AI Content On Youtube

AI Content On Youtube — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Expectation propagation

    Expectation propagation

    Expectation propagation (EP) is a technique in Bayesian machine learning. EP finds approximations to a probability distribution. It uses an iterative approach that uses the factorization structure of the target distribution. It differs from other Bayesian approximation approaches such as variational Bayesian methods. More specifically, suppose we wish to approximate an intractable probability distribution p ( x ) {\displaystyle p(\mathbf {x} )} with a tractable distribution q ( x ) {\displaystyle q(\mathbf {x} )} . Expectation propagation achieves this approximation by minimizing the Kullback–Leibler divergence K L ( p | | q ) {\displaystyle \mathrm {KL} (p||q)} . Variational Bayesian methods minimize K L ( q | | p ) {\displaystyle \mathrm {KL} (q||p)} instead. If q ( x ) {\displaystyle q(\mathbf {x} )} is a Gaussian N ( x | μ , Σ ) {\displaystyle {\mathcal {N}}(\mathbf {x} |\mu ,\Sigma )} , then K L ( p | | q ) {\displaystyle \mathrm {KL} (p||q)} is minimized with μ {\displaystyle \mu } and Σ {\displaystyle \Sigma } being equal to the mean of p ( x ) {\displaystyle p(\mathbf {x} )} and the covariance of p ( x ) {\displaystyle p(\mathbf {x} )} , respectively; this is called moment matching. == Applications == Expectation propagation via moment matching plays a vital role in approximation for indicator functions that appear when deriving the message passing equations for TrueSkill.

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  • JasPer

    JasPer

    JasPer is a computer software project to create a reference implementation of the codec specified in the JPEG-2000 Part-1 standard (i.e. ISO/IEC 15444-1) - started in 1997 at Image Power Inc. and at the University of British Columbia. It consists of a C library and some sample applications useful for testing the codec. The copyright owner began licensing the code to the public under an MIT License-style license in 2004 in response to requests from the open-source community. As of 2011 JasPer operated as a component of many software projects, both free and proprietary, including (but not limited to) netpbm (as of release 10.12), ImageMagick and KDE (as of version 3.2). As of 22 June 2010 the GEGL graphics library supported JasPer in its latest Git versions. In a series of objective JPEG-2000-compression quality tests conducted in 2004, "JasPer was the best codec, closely followed by IrfanView and Kakadu". However, Jasper remains one of the slowest implementations of the JPEG-2000 codec, as it was designed for reference, not performance. == Etymology == The name "JasPer" has simultaneous connotations with Canada's Jasper National Park, with the semi-precious gemstone, jasper, and with "JP" as an abbreviation of the JPEG-2000 standard.

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  • EasyA

    EasyA

    EasyA is a web3 technology company and education platform based in London (United Kingdom), founded in 2022 by Phil Kwok and Dom Kwok. EasyA was officially launched in 2022, focusing on web3 technologies. This community was influenced by the founders' experiences during the COVID-19 pandemic and early collaborations with universities and other educational institutions. Subsequently, the community was used as a foundation for developing Web3-related initiatives, including the organisation of EasyA's first Web3 hackathon in 2022. The EasyA app has over one million users and provides educational content on various blockchain technologies. EasyA Labs is a separate initiative focused on developing products intended to improve accessibility to cryptocurrency for a broader audience.

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  • Clubhouse (app)

    Clubhouse (app)

    Clubhouse is an American social audio app for iOS and Android developed by Alpha Exploration Co. that enables users to participate in real-time, audio-only communication within virtual "rooms". Launched in March 2020 by Paul Davison and Rohan Seth, the platform is characterized by its "drop-in" nature, where users can join live discussions on a wide range of topics as either listeners or speakers. The application gained attention in early 2021, operating on an invite-only model and featuring appearances from public figures such as Elon Musk, Oprah Winfrey, and Mark Zuckerberg. During this period, Clubhouse reached a reported valuation of approximately $4 billion and contributed to the expansion of similar social audio features like Twitter Spaces and Spotify Greenroom. The app later expanded to Android in May 2021 and removed its waitlist in July 2021, opening access to the general public. == History == Clubhouse began as an invite only social media startup by Paul Davison and Rohan Seth in Fall 2019. Originally designed for podcasts with the name Talkshow, the app was rebranded as "Clubhouse" and officially released for the iOS operating system in March 2020 and as of May 2021 the Android systems as well. Clubhouse was valued at $100 million after receiving funding from notable angel investors. These investors included Ryan Hoover (Founder, Product Hunt), Balaji Srinivasan (Former CTO, Coinbase), James Beshara (Co-Founder, Tilt.com), and several venture capitalists, including a $12 million Series A investment from the venture capital firm, Andreessen Horowitz, in May 2020. The app gained popularity in the early months of the COVID-19 pandemic. It had 600,000 registered users by December 2020. In January 2021, CEO Paul Davison announced that the active weekly user base on the app consisted of approximately 2 million individuals. The company announced that it would start working on an Android version of the app. In that month, the app became widely used in Germany when German podcast hosts Philipp Klöckner and Philipp Gloeckler began an invite-chain over a Telegram group. It brought German influencers, journalists, and politicians to the platform. Clubhouse raised their Series B at a $1 billion valuation. On February 1, 2021, Clubhouse had an estimated 3.5 million downloads on a global level which grew rapidly to 8.1 million downloads by February 15. This significant growth in popularity was because celebrities such as Elon Musk and Mark Zuckerberg made appearances on the app. In the same month, Clubhouse hired an Android Software Developer. A year after the app's release, the number of weekly active users was greater than 10 million, but the user base declined 21% during three weeks from late February to early March. This decline was reportedly caused by a decrease in the number of Clubhouse users after its initial release. During its initial roll out, the app was accessible only by invitation, and invitation codes on eBay were selling at up to $400. On April 5, 2021, Clubhouse partnered with Stripe to launch its first monetizing feature called Clubhouse Payments. Although testing began with only 1,000 users, after a week, the company rolled out the functionality to another 60,000 or more users in the US. In the same month, Twitter entered in discussions to purchase Clubhouse for $4 billion. The talks ended with no acquisition. Later, the company raised their Series C round of funding at a $4 billion valuation. The app also received interest in a partnership, with the National Football League announcing a content deal that month; Twitter Spaces later poached Clubhouse's exclusive NFL deal with 20 official NFL Spaces scheduled for the 2021-22 season. Finally, On May 9, 2021, Clubhouse launched a beta version of the Android app for users in the US, and on May 21, 2021, Clubhouse became available worldwide for Android users. In July 2021, Clubhouse announced a partnership with TED to offer exclusive talks. and on July 21, 2021, the company discarded its invitation system and made the application available to all, though a wait list for registration was still applied in order to manage new traffic. As of the time of the announcement, the company stated it had 10 million users on the wait list. On September 23, 2021, the company announced a new feature named "Wave". In October 2021, Clubhouse rolled out new features called "Replays and Clips". In April 2023, the company announced it was reducing its staff by half amid a "resetting" due to post-pandemic market shifts. == Features == === Rooms === The primary feature of Clubhouse is real-time virtual "rooms" in which users can communicate with each other via audio. Rooms are divided into different categories based on levels of privacy. Moderator roles are denoted by a green star that appears next to the user's name. When a user joins a room, they are initially assigned to the role of a "listener" and cannot unmute themselves. Listeners can notify the moderators of their intent to join the stage and speak by clicking on the "raise hand" icon. Users who are invited to the stage become "speakers" and can unmute themselves. Users can exit a room by tapping the "leave quietly" button or with the help of peace sign emoji. === Houses === In August 2022, Clubhouse announced a feature called Houses, an invite-based version of the rooms. === Events === A lot of conversations in Clubhouse are of spontaneous nature. However, users can schedule conversations by creating events. While scheduling an event, users can first name the event and then set the date and time at which the conversation will begin. Users can also add co-hosts to help moderate the event. Once the event has been created, it is added to the Clubhouse "bulletin". The bulletin shows upcoming scheduled events and allows users to set notifications for events by clicking the bell icon corresponding to the event. Users can access the bulletin by clicking on the calendar icon at the top of the home page. === Clubs === At the Clubhouse, clubs are user communities that regularly discuss a common interest. Many clubs are present in Clubhouse which represents a wide array of topics. Users can find clubs by name under the search tab. A club consists of three categories of users: "Admin", "Leader", and "Member". Members can create private rooms and invite more users into the club. Leaders have all the privileges of a member. Apart from that, they are authorized to create/schedule club-branded open rooms. An admin can modify club settings, add/delete users, change user privileges and create/schedule any type of room. There are three types of clubs: "Open", "By Approval", and "Closed" for membership. Any user can join an open club by pressing the "Join The Club" button on the club profile. In case of approval, users need to apply and wait for membership by clicking the "Apply To Join" button on the club profile. The admins of the respective club are privileged to accept or reject the user's request. In a closed club, membership is limited to users selected by the club admin. All users of a club will be notified when a public room within the club is created. The club creation is restricted to active users and whoever creates the club will become the club admin. Eligible users can create a club by going to their profile, press the "+" sign present in the "Member of" section. Clubs in which a user is a member are shown on their profile page. The first club to half a million members was the Human Behavior Club founded by The Digital Doctor (Dr. Sohaib Imtiaz). === Backchannel === Backchannel is the messaging function which allows users to interact individually or within a group via text. The Backchannel feature was initially leaked on June 18, 2021, in response to the launch of Spotify Greenroom. This is notable step because, until this point, Clubhouse was voice only with no way to hyperlink or message. It was entirely dependent on Instagram and Twitter for text messaging. The feature was initially leaked in the App Store, which the company says was an accident on Twitter. A month later, after multiple failed attempts, the Clubhouse Backchannel finally launched on July 14, 2021. === Explore === The homepage of Clubhouse provides access to ongoing chat rooms, which are recommended based on the people and clubs that are followed by the user. As the users tap on the magnifying glass icon, they will be redirected to the explore page. On that page, users can search for people and clubs to follow and also find conversations categorized by topics. === Clubhouse Payments === This is the direct payment service provided by the app, which allows users to send money to content creators. It includes those users who had enabled this functionality in their profile. Money can be sent from users to the creator by clicking on their profile. Press "Send Money" then enter the amount you want to send. When a user does this for the first time, they'll be prompted to reg

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  • Resolution enhancement technology

    Resolution enhancement technology

    Resolution enhancement technology (RET) is a form of image processing technology used to manipulate dot characteristics popular among laser printer and inkjet printer manufacturers. Closely related RET techniques are also used in VLSI photolithography manufacturing technology, in particular in relation to 90 nanometre technology. Resolution refers to the sharpness of image detail, smoothness of curved lines, and the faithful reproduction of an image. In both cases, RET uses pre-compensation of the image in order to try to mitigate the effects of the printing process. Among the major issues in RET in VLSI technology are the fundamental properties of a wave: amplitude, phase, and direction.

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  • Multisample anti-aliasing

    Multisample anti-aliasing

    Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. It is an optimization of supersampling, where only the necessary parts are sampled more. Jaggies are only noticed in a small area, so the area is quickly found, and only that is anti-aliased. == Definition == The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing (FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate the fragment program once per pixel, and only "truly" supersample the depth and stencil values. (This is not the same as supersampling but, by the OpenGL 1.5 specification, the definition had been updated to include fully supersampling implementations as well.) In graphics literature in general, "multisampling" refers to any special case of supersampling where some components of the final image are not fully supersampled. The lists below refer specifically to the ARB_multisample definition. == Description == In supersample anti-aliasing, multiple locations are sampled within every pixel, and each of those samples is fully rendered and combined with the others to produce the pixel that is ultimately displayed. This is computationally expensive, because the entire rendering process must be repeated for each sample location. It is also inefficient, as aliasing is typically only noticed in some parts of the image, such as the edges, whereas supersampling is performed for every single pixel. In multisample anti-aliasing, if any of the multi sample locations in a pixel is covered by the triangle being rendered, a shading computation must be performed for that triangle. However this calculation only needs to be performed once for the whole pixel regardless of how many sample positions are covered; the result of the shading calculation is simply applied to all of the relevant multi sample locations. In the case where only one triangle covers every multi sample location within the pixel, only one shading computation is performed, and these pixels are little more expensive than (and the result is no different from) the non-anti-aliased image. This is true of the middle of triangles, where aliasing is not an issue. (Edge detection can reduce this further by explicitly limiting the MSAA calculation to pixels whose samples involve multiple triangles, or triangles at multiple depths.) In the extreme case where each of the multi sample locations is covered by a different triangle, a different shading computation will be performed for each location and the results then combined to give the final pixel, and the result and computational expense are the same as in the equivalent supersampled image. The shading calculation is not the only operation that must be performed on a given pixel; multisampling implementations may variously sample other operations such as visibility at different sampling levels. == Advantages == The pixel shader usually only needs to be evaluated once per pixel for every triangle covering at least one sample point. The edges of polygons (the most obvious source of aliasing in 3D graphics) are anti-aliased. Since multiple subpixels per pixel are sampled, polygonal details smaller than one pixel that might have been missed without MSAA can be captured and made a part of the final rendered image if enough samples are taken. == Disadvantages == === Alpha testing === Alpha testing is a technique common to older video games used to render translucent objects by rejecting pixels from being written to the framebuffer. If the alpha value of a translucent fragment (pixel) is below a specified threshold, it will be discarded. Because this is performed on a pixel by pixel basis, the image does not receive the benefits of multi-sampling (all of the multisamples in a pixel are discarded based on the alpha test) for these pixels. The resulting image may contain aliasing along the edges of transparent objects or edges within textures, although the image quality will be no worse than it would be without any anti-aliasing. Translucent objects that are modelled using alpha-test textures will also be aliased due to alpha testing. This effect can be minimized by rendering objects with transparent textures multiple times, although this would result in a high performance reduction for scenes containing many transparent objects. === Aliasing === Because multi-sampling calculates interior polygon fragments only once per pixel, aliasing and other artifacts will still be visible inside rendered polygons where fragment shader output contains high frequency components. === Performance === While less performance-intensive than SSAA (supersampling), it is possible in certain scenarios (scenes heavy in complex fragments) for MSAA to be multiple times more intensive for a given frame than post processing anti-aliasing techniques such as FXAA, SMAA and MLAA. Early techniques in this category tend towards a lower performance impact, but suffer from accuracy problems. More recent post-processing based anti-aliasing techniques such as temporal anti-aliasing (TAA), which reduces aliasing by combining data from previously rendered frames, have seen the reversal of this trend, as post-processing AA becomes both more versatile and more expensive than MSAA, which cannot antialias an entire frame alone. == Sampling methods == === Point sampling === In a point-sampled mask, the coverage bit for each multisample is only set if the multisample is located inside the rendered primitive. Samples are never taken from outside a rendered primitive, so images produced using point-sampling will be geometrically correct, but filtering quality may be low because the proportion of bits set in the pixel's coverage mask may not be equal to the proportion of the pixel that is actually covered by the fragment in question. === Area sampling === Filtering quality can be improved by using area sampled masks. In this method, the number of bits set in a coverage mask for a pixel should be proportionate to the actual area coverage of the fragment. This will result in some coverage bits being set for multisamples that are not actually located within the rendered primitive, and can cause aliasing and other artifacts. == Sample patterns == === Regular grid === A regular grid sample pattern, where multisample locations form an evenly spaced grid throughout the pixel, is easy to implement and simplifies attribute evaluation (i.e. setting subpixel masks, sampling color and depth). This method is computationally expensive due to the large number of samples. Edge optimization is poor for screen-aligned edges, but image quality is good when the number of multisamples is large. === Sparse regular grid === A sparse regular grid sample pattern is a subset of samples that are chosen from the regular grid sample pattern. As with the regular grid, attribute evaluation is simplified due to regular spacing. The method is less computationally expensive due to having a fewer samples. Edge optimization is good for screen aligned edges, and image quality is good for a moderate number of multisamples. === Stochastic sample patterns === A stochastic sample pattern is a random distribution of multisamples throughout the pixel. The irregular spacing of samples makes attribute evaluation complicated. The method is cost efficient due to low sample count (compared to regular grid patterns). Edge optimization with this method, although sub-optimal for screen aligned edges. Image quality is excellent for a moderate number of samples. == Quality == Compared to supersampling, multisample anti-aliasing can provide similar quality at higher performance, or better quality for the same performance. Further improved results can be achieved by using rotated grid subpixel masks. The additional bandwidth required by multi-sampling is reasonably low if Z and colour compression are available. Most modern GPUs support 2×, 4×, and 8× MSAA samples. Higher values result in better quality, but are slower.

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  • Normalization (image processing)

    Normalization (image processing)

    In image processing, normalization is a process that changes the range of pixel intensity values, a kind of intensity mapping. Applications include photographs with poor contrast due to glare, for example. A typical case is contrast stretching. In more general fields of data processing, such as digital signal processing, it is referred to as dynamic range expansion. The purpose of dynamic range expansion in the various applications is usually to bring the image, or other type of signal, into a range that is more familiar or normal to the senses, hence the term normalization. Often, the motivation is to achieve consistency in dynamic range for a set of data, signals, or images to avoid mental distraction or fatigue. For example, a newspaper will strive to make all of the images in an issue share a similar range of grayscale. Auto-normalization in image processing software typically normalizes to the full dynamic range of the number system specified in the image file format. == Definition == Normalization transforms an n-dimensional grayscale image I : { X ⊆ R n } → { Min , . . , Max } {\displaystyle I:\{\mathbb {X} \subseteq \mathbb {R} ^{n}\}\rightarrow \{{\text{Min}},..,{\text{Max}}\}} with intensity values in the range ( Min , Max ) {\displaystyle ({\text{Min}},{\text{Max}})} , into a new image I N : { X ⊆ R n } → { newMin , . . , newMax } {\displaystyle I_{N}:\{\mathbb {X} \subseteq \mathbb {R} ^{n}\}\rightarrow \{{\text{newMin}},..,{\text{newMax}}\}} with intensity values in the range ( newMin , newMax ) {\displaystyle ({\text{newMin}},{\text{newMax}})} . The linear normalization of a grayscale digital image is performed according to the formula I N = ( I − Min ) newMax − newMin Max − Min + newMin {\displaystyle I_{N}=(I-{\text{Min}}){\frac {{\text{newMax}}-{\text{newMin}}}{{\text{Max}}-{\text{Min}}}}+{\text{newMin}}} For example, if the intensity range of the image is 50 to 180 and the desired range is 0 to 255 the process entails subtracting 50 from each of pixel intensity, making the range 0 to 130. Then each pixel intensity is multiplied by 255/130, making the range 0 to 255. Normalization might also be non-linear, as the relationship between I {\displaystyle I} and I N {\displaystyle I_{N}} may not be linear. An example of non-linear normalization is when the normalization follows a sigmoid function, in which case the normalized image is computed according to the formula I N = ( newMax − newMin ) 1 1 + e − I − β α + newMin {\displaystyle I_{N}=({\text{newMax}}-{\text{newMin}}){\frac {1}{1+e^{-{\frac {I-\beta }{\alpha }}}}}+{\text{newMin}}} Where α {\displaystyle \alpha } defines the width of the input intensity range, and β {\displaystyle \beta } defines the intensity around which the range is centered. Gamma correction (log/inverse log) is also a common transformation function. === Colorspace === Intensity operations generally operate on a colorspace that maps to the human perception of lightness without intentionally changing the other properties. This can be done, for example, by operating on the L component of the CIELAB color space, or approximately by operating on the Y component of YCbCr. It is also possible to operate on each of the RGB color channels, though the result will not always make sense. == Contrast stretching == This is the most significant and essential technique of spatial-based image enhancement. The basic intent of this contrast enhancement technique is to adjust the local contrast in the image so as to bring out the clear regions or objects in the image. Low-contrast images often result from poor or non-uniform lighting conditions, a limited dynamic range of the imaging sensor, or improper settings of the lens aperture. This operation tries to change the intensity of the pixel in the image, particularly in the input image, to obtain an enhanced image. It is based on the number of techniques, namely local, global, dark and bright levels of contrast. The contrast enhancement is considered as the amount of color or gray differentiation that lies among the different features in an image. The contrast enhancement improves the quality of image by increasing the luminance difference between the foreground and background. A contrast stretching transformation can be achieved by: Stretching the dark range of input values into a wider range of output values: This involves increasing the brightness of the darker areas in the image to enhance details and improve visibility. Shifting the mid-range of input values: This involves adjusting the brightness levels of the mid-tones in the image to improve overall contrast and clarity. Compressing the bright range of input values: This process involves reducing the brightness of the brighter areas in the image to prevent overexposure resulting in a more balanced and visually appealing image. It can be described as the following piecewise funciton: I N = { s 1 r 1 I if I < r 1 s 2 − s 1 r 1 − r 2 ( I − r 1 ) if r 1 ≤ I ≤ r 2 1 − s 2 1 − r 2 ( I − r 2 ) if I > r 2 {\displaystyle I_{N}={\begin{cases}{\frac {s_{1}}{r_{1}}}I&{\text{if }}Ir_{2}\end{cases}}} Where: ( r 1 , s 1 ) {\displaystyle (r_{1},s_{1})} defines the transition point between the "dark" range to the "main" range. ( r 2 , s 2 ) {\displaystyle (r_{2},s_{2})} defines the transition point between the "main" range to the "bright" range. A typical linear stretch is obtained when ( r 1 , s 1 ) = ( r min , 0 ) {\displaystyle (r_{1},s_{1})=(r_{\text{min}},0)} and ( r 2 , s 2 ) = ( r max , 1 ) {\displaystyle (r_{2},s_{2})=(r_{\text{max}},1)} , where r min {\displaystyle r_{\text{min}}} and r max {\displaystyle r_{\text{max}}} denote the minimum and maximum levels in the source image. === Global contrast stretching === Global Contrast Stretching considers all color palate ranges at once to determine the maximum and minimum values for the entire RGB color image. This approach utilizes the combination of RGB colors to derive a single maximum and minimum value for contrast stretching across the entire image. === Local contrast stretching === Local contrast stretching (LCS) is an image enhancement method that focuses on locally adjusting each pixel's value to improve the visualization of structures within an image, particularly in both the darkest and lightest portions. It operates by utilizing sliding windows, known as kernels, which traverse the image. The central pixel within each kernel is adjusted using the following formula: I p ( x , y ) = 255 × [ I 0 ( x , y ) − m i n ] ( m a x − m i n ) {\displaystyle I_{p}(x,y)=255\times {\frac {[I_{0}(x,y)-min]}{(max-min)}}} Where: Ip(x,y) is the color level for the output pixel (x,y) after the contrast stretching process. I0(x,y) is the color level input for data pixel (x, y). max is the maximum value for color level in the input image within the selected kernel. min is the minimum value for color level in the input image within the selected kernel. A piecewise form (see above) may also be used. LCS can be applied to the three color channels of an image separately.

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  • BeHafizh

    BeHafizh

    BeHafizh is a mobile application to assist in the effort to memorize Qur'anic verses. The software runs on the Android operating system. This application was made by a team from Gadjah Mada University (UGM) consisting of Farid Amin Ridwanto, Rian Adam Rajagede and Alfian Try Putranto in order to participate in the National Student Musabaqoh Tilawatil Quran (MTQ) held at University of Indonesia (UI) on 1- August 8, 2015. This application then won a gold medal in the branch of Computer Application Design in the competition. == Features == === Audio Player === Audio player, paragraph can be played repeatedly, with pause, and can be done on a certain range of Quranic verses. === Memorization Test === Memorization testing continues users to improve their memorization. Memorization Recorders improves user's ability to recite Quran. === Colour indicators === === Achievements === === Reminders ===

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  • Rademacher complexity

    Rademacher complexity

    In computational learning theory (machine learning and theory of computation), Rademacher complexity, named after Hans Rademacher, measures richness of a class of sets with respect to a probability distribution. The concept can also be extended to real valued functions. == Definitions == === Rademacher complexity of a set === Given a set A ⊆ R m {\displaystyle A\subseteq \mathbb {R} ^{m}} , the Rademacher complexity of A is defined as follows: Rad ⁡ ( A ) := 1 m E σ [ sup a ∈ A ∑ i = 1 m σ i a i ] {\displaystyle \operatorname {Rad} (A):={\frac {1}{m}}\mathbb {E} _{\sigma }\left[\sup _{a\in A}\sum _{i=1}^{m}\sigma _{i}a_{i}\right]} where σ 1 , σ 2 , … , σ m {\displaystyle \sigma _{1},\sigma _{2},\dots ,\sigma _{m}} are independent random variables drawn from the Rademacher distribution i.e. Pr ( σ i = + 1 ) = Pr ( σ i = − 1 ) = 1 / 2 {\displaystyle \Pr(\sigma _{i}=+1)=\Pr(\sigma _{i}=-1)=1/2} for i ∈ { 1 , 2 , … , m } {\displaystyle i\in \{1,2,\dots ,m\}} , and a = ( a 1 , … , a m ) ∈ A {\displaystyle a=(a_{1},\ldots ,a_{m})\in A} . Some authors take the absolute value of the sum before taking the supremum, but if A {\displaystyle A} is symmetric this makes no difference. === Rademacher complexity of a function class === Let S = { z 1 , z 2 , … , z m } ⊆ Z {\displaystyle S=\{z_{1},z_{2},\dots ,z_{m}\}\subseteq Z} be a sample of points and consider a function class F {\displaystyle {\mathcal {F}}} of real-valued functions over Z {\displaystyle Z} . Then, the empirical Rademacher complexity of F {\displaystyle {\mathcal {F}}} given S {\displaystyle S} is defined as: Rad S ⁡ ( F ) = 1 m E σ [ sup f ∈ F | ∑ i = 1 m σ i f ( z i ) | ] {\displaystyle \operatorname {Rad} _{S}({\mathcal {F}})={\frac {1}{m}}\mathbb {E} _{\sigma }\left[\sup _{f\in {\mathcal {F}}}\left|\sum _{i=1}^{m}\sigma _{i}f(z_{i})\right|\right]} This can also be written using the previous definition: Rad S ⁡ ( F ) = Rad ⁡ ( F ∘ S ) {\displaystyle \operatorname {Rad} _{S}({\mathcal {F}})=\operatorname {Rad} ({\mathcal {F}}\circ S)} where F ∘ S {\displaystyle {\mathcal {F}}\circ S} denotes function composition, i.e.: F ∘ S := { ( f ( z 1 ) , … , f ( z m ) ) ∣ f ∈ F } {\displaystyle {\mathcal {F}}\circ S:=\{(f(z_{1}),\ldots ,f(z_{m}))\mid f\in {\mathcal {F}}\}} The worst case empirical Rademacher complexity is Rad ¯ m ( F ) = sup S = { z 1 , … , z m } Rad S ⁡ ( F ) {\displaystyle {\overline {\operatorname {Rad} }}_{m}({\mathcal {F}})=\sup _{S=\{z_{1},\dots ,z_{m}\}}\operatorname {Rad} _{S}({\mathcal {F}})} Let P {\displaystyle P} be a probability distribution over Z {\displaystyle Z} . The Rademacher complexity of the function class F {\displaystyle {\mathcal {F}}} with respect to P {\displaystyle P} for sample size m {\displaystyle m} is: Rad P , m ⁡ ( F ) := E S ∼ P m [ Rad S ⁡ ( F ) ] {\displaystyle \operatorname {Rad} _{P,m}({\mathcal {F}}):=\mathbb {E} _{S\sim P^{m}}\left[\operatorname {Rad} _{S}({\mathcal {F}})\right]} where the above expectation is taken over an identically independently distributed (i.i.d.) sample S = ( z 1 , z 2 , … , z m ) {\displaystyle S=(z_{1},z_{2},\dots ,z_{m})} generated according to P {\displaystyle P} . == Intuition == The Rademacher complexity is typically applied on a function class of models that are used for classification, with the goal of measuring their ability to classify points drawn from a probability space under arbitrary labellings. When the function class is rich enough, it contains functions that can appropriately adapt for each arrangement of labels, simulated by the random draw of σ i {\displaystyle \sigma _{i}} under the expectation, so that this quantity in the sum is maximized. The Rademacher complexity of a set A {\displaystyle A} can be rewritten as Rad ⁡ ( A ) := 1 m E σ [ sup a ∈ A ∑ i = 1 m σ i a i ] = 1 m 2 m ∑ σ ∈ { − 1 / m , + 1 / m } m [ sup a ∈ A ⟨ σ , a ⟩ ] . {\displaystyle \operatorname {Rad} (A):={\frac {1}{m}}\mathbb {E} _{\sigma }\left[\sup _{a\in A}\sum _{i=1}^{m}\sigma _{i}a_{i}\right]={\frac {1}{{\sqrt {m}}2^{m}}}\sum _{\sigma \in \{-1/{\sqrt {m}},+1/{\sqrt {m}}\}^{m}}\left[\sup _{a\in A}\langle \sigma ,a\rangle \right].} Each term in the summation is the farthest distance of the set A {\displaystyle A} from the origin, along a unit-length direction σ {\displaystyle \sigma } . The directions are along the vertices of a hypercube. Thus, we can also write it as Rad ⁡ ( A ) = 1 2 m 1 2 m − 1 ∑ σ ∈ { − 1 / m , + 1 / m } m / { − 1 , + 1 } [ sup a ∈ A ⟨ σ , a ⟩ − inf a ∈ A ⟨ σ , a ⟩ ] {\displaystyle \operatorname {Rad} (A)={\frac {1}{2{\sqrt {m}}}}{\frac {1}{2^{m-1}}}\sum _{\sigma \in \{-1/{\sqrt {m}},+1/{\sqrt {m}}\}^{m}/\{-1,+1\}}\left[\sup _{a\in A}\langle \sigma ,a\rangle -\inf _{a\in A}\langle \sigma ,a\rangle \right]} Here, the set { − 1 / m , + 1 / m } m / { − 1 , + 1 } {\displaystyle \{-1/{\sqrt {m}},+1/{\sqrt {m}}\}^{m}/\{-1,+1\}} denotes half of the vertices of a hypercube, selected so that each diagonal has exactly one vertex selected. In words, this states that 2 m Rad ⁡ ( A ) {\displaystyle 2{\sqrt {m}}\operatorname {Rad} (A)} is precisely the average width of the set A {\displaystyle A} along all diagonal directions of a hypercube. == Examples == A singleton set has 0 width in any direction, so it has Rademacher complexity 0. The set A = { ( 1 , 1 ) , ( 1 , 2 ) } ⊆ R 2 {\displaystyle A=\{(1,1),(1,2)\}\subseteq \mathbb {R} ^{2}} has average width 1 / 2 {\displaystyle 1/{\sqrt {2}}} along the two diagonal directions of the square, so it has Rademacher complexity 1 / 4 {\displaystyle 1/4} . The unit cube [ 0 , 1 ] m {\displaystyle [0,1]^{m}} has constant width m {\displaystyle {\sqrt {m}}} along the diagonal directions, so it has Rademacher complexity 1 / 2 {\displaystyle 1/2} . Similarly, the unit cross-polytope { x ∈ R m : ‖ x ‖ 1 ≤ 1 } {\displaystyle \{x\in \mathbb {R} ^{m}:\|x\|_{1}\leq 1\}} has constant width 2 / m {\displaystyle 2/{\sqrt {m}}} along the diagonal directions, so it has Rademacher complexity 1 / m {\displaystyle 1/m} . == Using the Rademacher complexity == The Rademacher complexity can be used to derive data-dependent upper-bounds on the learnability of function classes. Intuitively, a function-class with smaller Rademacher complexity is easier to learn. === Bounding the representativeness === In machine learning, it is desired to have a training set that represents the true distribution of some sample data S {\displaystyle S} . This can be quantified using the notion of representativeness. Denote by P {\displaystyle P} the probability distribution from which the samples are drawn. Denote by H {\displaystyle H} the set of hypotheses (potential classifiers) and denote by F {\displaystyle {\mathcal {F}}} the corresponding set of error functions, i.e., for every hypothesis h ∈ H {\displaystyle h\in H} , there is a function f h ∈ F {\displaystyle f_{h}\in F} , that maps each training sample (features,label) to the error of the classifier h {\displaystyle h} (note in this case hypothesis and classifier are used interchangeably). For example, in the case that h {\displaystyle h} represents a binary classifier, the error function is a 0–1 loss function, i.e. the error function f h {\displaystyle f_{h}} returns 0 if h {\displaystyle h} correctly classifies a sample and 1 else. We omit the index and write f {\displaystyle f} instead of f h {\displaystyle f_{h}} when the underlying hypothesis is irrelevant. Define: L P ( f ) := E z ∼ P [ f ( z ) ] {\displaystyle L_{P}(f):=\mathbb {E} _{z\sim P}[f(z)]} – the expected error of some error function f ∈ F {\displaystyle f\in {\mathcal {F}}} on the real distribution P {\displaystyle P} ; L S ( f ) := 1 m ∑ i = 1 m f ( z i ) {\displaystyle L_{S}(f):={1 \over m}\sum _{i=1}^{m}f(z_{i})} – the estimated error of some error function f ∈ F {\displaystyle f\in {\mathcal {F}}} on the sample S {\displaystyle S} . The representativeness of the sample S {\displaystyle S} , with respect to P {\displaystyle P} and F {\displaystyle {\mathcal {F}}} , is defined as: Rep P ⁡ ( F , S ) := sup f ∈ F ( L P ( f ) − L S ( f ) ) {\displaystyle \operatorname {Rep} _{P}({\mathcal {F}},S):=\sup _{f\in F}(L_{P}(f)-L_{S}(f))} Smaller representativeness is better, since it provides a way to avoid overfitting: it means that the true error of a classifier is not much higher than its estimated error, and so selecting a classifier that has low estimated error will ensure that the true error is also low. Note however that the concept of representativeness is relative and hence can not be compared across distinct samples. The expected representativeness of a sample can be bounded above by the Rademacher complexity of the function class: If F {\displaystyle {\mathcal {F}}} is a set of functions with range within [ 0 , 1 ] {\displaystyle [0,1]} , then Rad P , m ⁡ ( F ) − ln ⁡ 2 2 m ≤ E S ∼ P m [ Rep P ⁡ ( F , S ) ] ≤ 2 Rad P , m ⁡ ( F ) {\displaystyle \operatorname {Rad} _{P,m}({\mathcal {F}})-{\sqrt {\frac {\ln 2}{2m}}}\leq \mathbb {E} _{S\sim P^{m}}[\operatorname {Rep} _{P}({\

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  • Augment (app)

    Augment (app)

    Augment is an augmented reality SaaS platform that allows users to visualize their products in 3D in real environment and in real-time through tablets or smartphones. The software can be used for retail, e-commerce, architecture, and other purposes. Augment created a mobile app of the same name, used to visualize 3D models in augmented reality and a web application called Augment Manager for 3D content management. The company is based in Paris, France, and was founded in October 2011 by Jean-François Chianetta, Cyril Champier, and Mickaël Jordan. In March 2016, Augment announced €3 million in its series-A round from Salesforce Ventures, which bringing the total funding since launch to $4.7 million. Augment lets businesses and 3D professionals visualize projects in their actual size and environment, on iPhone, iPad, and Android, using the power of augmented reality. Users can print the Augment tracker or create their own tracker to place the 3D models in space and at scale in real time. Common uses of the technology include product presentations, interactive print campaigns and e-Commerce product visualization. Augment has just released its augmented reality SDK solutions for retail and augmented commerce. The SDK solutions, available for both native mobile app and web integrations, allow companies to embed augmented reality product visualization in their existing eCommerce platforms. == Technology == Augment uses the following 3D technologies: Vuforia Augmented Reality SDK OpenGL == Customer cases == Companies such as Coca-Cola, Siemens, Nokia, Nestle, and Boeing are using Augment's solutions. == History == Augment was first created by Jean-François Chianetta in October 2011. Chianetta later teamed up with Cyril Champier and Mickaël Jordan for further development. The co-founding team was among the 12 startups of Season 3 of French accelerator Le Camping. The team raised one million euros (US$1,300,000) in April 2013 and moved its office to Paris. In March 2016, Augment raised US$3M Series A funding from Salesforce and other investors. In 2013, Augment's first service, Boost Business Catalog, was made available to help businesses catalogue and display their product models. Customers can rotate the images in 3D and view augmented content before deciding what to buy. == Awards == "Best Innovation" at Ecommerce Mag Trophy 2013

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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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  • Elowan

    Elowan

    Elowan is a plant-robot cyborg. Using its own internal bioelectrical signals, The plant has a robotic extension that makes it move towards light sources. Electrodes are inserted into the leaves, stem, and ground to detect the faint bioelectrical signals the plant produces. Then they are amplified so the robot can read them. So when the plant "wants" to go to light, the cyborg automatically goes to the nearest light source. Future extensions of the robot could provide: Protection, growth frameworks, and nutrients. Other factors that could make the cyborg move are temperature, soil, and gravity conditions Elowan is one in a series of plant-electronic hybrid experiments.

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  • Weak artificial intelligence

    Weak artificial intelligence

    Weak artificial intelligence (weak AI) is artificial intelligence that implements a limited part of the mind, or, as narrow AI, artificial narrow intelligence (ANI), is focused on one narrow task. Weak AI is contrasted with strong AI, which can be interpreted in various ways: Artificial general intelligence (AGI): a machine with the ability to apply intelligence to any problem, rather than just one specific problem. Artificial superintelligence (ASI): a machine with a vastly superior intelligence to the average human being. Artificial consciousness: a machine that has consciousness, sentience and mind (John Searle uses "strong AI" in this sense). Narrow AI can be classified as being "limited to a single, narrowly defined task. Most modern AI systems would be classified in this category." Artificial general intelligence is conversely the opposite. == Applications and risks == Some examples of narrow AI are AlphaGo, self-driving cars, robot systems used in the medical field, and diagnostic doctors. Narrow AI systems are sometimes dangerous if unreliable. And the behavior that it follows can become inconsistent. It could be difficult for the AI to grasp complex patterns and get to a solution that works reliably in various environments. This "brittleness" can cause it to fail in unpredictable ways. Narrow AI failures can sometimes have significant consequences. It could for example cause disruptions in the electric grid, damage nuclear power plants, cause global economic problems, and misdirect autonomous vehicles. Medicines could be incorrectly sorted and distributed. Also, medical diagnoses can ultimately have serious and sometimes deadly consequences if the AI is faulty or biased. Simple AI programs have already worked their way into society, oftentimes unnoticed by the public. Autocorrection for typing, speech recognition for speech-to-text programs, and vast expansions in the data science fields are examples. Narrow AI has also been the subject of some controversy, including resulting in unfair prison sentences, discrimination against women in the workplace for hiring, resulting in death via autonomous driving, among other cases. Despite being "narrow" AI, recommender systems are efficient at predicting user reactions based on their posts, patterns, or trends. For instance, TikTok's "For You" algorithm can determine a user's interests or preferences in less than an hour. Some other social media AI systems are used to detect bots that may be involved in propaganda or other potentially malicious activities. == Weak AI versus strong AI == John Searle contests the possibility of strong AI (by which he means conscious AI). He further believes that the Turing test (created by Alan Turing and originally called the "imitation game", used to assess whether a machine can converse indistinguishably from a human) is not accurate or appropriate for testing whether an AI is "strong". Scholars such as Antonio Lieto have argued that the current research on both AI and cognitive modelling are perfectly aligned with the weak-AI hypothesis (that should not be confused with the "general" vs "narrow" AI distinction) and that the popular assumption that cognitively inspired AI systems espouse the strong AI hypothesis is ill-posed and problematic since "artificial models of brain and mind can be used to understand mental phenomena without pretending that that they are the real phenomena that they are modelling" (as, on the other hand, implied by the strong AI assumption).

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  • Plotly

    Plotly

    Plotly is a technical computing company headquartered in Montreal, Quebec, that develops online data analytics and visualization tools. Plotly provides online graphing, analytics, and statistics tools for individuals and collaboration, as well as scientific graphing libraries for Python, R, MATLAB, Perl, Julia, Arduino, JavaScript and REST. == History == Plotly was founded by Alex Johnson, Jack Parmer, Chris Parmer, and Matthew Sundquist. The founders' backgrounds are in science, energy, and data analysis and visualization. Early employees include Christophe Viau, a Canadian software engineer and Ben Postlethwaite, a Canadian geophysicist. Plotly was named one of the Top 20 Hottest Innovative Companies in Canada by the Canadian Innovation Exchange. Plotly was featured in "startup row" at PyCon 2013, and sponsored the SciPy 2018 conference. Plotly raised $5.5 million during its Series A funding, led by MHS Capital, Siemens Venture Capital, Rho Ventures, Real Ventures, and Silicon Valley Bank. The Boston Globe and Washington Post newsrooms have produced data journalism using Plotly. In 2020, Plotly was named a Best Place to Work by the Canadian SME National Business Awards, and nominated as Business of the Year. == Products == Plotly offers open-source and enterprise products. Dash is an open-source Python, R, and Julia framework for building web-based analytic applications. Many specialized open-source Dash libraries exist that are tailored for building domain-specific Dash components and applications. Some examples are Dash DAQ, for building data acquisition GUIs to use with scientific instruments, and Dash Bio, which enables users to build custom chart types, sequence analysis tools, and 3D rendering tools for bioinformatics applications. Dash Enterprise is Plotly's paid product for building, testing, deploying, managing and scaling Dash applications organization-wide. Chart Studio Cloud is a free, online tool for creating interactive graphs. It has a point-and-click graphical user interface for importing and analyzing data into a grid and using stats tools. Graphs can be embedded or downloaded. Chart Studio Enterprise is a paid product that allows teams to create, style, and share interactive graphs on a single platform. It offers expanded authentication and file export options, and does not limit sharing and viewing. Data visualization libraries Plotly.js is an open-source JavaScript library for creating graphs and powers Plotly.py for Python, as well as Plotly.R for R, MATLAB, Node.js, Julia, and Arduino and a REST API. Plotly can also be used to style interactive graphs with Jupyter notebook. Figure converters which convert matplotlib, ggplot2, and IGOR Pro graphs into interactive, online graphs. == Data visualization libraries == Plotly provides a collection of supported chart types across several programming languages: == Dash == Dash is a Python framework built on top of React, a JavaScript library. Dash also works for R, and most recently supports Julia. While still described as a Python framework, Python isn't used for the other languages: "... describing Dash as a Python framework misses a key feature of its design: the Python side (the back end/server) of Dash was built to be lightweight and stateless [allowing] multiple back-end languages to coexist on an equal footing". It is possible to integrate D3.js charts as Dash components. Dash provides the default CSS (plus HTML and JavaScript), but for custom styling Dash applications, CSS can be added, or Dash Enterprise used. === Dash Enterprise === Dash Enterprise is Plotly's paid product for building, testing, deploying, managing and scaling Dash applications organization-wide. The product integrates with enterprise IT systems to enable organizations to build, deploy and scale low-code Dash applications. With open-source Dash, analytic applications can be run from a local machine, but cannot be easily accessed by others in the organization. ==== Enterprise IT integration ==== Dash Enterprise installs on cloud environments and on-premises. Amazon Web Services, Google Cloud Platform, and Microsoft Azure are supported, as are multiple Linux on-premises servers. Authentication integrations include LDAP, AD, PKI, Okta, SAML, OAuth2, SSO, and email authentication, and Dash application access is managed through a GUI rather than code. Dash Enterprise connects to major big data backends, including Salesforce, PostgreSQL, Databricks via PySpark, Snowflake, Dask, Datashader, and Vaex. In 2020, Plotly partnered with NVIDIA to integrate Dash with RAPIDS, and NVIDIA participated in Plotly's Series C funding round. ==== Low-code capabilities ==== Dash Enterprise enables low-code development of Dash applications, which is not possible with open-source Dash. Enterprise users can write applications in multiple development environments, including Jupyter Notebook. Dash Enterprise ships with several “development engines” for drag-and-drop application editing, application design, and automated reporting, as well as dozens of artificial intelligence and machine learning application templates. ==== Deployment and scaling ==== Dash application code is deployed to Dash Enterprise using the git-push command. Dash application deployments are containerized to avoid dependency conflicts, and can be embedded in existing web platforms without iframes. Deployed applications can be managed and accessed in a single portal called App Manager, where administrators can control user authentication and view usage analytics. Dash Enterprise scales horizontally with Kubernetes. Jobs queuing, GPU acceleration, and CPU parallelization support high performance computing requirements. Plotly also offers professional services for application development and workshop training.

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  • Echo Lake (software)

    Echo Lake (software)

    Echo Lake (AKA Family Album Creator) was the most notable multimedia software product produced by Delrina, which debuted in June 1995. It was touted internally as a "cross [of] Quark Xpress and Myst". It featured an immersive 3D environment where a user could go to a virtual desktop in a virtual office and assemble video and audio clips along with images, and then print them out as either a virtual book other users of the program could use, or for print. It was a highly innovative product for its time, and ultimately was hampered by the inability of many users able to input their own multimedia content easily into a computer from that period. Creative Wonders bought the rights to the Echo Lake multimedia product, which was re-shaped as an introductory program on multimedia and re-released as Family Album Creator in 1996.

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