Gojek lay claim to the super app classification despite lacking many of the features offered by WeChat. Accordingly, growth-stage companies like Shopee, Traveloka, and AirAsia have also expanded the range of services offered by their respective applications. == Notable examples == === Alipay === Alipay is a third-party mobile and online payment platform established in Hangzhou, China in February 2004 by Alibaba Group and its founder Jack Ma. It operates in association with Ant Group, an affiliate company of the Chinese Alibaba Group. === Gojek === Gojek is an Indonesian on-demand multiservice digital platform and fintech payment super app. Established in Jakarta in 2010, as a call center to connect consumers to courier delivery and two-wheeled ride-hailing services, it launched its mobile app in 2015 with four services: GoRide, GoSend, GoShop, and GoFood, which has since expanded to offer over 20 services. In 2021, it merged with another Indonesian unicorn, Tokopedia, forming the decacorn GoTo Gojek Tokopedia. === Grab === Grab is a Southeast Asian technology company headquartered in Singapore and Indonesia. Founded in 2012 as the MyTeksi app in Kuala Lumpur, Malaysia, it expanded the following year as GrabTaxi, before moving its headquarters to Singapore in 2014 and rebranding officially as Grab. In addition to ride-hailing and transportation services, the company's mobile app also offers food delivery and digital payment services. === Max === Max is a messenger from the Russian company VK, positioned as a super app. The application combines messaging, calls, and channels features with the integration of additional services: payments, miniapps, taxi ordering, deliveries, and other everyday services are available within a single interface. The goal is to unite communication and routine tasks in a unified ecosystem. === Tata Neu === Tata Neu is a multipurpose super app, developed in India by the Tata Group. It is the country's first super app. The app was launched to coincide with the start of a 2022 Indian Premier League cricket match. === WeChat === WeChat is a Chinese multipurpose instant messaging, social media and mobile payment app. First released in 2011, it became the world's largest standalone mobile app in 2018, with over 1 billion monthly active users. WeChat provides text messaging, hold-to-talk voice messaging, broadcast (one-to-many) messaging, video conferencing, video games, the sharing of photographs and videos and location sharing. === X === X is an American social network, originally known as Twitter from its launch through 2023. Prior to his acquisition of the service, new owner Elon Musk stated that he planned for Twitter to become an "everything app" known as "X"; in 2023, the service added an AI chatbot known as "Grok" as well as integrated job search tools known as "X Hiring". In January 2025, X announced its intent to offer a digital wallet service in the future. Later in the year, X revamped its direct messaging system as "Chat". == Criticism == Although apps that fit the super app classification can offer users a wider variety of services in comparison to single-purpose alternatives, internet regulators in regions such as the US and Europe have become more concerned about the overall power of the technology industry and have become more critical of companies developing such apps. In China, WeChat and other local firms have been ordered to open up their platforms to rivals by local regulators. There are also reports that suggest it might be difficult to replicate WeChat's super app model. This stems partly from the peaking of smartphone penetration rates in many regions worldwide, which has led to overcrowded app stores and tighter restrictions on targeted advertising as regulators assert more control over the companies. From a technical viewpoint, single-purpose apps are comparatively faster, more responsive and easier to navigate than super apps, which helps improve the overall user experience. Super-apps are also likelier to store larger amounts of personal data to facilitate the delivery of their services, so users run a greater risk of becoming victims of severe data breaches. In 2020, this unfolded with Tokopedia, which had the data of 91 million of its users stolen and shared by crackers. It has also been noted that a user who loses access to their account or is banned from a super app generally loses access to multiple real-life services and digital applications; the Chinese government has used this approach to penalize people who shared the photos of the Sitong Bridge protest.

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  • Concept mining

    Concept mining

    Concept mining is an activity that results in the extraction of concepts from artifacts. Solutions to the task typically involve aspects of artificial intelligence and statistics, such as data mining and text mining. Because artifacts are typically a loosely structured sequence of words and other symbols (rather than concepts), the problem is nontrivial, but it can provide powerful insights into the meaning, provenance and similarity of documents. == Methods == Traditionally, the conversion of words to concepts has been performed using a thesaurus, and for computational techniques the tendency is to do the same. The thesauri used are either specially created for the task, or a pre-existing language model, usually related to Princeton's WordNet. The mappings of words to concepts are often ambiguous. Typically each word in a given language will relate to several possible concepts. Humans use context to disambiguate the various meanings of a given piece of text, where available machine translation systems cannot easily infer context. For the purposes of concept mining, however, these ambiguities tend to be less important than they are with machine translation, for in large documents the ambiguities tend to even out, much as is the case with text mining. There are many techniques for disambiguation that may be used. Examples are linguistic analysis of the text and the use of word and concept association frequency information that may be inferred from large text corpora. Recently, techniques that base on semantic similarity between the possible concepts and the context have appeared and gained interest in the scientific community. == Applications == === Detecting and indexing similar documents in large corpora === One of the spin-offs of calculating document statistics in the concept domain, rather than the word domain, is that concepts form natural tree structures based on hypernymy and meronymy. These structures can be used to generate simple tree membership statistics, that can be used to locate any document in a Euclidean concept space. If the size of a document is also considered as another dimension of this space then an extremely efficient indexing system can be created. This technique is currently in commercial use locating similar legal documents in a 2.5 million document corpus. === Clustering documents by topic === Standard numeric clustering techniques may be used in "concept space" as described above to locate and index documents by the inferred topic. These are numerically far more efficient than their text mining cousins, and tend to behave more intuitively, in that they map better to the similarity measures a human would generate.

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  • Shearlet

    Shearlet

    In applied mathematical analysis, shearlets are a multiscale framework which allows efficient encoding of anisotropic features in multivariate problem classes. Originally, shearlets were introduced in 2006 for the analysis and sparse approximation of functions f ∈ L 2 ( R 2 ) {\displaystyle f\in L^{2}(\mathbb {R} ^{2})} . They are a natural extension of wavelets, to accommodate the fact that multivariate functions are typically governed by anisotropic features such as edges in images, since wavelets, as isotropic objects, are not capable of capturing such phenomena. Shearlets are constructed by parabolic scaling, shearing, and translation applied to a few generating functions. At fine scales, they are essentially supported within skinny and directional ridges following the parabolic scaling law, which reads length² ≈ width. Similar to wavelets, shearlets arise from the affine group and allow a unified treatment of the continuum and digital situation leading to faithful implementations. Although they do not constitute an orthonormal basis for L 2 ( R 2 ) {\displaystyle L^{2}(\mathbb {R} ^{2})} , they still form a frame allowing stable expansions of arbitrary functions f ∈ L 2 ( R 2 ) {\displaystyle f\in L^{2}(\mathbb {R} ^{2})} . One of the most important properties of shearlets is their ability to provide optimally sparse approximations (in the sense of optimality in ) for cartoon-like functions f {\displaystyle f} . In imaging sciences, cartoon-like functions serve as a model for anisotropic features and are compactly supported in [ 0 , 1 ] 2 {\displaystyle [0,1]^{2}} while being C 2 {\displaystyle C^{2}} apart from a closed piecewise C 2 {\displaystyle C^{2}} singularity curve with bounded curvature. The decay rate of the L 2 {\displaystyle L^{2}} -error of the N {\displaystyle N} -term shearlet approximation obtained by taking the N {\displaystyle N} largest coefficients from the shearlet expansion is in fact optimal up to a log-factor: ‖ f − f N ‖ L 2 2 ≤ C N − 2 ( log ⁡ N ) 3 , N → ∞ , {\displaystyle \|f-f_{N}\|_{L^{2}}^{2}\leq CN^{-2}(\log N)^{3},\quad N\to \infty ,} where the constant C {\displaystyle C} depends only on the maximum curvature of the singularity curve and the maximum magnitudes of f {\displaystyle f} , f ′ {\displaystyle f'} and f ″ . {\displaystyle f''.} This approximation rate significantly improves the best N {\displaystyle N} -term approximation rate of wavelets providing only O ( N − 1 ) {\displaystyle O(N^{-1})} for such class of functions. Shearlets are to date the only directional representation system that provides sparse approximation of anisotropic features while providing a unified treatment of the continuum and digital realm that allows faithful implementation. Extensions of shearlet systems to L 2 ( R d ) , d ≥ 2 {\displaystyle L^{2}(\mathbb {R} ^{d}),d\geq 2} are also available. A comprehensive presentation of the theory and applications of shearlets can be found in. == Definition == === Continuous shearlet systems === The construction of continuous shearlet systems is based on parabolic scaling matrices A a = [ a 0 0 a 1 / 2 ] , a > 0 {\displaystyle A_{a}={\begin{bmatrix}a&0\\0&a^{1/2}\end{bmatrix}},\quad a>0} as a means to change the resolution, on shear matrices S s = [ 1 s 0 1 ] , s ∈ R {\displaystyle S_{s}={\begin{bmatrix}1&s\\0&1\end{bmatrix}},\quad s\in \mathbb {R} } as a means to change the orientation, and finally on translations to change the positioning. In comparison to curvelets, shearlets use shearings instead of rotations, the advantage being that the shear operator S s {\displaystyle S_{s}} leaves the integer lattice invariant in case s ∈ Z {\displaystyle s\in \mathbb {Z} } , i.e., S s Z 2 ⊆ Z 2 . {\displaystyle S_{s}\mathbb {Z} ^{2}\subseteq \mathbb {Z} ^{2}.} This indeed allows a unified treatment of the continuum and digital realm, thereby guaranteeing a faithful digital implementation. For ψ ∈ L 2 ( R 2 ) {\displaystyle \psi \in L^{2}(\mathbb {R} ^{2})} the continuous shearlet system generated by ψ {\displaystyle \psi } is then defined as SH c o n t ⁡ ( ψ ) = { ψ a , s , t = a 3 / 4 ψ ( S s A a ( ⋅ − t ) ) ∣ a > 0 , s ∈ R , t ∈ R 2 } , {\displaystyle \operatorname {SH} _{\mathrm {cont} }(\psi )=\{\psi _{a,s,t}=a^{3/4}\psi (S_{s}A_{a}(\cdot -t))\mid a>0,s\in \mathbb {R} ,t\in \mathbb {R} ^{2}\},} and the corresponding continuous shearlet transform is given by the map f ↦ S H ψ f ( a , s , t ) = ⟨ f , ψ a , s , t ⟩ , f ∈ L 2 ( R 2 ) , ( a , s , t ) ∈ R > 0 × R × R 2 . {\displaystyle f\mapsto {\mathcal {SH}}_{\psi }f(a,s,t)=\langle f,\psi _{a,s,t}\rangle ,\quad f\in L^{2}(\mathbb {R} ^{2}),\quad (a,s,t)\in \mathbb {R} _{>0}\times \mathbb {R} \times \mathbb {R} ^{2}.} === Discrete shearlet systems === A discrete version of shearlet systems can be directly obtained from SH c o n t ⁡ ( ψ ) {\displaystyle \operatorname {SH} _{\mathrm {cont} }(\psi )} by discretizing the parameter set R > 0 × R × R 2 . {\displaystyle \mathbb {R} _{>0}\times \mathbb {R} \times \mathbb {R} ^{2}.} There are numerous approaches for this but the most popular one is given by { ( 2 j , k , A 2 j − 1 S k − 1 m ) ∣ j ∈ Z , k ∈ Z , m ∈ Z 2 } ⊆ R > 0 × R × R 2 . {\displaystyle \{(2^{j},k,A_{2^{j}}^{-1}S_{k}^{-1}m)\mid j\in \mathbb {Z} ,k\in \mathbb {Z} ,m\in \mathbb {Z} ^{2}\}\subseteq \mathbb {R} _{>0}\times \mathbb {R} \times \mathbb {R} ^{2}.} From this, the discrete shearlet system associated with the shearlet generator ψ {\displaystyle \psi } is defined by SH ⁡ ( ψ ) = { ψ j , k , m = 2 3 j / 4 ψ ( S k A 2 j ⋅ − m ) ∣ j ∈ Z , k ∈ Z , m ∈ Z 2 } , {\displaystyle \operatorname {SH} (\psi )=\{\psi _{j,k,m}=2^{3j/4}\psi (S_{k}A_{2^{j}}\cdot {}-m)\mid j\in \mathbb {Z} ,k\in \mathbb {Z} ,m\in \mathbb {Z} ^{2}\},} and the associated discrete shearlet transform is defined by f ↦ S H ψ f ( j , k , m ) = ⟨ f , ψ j , k , m ⟩ , f ∈ L 2 ( R 2 ) , ( j , k , m ) ∈ Z × Z × Z 2 . {\displaystyle f\mapsto {\mathcal {SH}}_{\psi }f(j,k,m)=\langle f,\psi _{j,k,m}\rangle ,\quad f\in L^{2}(\mathbb {R} ^{2}),\quad (j,k,m)\in \mathbb {Z} \times \mathbb {Z} \times \mathbb {Z} ^{2}.} == Examples == Let ψ 1 ∈ L 2 ( R ) {\displaystyle \psi _{1}\in L^{2}(\mathbb {R} )} be a function satisfying the discrete Calderón condition, i.e., ∑ j ∈ Z | ψ ^ 1 ( 2 − j ξ ) | 2 = 1 , for a.e. ξ ∈ R , {\displaystyle \sum _{j\in \mathbb {Z} }|{\hat {\psi }}_{1}(2^{-j}\xi )|^{2}=1,{\text{for a.e. }}\xi \in \mathbb {R} ,} with ψ ^ 1 ∈ C ∞ ( R ) {\displaystyle {\hat {\psi }}_{1}\in C^{\infty }(\mathbb {R} )} and supp ⁡ ψ ^ 1 ⊆ [ − 1 2 , − 1 16 ] ∪ [ 1 16 , 1 2 ] , {\displaystyle \operatorname {supp} {\hat {\psi }}_{1}\subseteq [-{\tfrac {1}{2}},-{\tfrac {1}{16}}]\cup [{\tfrac {1}{16}},{\tfrac {1}{2}}],} where ψ ^ 1 {\displaystyle {\hat {\psi }}_{1}} denotes the Fourier transform of ψ 1 . {\displaystyle \psi _{1}.} For instance, one can choose ψ 1 {\displaystyle \psi _{1}} to be a Meyer wavelet. Furthermore, let ψ 2 ∈ L 2 ( R ) {\displaystyle \psi _{2}\in L^{2}(\mathbb {R} )} be such that ψ ^ 2 ∈ C ∞ ( R ) , {\displaystyle {\hat {\psi }}_{2}\in C^{\infty }(\mathbb {R} ),} supp ⁡ ψ ^ 2 ⊆ [ − 1 , 1 ] {\displaystyle \operatorname {supp} {\hat {\psi }}_{2}\subseteq [-1,1]} and ∑ k = − 1 1 | ψ ^ 2 ( ξ + k ) | 2 = 1 , for a.e. ξ ∈ [ − 1 , 1 ] . {\displaystyle \sum _{k=-1}^{1}|{\hat {\psi }}_{2}(\xi +k)|^{2}=1,{\text{for a.e. }}\xi \in \left[-1,1\right].} One typically chooses ψ ^ 2 {\displaystyle {\hat {\psi }}_{2}} to be a smooth bump function. Then ψ ∈ L 2 ( R 2 ) {\displaystyle \psi \in L^{2}(\mathbb {R} ^{2})} given by ψ ^ ( ξ ) = ψ ^ 1 ( ξ 1 ) ψ ^ 2 ( ξ 2 ξ 1 ) , ξ = ( ξ 1 , ξ 2 ) ∈ R 2 , {\displaystyle {\hat {\psi }}(\xi )={\hat {\psi }}_{1}(\xi _{1}){\hat {\psi }}_{2}\left({\tfrac {\xi _{2}}{\xi _{1}}}\right),\quad \xi =(\xi _{1},\xi _{2})\in \mathbb {R} ^{2},} is called a classical shearlet. It can be shown that the corresponding discrete shearlet system SH ⁡ ( ψ ) {\displaystyle \operatorname {SH} (\psi )} constitutes a Parseval frame for L 2 ( R 2 ) {\displaystyle L^{2}(\mathbb {R} ^{2})} consisting of bandlimited functions. Another example are compactly supported shearlet systems, where a compactly supported function ψ ∈ L 2 ( R 2 ) {\displaystyle \psi \in L^{2}(\mathbb {R} ^{2})} can be chosen so that SH ⁡ ( ψ ) {\displaystyle \operatorname {SH} (\psi )} forms a frame for L 2 ( R 2 ) {\displaystyle L^{2}(\mathbb {R} ^{2})} . In this case, all shearlet elements in SH ⁡ ( ψ ) {\displaystyle \operatorname {SH} (\psi )} are compactly supported providing superior spatial localization compared to the classical shearlets, which are bandlimited. Although a compactly supported shearlet system does not generally form a Parseval frame, any function f ∈ L 2 ( R 2 ) {\displaystyle f\in L^{2}(\mathbb {R} ^{2})} can be represented by the shearlet expansion due to its frame property. == Cone-adapted shearlets == One drawback of shearlets defined as above is the directional bias of shearlet elements associated with large shearing parameters. This effect is already r

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  • Image warping

    Image warping

    Image warping is the process of digitally manipulating an image such that any shapes portrayed in the image have been significantly distorted. Warping may be used for correcting image distortion as well as for creative purposes (e.g., morphing). The same techniques are equally applicable to video. While an image can be transformed in various ways, pure warping means that points are mapped to points without changing the colors. This can be based mathematically on any function from (part of) the plane to the plane. If the function is injective the original can be reconstructed. If the function is a bijection any image can be inversely transformed. Some methods are: Images may be distorted through simulation of optical aberrations. Images may be viewed as if they had been projected onto a curved or mirrored surface. (This is often seen in ray traced images.) Images can be partitioned into image polygons and each polygon distorted. Images can be distorted using morphing. The most obvious approach to transforming a digital image is the forward mapping. This applies the transform directly to the source image, typically generating unevenly-spaced points that will then be interpolated to generate the required regularly-spaced pixels. However, for injective transforms reverse mapping is also available. This applies the inverse transform to the target pixels to find the unevenly-spaced locations in the source image that contribute to them. Estimating them from source image pixels will require interpolation of the source image. To work out what kind of warping has taken place between consecutive images, one can use optical flow estimation techniques. == Image warping toolbox == ImWIP is an open-source, image warping tool for modeling deformation and motion in digital images, which contains differentiable image warping operators, together with their exact adjoints and derivatives.

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  • Bump (application)

    Bump (application)

    Bump was an iOS and Android mobile app that enabled smartphone users to transfer contact information, photos and files between devices. In 2011, it was #8 on Apple's list of all-time most popular free iPhone apps, and by February 2013 it had been downloaded 125 million times. Its developer, Bump Technologies, shut down the service and discontinued the app on January 31, 2014, after being acquired by Google for Google Photos and Android Camera. == Features == Bump sent contact information, photos and files to another device over the internet. Before activating the transfer, each user confirmed what they want to send to the other user. To initiate a transfer, two people physically bumped their phones together. A screen appeared on both users' smartphone displays, allowing them to confirm what they want to send to each other. When two users bumped their phones, software on the phones send a variety of sensor data to an algorithm running on Bump servers, which included the location of the phone, accelerometer readings, IP address, and other sensor readings. The algorithm figured out which two phones felt the same physical bump and then transfers the information between those phones. Bump did not use Near Field Communication. February 2012 release of Bump 3.0 for iOS, the company streamlined the app to focus on its most frequently used features: contact and photo sharing. Bump 3.0 for Android maintained the features eliminated from the iOS version but moved them behind swipeable layers. In May 2012, a Bump update enabled users to transfer photos from their phone to their computer via a web service. To initiate a transfer, the user goes to the Bump website on their computer and bumps the smartphone on the computer keyboard's space bar. By December 2012, various Bump updates for iOS and Android had added the abilities to share video, audio, and any files. Users swipe to access those features. In February 2013, an update to the Bump iOS and Android apps enabled users to transfer photos, videos, contacts and other files from a computer to a smartphone and vice versa via a web service. To perform the transfer, users went to the Bump website on their computer and bump the smartphone on the computer keyboard's space bar. == History == The underlying idea of a synchronous gesture like bumping two devices for content transfer or pairing them was first conceived by Ken Hinkley of Microsoft Research in 2003. This idea was presented at a user interface and technology conference that same year. The paper proposed the use of accelerometers and a bumping gesture of two devices to enable communication, screen sharing and content transfer between them. Similar to this original concept, the idea for Bump app was conceived by David Lieb, a former employee of Texas Instruments, while he was attending the University of Chicago Booth School of Business for his MBA. While going through the orientation and meeting process of business school, he became frustrated by constantly entering contact information into his iPhone and felt that the process could be improved. His fellow Texas Instruments employees Andy Huibers and Jake Mintz, who was a classmate of Lieb's at the University of Chicago's MBA program, joined Lieb to form Bump Technologies. Bump Technologies launched in 2008 and is located in Mountain View, CA. Early funding for the project was provided by startup incubator Y Combinator, Sequoia Capital and other angel investors. It gained attention at the CTIA international wireless conference, due to its accessibility and novelty factor. In October 2009, Bump received $3.4m in Series A funding followed in January 2011 with a $16m series B financing round led by Andreessen Horowitz. Silicon Valley venture capitalist Marc Andreessen sits on the company's board. The Bump app debuted in the Apple iOS App Store in March 2009 and was “one of the apps that helped to define the iPhone” (Harry McCracken, Technologizer). It soon became the billionth download on Apple's App Store. An Android version launched in November 2009. By the time Bump 3.0 for iOS was released in February 2012, the app had been installed 77 million times, with users sharing more than 2 million photos daily. As of February 2013, there had been 125 million Bump app downloads. == Other apps created by Bump Technologies == Bump Technologies worked with PayPal in March 2010 to create a PayPal iPhone application. The application, which allows two users to automatically activate an Internet transfer of money between their accounts, found widespread adoption. A similar version was released for Android in August 2010. The Bump capability in PayPal's apps was removed in March 2012. At that time, Bump Technologies released Bump Pay, an iOS app that lets users transfer money via PayPal by physically bumping two smartphones together. The tool was originally created for the Bump team to use when splitting up restaurant bills. The payment feature was not added to the Bump app because the company “wanted to make it as simple as possible so people understand how this works,” Lieb told ABC News. Bump Pay was the first app from the company's Bump Labs initiative. A goal of Bump Labs is to test new app ideas that may not fit within the main Bump app. ING Direct added a feature to its iPhone app in 2011 that lets users transfer money to each other using Bump's technology. The feature was later added to its Android app, now called Capital One 360. In July 2012, Bump Technologies released Flock, an iPhone photo sharing app. An Android version was released in December 2012. Using geolocation data embedded in photos and a user's Facebook connections, Flock finds pictures the user takes while out with friends and family and puts everyone's photos from that event into a single shared album. Users receive a push notification after the event, asking if they want to share their photos with friends who were there in the moment. The app will also scan previous photos in the iPhone camera roll and uncover photos that have yet to be shared. If location services were enabled at the time a photo was taken, Flock allows users to create an album of photos from the past with the friends who were there with them. == Acquisition by Google == On September 16, 2013, Bump Technologies announced that it had been acquired by Google. On December 31, 2013, they broke the news that both Bump and Flock would be discontinued so that the team could focus on new projects at Google. The apps were removed from the App Store and Google Play on January 31, 2014. The company subsequently deleted all user data and shut down their servers, thus rendering existing installations of the apps inoperable.

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  • TAPPS2

    TAPPS2

    TAPPS2 (Technische Alternative Planungs- und Programmier-System) is a tool used for developing the program logic for the universal, heating and solar thermal controllers by Austrian manufacturer Technische Alternative. Its primary usecase is defining the exact reaction of the controller to a certain event. Other than its predecessor, TAPPS, which could only be used to program controllers of type UVR1611, TAPPS2 is mainly used to program the UVR16x2 and RSM610 controllers, as well as several extension modules. == Development == Development in TAPPS2 is done on a vector-based drawing surface using components that can be placed via drag and drop. The components, which can be separated into inputs, functions and outputs are then being connected according to their individual features. Available components vary according to the current solar thermal control unit.

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  • Automated dispensing cabinet

    Automated dispensing cabinet

    An automated dispensing cabinet (ADC), also called a unit-based cabinet (UBC), automated dispensing device (ADD), or automated dispensing machine (ADM)[1], is a computerized medicine cabinet for hospitals and healthcare settings. ADCs allow medications to be stored and dispensed near the point of care while controlling and tracking drug distribution. == Overview == Hospital pharmacies have provided medications for patients by filling patient-specific cassettes of unit-dose medications that were then delivered to the nursing unit and stored in medication cabinets or carts. ADCs, originally designed for hospital use, were introduced in hospitals in the 1980s and have facilitated the transition to alternative delivery models and more decentralized medication distribution systems.[2] Implementing automated dispensing cabinets as part of a decentralized or hybrid medication distribution system can improve patient safety and the accountability of the inventory, streamline certain billing processes. However, in the 2000s, the technology began to be deployed into other care settings where medication doses were stored onsite, and higher security methods were needed to control inventory, access, and dispensing of each patient dose. Settings that now deploy ADCs include long-term care facilities, hospice, critical access hospitals, surgery centers, group homes, residential care facilities, rehab and psych environments, animal health, dental clinics, and nursing education simulation. These diverse care settings share a common need to safely store, account for, and dispense individual doses of medications, especially narcotics and high-value medications, at the point of care.[3] ADCs track user access and dispensed medications, and their use can improve control over medication inventory. The real-time inventory reports generated by many cabinets can simplify the filling process and help the pharmacy track expired drugs. Furthermore, by restricting individual drugs – such as high-risk medications and controlled substances – to unique drawers within the cabinet, overall inventory management, patient safety, and medication security can be improved. Automated dispensing cabinets allow the pharmacy department to profile physician orders before they are dispensed.[4] ADCs can also enable providers to record medication charges upon dispensing, reducing the billing paperwork the pharmacy is responsible for. In addition, nurses can note returned medications using the cabinets' computers, enabling direct credits to patients' accounts. Since automated cabinets can be located on the nursing unit floor, nursing have speedier access to a patient's medications. Also, shorter waiting time ensures improved patient comfort and care.[5] == Role of automated dispensing in healthcare == Automated dispensing is a pharmacy practice in which a device dispenses medications and fills prescriptions. ADCs, which can handle many different medications, are available from a number of manufacturers such as BD, ARxIUM, and Omnicell. Though members of the pharmacy community have been utilizing automation technology since the 1980s, companies are constantly improving ADCs to meet changing needs and health standards in the industry. Several goals can be met by implementing an automated product in a healthcare facility. Patient safety can be ensured with the use of ADC technology such as barcoding. Anesthesia ADCs in operating rooms and perioperative areas may include label printing to prevent mix-ups such as errors between morphine and hydromorphone, two different opioid analgesics that frequently get confused. These systems also communicate with the pharmacy and its information management system to track medications removed and support inventory replenishment. == Key features == ADCs are like automated teller machines whose specific technologies such as barcode scanning and clinical decision support can improve medication safety. Some have metal locking drawers for added security and some have automated single-dose dispensing to prevent the need for a blind count each time a controlled substance is accessed. Over the years, ADCs have been adapted to facilitate compliance with emerging regulatory requirements such as pharmacy review of medication orders and safe practice recommendations. ADCs incorporate advanced software and electronic interfaces to synthesize high-risk steps in the medication use process. These unit-based medication repositories provide computer-controlled storage, dispensation, tracking, and documentation of medication distribution in the resident care unit. Since automated dispensing cabinets are not located in the pharmacy, they are considered "decentralized" medication distribution systems. Instead, they can be found at the point of care on the resident care unit. Tracking of the stocking and distribution process can occur by interfacing the unit with a central pharmacy computer. These cabinets can also be interfaced with other external databases such as resident profiles, the facility's admission/discharge/transfer system, and billing systems. Most ADC providers offer scalable systems since several important factors vary widely by facility such as budget, physical room size, patient population/demographics, type of healthcare facility, etc.

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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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