AI Art Generators Reviews: What Actually Works in 2026

AI Art Generators Reviews: What Actually Works in 2026

Comparing the best AI art generator? An AI art generator is software that uses machine learning to help you get more done — it lowers the barrier so anyone can produce professional output. Privacy matters too: check whether your data trains the model and whether a no-log or enterprise tier is available. Whether you are a beginner or a pro, the right AI art generator slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

Bitstrips

Bitstrips, Inc. was a Canadian media and technology company based in Toronto, founded in 2007 by Jacob Blackstock, David Kennedy, Shahan Panth, Dorian Baldwin, and Jesse Brown. The company created and offered a web application, Bitstrips.com, which allowed users to create comic strips using personalized avatars, and preset templates and poses. Brown and Blackstock explained that the service was meant to enable self-expression without the need to have artistic skills. Bitstrips was first presented in 2008 at South by Southwest in Austin, Texas, and the service later piloted and launched a version designed for use as educational software. The service achieved increasing prominence following the launch of versions for Facebook and mobile platforms. In 2014, Bitstrips launched a spin-off app known as Bitmoji, which allows users to create personalized stickers for use in instant messaging. In July 2016, Snapchat Inc. announced that it had acquired the company; the Bitstrips comic service was shut down, but Bitmoji remains operational, and has subsequently been given greater prominence within Snapchat's overall platform. == History == Bitstrips was co-developed by Toronto-based comic artist Jacob Blackstock and his high school friend, journalist Jesse Brown. The service was originally envisioned as a means to allow anyone to create their own comic strip without needing artistic skills. Brown explained that "it's so difficult and time-consuming to tell a story in comic book form, drawing the same characters again and again in these tiny little panels, and just the amount of craftsmanship required. And even if you can do it well, which I never could, it takes years to make a story." Brown stated that the service would be "groundwork for a whole new way to communicate", and went as far as describing the service as being a "YouTube for comics". Blackstock explained that the concept of Bitstrips was influenced by his own use of comics as a form of socialization; a student, Blackstock and his friends drew comics featuring each other and shared them during classes. He felt that Bitstrips was a "medium for self-expression", stating that "It's not just about you making the comics, but since you and your friends star in these comics, it's like you're the medium. The visual nature of comics just speaks so much louder than text." The service was publicly unveiled at South by Southwest in 2008. In 2009, the service introduced a version oriented towards the educational market, Bitstrips for Schools, which was initially piloted at a number of schools in Ontario. The service was praised by educators for being engaging to students, especially within language classes. Brown noted that students were using the service to create comics outside of class as well, stating that it was "so gratifying and shocking what people do with your tool to make their own stories in ways that you never would have anticipated. Some of them are just brilliant." In December 2012, Bitstrips launched a version for Facebook; by July 2013, Bitstrips had 10 million unique users on Facebook, having created over 50 million comics. In October 2013, Bitstrips launched a mobile app; in two months, Bitstrips became a top-downloaded app in 40 countries, and over 30 million avatars had been created with it. In November 2013, Bitstrips secured a round of funding from Horizons Ventures and Li Ka-shing. In October 2014, Bitstrips launched Bitmoji, a spin-off app that allows users to create stickers featuring Bitstrips characters in various templates. In July 2016, following unconfirmed reports earlier in the year, Snapchat Inc. announced that it had acquired Bitstrips. The company's staff continue to operate out of Toronto, but the original Bitstrips comic service was shut down in favour of focusing exclusively on Bitmoji, leaving many Bitstrips users to call for a reboot of the comic service.

Pharmacy automation

Pharmacy automation involves the mechanical processes of handling and distributing medications. Any pharmacy task may be involved, including counting small objects (e.g., tablets, capsules); measuring and mixing powders and liquids for compounding; tracking and updating customer information in databases (e.g., personally identifiable information (PII), medical history, drug interaction risk detection); and inventory management. This article focuses on the changes that have taken place in the local, or community pharmacy since the 1960s. == History == Dispensing medications in a community pharmacy before the 1970s was a time-consuming operation. The pharmacist dispensed prescriptions in tablet or capsule form with a simple tray and spatula. Many new medications were developed by pharmaceutical manufacturers at an ever-increasing pace, and medications prices were rising steeply. A typical community pharmacist was working longer hours and often forced to hire staff to handle increased workloads which resulted in less time to focus on safety issues. These additional factors led to use of a machine to count medications. The original electronic portable digital tablet counting technology was invented in Manchester, England between 1967 and 1970 by the brothers John and Frank Kirby. I had the original idea of how the machine would work and it was my patent, but it was a joint effort getting it to work in a saleable form. It was 3 years of very hard work. I had originally studied heavy electrical engineering before changing over to Medical School and qualifying as a Medical Doctor in 1968. In fact I was Senior House (Casualty) Officer (A&E or ER) in 1970 at North Manchester General Hospital when I filed the patent. I must have been the only hospital doctor in Britain with an oscilloscope, a soldering iron and a drawing board in his room in the Doctors' Residence. The housekeepers were bemused by all the wires. Frank originally trained as a Banker but quit to take a job with a local electronics firm during the development. He died in 1987, a terrible loss. [Extract from personal communication received in March 2010 from John Kirby.] Frank and John Kirby and their associate Rodney Lester were pioneers in pharmacy automation and small-object counting technology. In 1967, the Kirbys invented a portable digital tablet counter to count tablets and capsules. With Lester they formed a limited company. In 1970, their invention was patented and put into production in Oldham, England. The tablet counter aided the pharmacy industry with time-consuming manual counting of drug prescriptions. A counting machine consistently counted medications accurately and quickly. This aspect of pharmacy automation was quickly adopted, and innovations emerged every decade to aid the pharmacy industry to deliver medications quickly, safely, and economically. Modern pharmacies have many new options to improve their workflow by using the new technology, and can choose intelligently from the many options available. === Chronology === On 1 January 1971 commercial production of the first portable digital tablet counters in the World began. John Kirby had filed U.K. Patent number GB1358378(A) on 8 September 1970 and U.S. patent number 3789194 on 9 August 1971. These early electronic counters were designed to help pharmacies replace the common (but often inaccurate) practice of counting medications by hand. In 1975, the digital technology was exported to America. In early 1980 a dedicated research, development and production facility was built in Oldham, England at a cost of £500,000. Between 1982 and 1983, two separate development facilities had been created. In America, overseen by Rodney Lester; and in England, overseen by the Kirby brothers. In 1987, Frank Kirby died. In 1989, John Kirby moved his UK facility to Devon, England. A simple to operate machine had been developed to accurately and quickly count prescription medications. Technology improvements soon resulted in a more compact model. The price of such equipment in 1980 was around £1,300. This substantial investment in new technology was a major financial consideration, but the pharmacy community considered the use of a counting machine as a superior method compared to hand-counting medications. These early devices became known as tablet counter, capsule counter, pill counter, or drug counter. The new counting technology replaced manual methods in many industries such as, vitamin and diet supplement manufacturing. Technicians needed a small, affordable device to count and bottle medications. In England and America, the 1980s and 1990s saw new the development of high-speed machines for counting and bottle filling, Like their pharmacy-based counterparts, these industrial units were designed to be fast and simple to operate, yet remain small and cost effective. In America, in the late 1990s/early 2000s a new type of tablet counter appeared. It was simple to use, compact, inexpensive, and had good counting accuracy. At the turn of the millennium technical advances allowed the design of counters with a software verification system. With an onboard computer, displaying photo images of medications to assist the pharmacist or pharmacy technician to verify that the correct medication was being dispensed. In addition, a database for storing all prescriptions that were counted on the device. Between September 2005 and May 2007, American Capital made a major financial investment in Kirby Lester, which then relocated to a larger facility to expand its research and development capabilities. This move added extra space for product research and development facility (R&D). It allowed the opportunity to develop new advanced technology products that met the pharmacy's needs for simple, accurate, and cost-effective ways to dispense prescriptions safely. Pictured here is an early American type of integrated counter and packaging device. This machine was a third generation step in the evolution of pharmacy automated devices. Later models held pre-counted containers of commonly-prescribed medications. == Global variations == In the EU member states legislation was introduced in 1998 which had a major effect on UK Pharmacy operations. It effectively prohibited the use of tablet counters for counting and dispensing bulk packaged tablets. Both usage and sales of the machines in the UK declined rapidly as a result of the introduction of blister packaging for medicines. == Current state of the industry == A tablet counter has become a standard in more than 30,000 sites in 35 countries (as of 2010) (including many non-pharmacy sites, such as manufacturing facilities that use a counting machine as a check for small items). During the 1990s through 2012, numerous new pharmacy automation products came to market. During this timeframe, counting technologies, robotics, workflow management software, and interactive voice recognition (IVR) systems for retail (both chain and independent), outpatient, government, and closed-door pharmacies (mail order and central fill) were all introduced. Additionally, the concept of scalability - of migrating from an entry-level product to the next level of automation (e.g., counting technology to robotics) - was introduced and subsequently launched a new product line in 1997. Pharmacists everywhere are making the switch to automation for its increased speed, greater accuracy, and better security. As the industry evolves and customer expectations grow, automation is becoming less of a luxury and more of a necessity. Especially for independent pharmacies, automation is now a means of keeping up with the competition of large chain pharmacies. == Technological changes and design improvements == Constant developments in technology make the dispensing of prescription medications safer, more accurate and more efficient. In America, in 2008, "next-generation" counting and verification systems were introduced. Based on the counting technology employed in preceding models, later machines included the ability to help the pharmacy operate more effectively. Equipped with a new computer interface to a pharmacy management system, with workflow and inventory software. It also included "checks and balances" to ensure the technician and pharmacist were dispensing the correct medication for each patient. This is something that is important to keep reported correctly when dealing with controlled substances like narcotics. This was a step forward to verify all 100% of prescriptions that were dispensed by pharmacy staff. In America, in 2009, further advanced counters were designed that included the ability to dispense hands-free – a feature that many operators had desired. This allowed pharmacies to automate their most commonly dispensed medications via calibrated cassettes. Thirty of a pharmacy's common medications would now be dispensed automatically. Another new model doubled that throughput via an enclosed robotic mechanism. Robo

Photoanalysis

Photoanalysis (or photo analysis) refers to the study of pictures to compile various types of data, for example, to measure the size distribution of virtually anything that can be captured by photo. Photoanalysis technology has changed the way mines and mills quantify fragmented material. Images are an effective way to document conditions before, after, and even during blasting activities. The technology is advancing at a high rate, and lenses, storage media memory, light sensitivity and resolution have been improving steadily. Today's digital cameras and camcorders include high-resolution optics, compact size, automatic time and date stamps, good battery life, shutters to freeze motion, and computers to autofocus and eliminate jitter using image stabilization. == Mining == Photoanalysis in mining operations can provide an automated system that forewarns a company of potential problems with materials, leading to economies and reduced damage caused from over-sized materials. It can also help determine the effectiveness of blasts. A company can use this technology to monitor materials moving on a conveyor belt in an underground environment, to measure piles left over from a blast, and even measure the amount of material being carried by dump trucks or vessels to a destination. Photoanalysis is being used on SAG mills worldwide to control the size of rock being crushed. Companies are using this technology to determine the size of particles being processed in the SAG Mill.[1] Archived 2009-05-23 at the Wayback Machine Having oversize material entering the SAG mill makes an operation less efficient, costing companies money in electrical and maintenance costs. Photoanalysis technology can eliminate unwanted material before it enters the mill, keeping rock crushing costs low. == Forestry == Wood chip size can affect the overall quality of a product. With automated photoanalysis systems, companies can remove any unwanted wrong-size particles without stopping their mill process. Photoanalysis can affect how efficiently forestry companies operate. In mills worldwide, photoanalysis technology is improving the use of lumber products, cutting back on the amount of trees being used to operate, and saving companies money through quality control optimization.[2] With the current downturn in the North American forestry industry, operators are looking at making their mills more efficient and effective when processing materials. Photoanalysis technology helps identify any weaknesses in the process by continuously monitoring different sections of an operation. == Agriculture == Agricultural companies can, using photoanalysis, monitor conveyor belts of food without contaminating the product by touching it. Other benefits of photoanalysis systems include: Automated removal of any unwanted material on food conveyor Improved quality control for the most important parts of the agricultural process Pinpoint accuracy that helps the efficiency and effectiveness of product handling techniques The importance of photoanalysis technology is being noticed by the agricultural industry as it identifies any unwanted materials going through the process. In an example, if a mouse is on a conveyor of corn, photoanalysis technology would be able to identify the unwanted object and remove it before it contaminates the whole process. == Origins of photoanalysis technology == Photoanalysis technology was created by using the Waterloo Image Enhancement Process in the 1980s. After further development of the imaging process with explosives producer DuPont, engineers Tom Palangio and Takis Katsabanis began selling photoanalysis software commercially. They later renamed the process WipFrag, standing for Waterloo Image Process Fragmentation Today, photoanalysis technology has evolved into stabilized and portable systems that can automatically capture and analyze results instantly. Thousands of these products are currently being used around the world to measure fragmented material. == Photoanalysis equipment photos == == Fragmentation analysis == Fragmentation analysis is becoming a popular term in mining, agricultural and forestry industries. With the majority of money in these industries directed towards the proper sizing of materials, companies are using fragmentation analysis to determine various factors within an operation.[3] The two main ways a company keeps track of fragmented material are through manual and automated sieving procedures. Manual sieving involves extracting a sample of material to analyze the size distribution. The results can be tabulated within two days. Automated sieving is an advanced way of sieving materials running through a process. Without having to extract the material, photoanalysis can take place, allowing for immediate results with pinpoint accuracy. == Blast Fragmentation Software == Operators are using fragmentation analysis to determine the effectiveness of various blasts. With automated sieving technology, workers can track the success of these blasts and receive instant results. Companies are using these results to determine what blasting method yielded the best results for their specific operation. The common variables associated with blast optimization are the provided Particle Size Distribution (PSD) from a shovel fragmentation system, geology including rock type and fracturing, and energy factor. By using photoanalysis the fragmented materials can be monitored, offering pinpoint accuracy and allowing mine operators to make adjustments to future blasting procedures. See Optical Granulometry to view the automated sieving process. == Pre-crushing analysis == Maintenance costs can be significantly reduced if an operation focuses on the fragmentation of the particles passing through their process. Automated sieving systems can detect and help remove any oversize material before it enters the crusher and causes maintenance problems. It also helps determine the effectiveness of the mining process prior to crushing; the sizing of material is always a critical part of operations in the mining, forestry and agricultural industries. Having an analysis taking place at every major point in an operation allows for the proper tracking of material being processed. Engineers can then determine what part of the process needs improving based solely on the size of material. == Post-crushing analysis == Measuring how effective industrial crushers are, can help save a company millions of dollars in energy costs on an annual basis. There are two components that affect a typical crusher: the size of the material inputted, and the speed at which the crusher is moving. If the user can find a perfect balance between these two components, the materials will be crushed to the right size in the shortest time possible. Meeting the material standards set by governments and large companies can be hard. Having a post-crushing analysis taking place ensures that no oversize material gets shipped; eliminating the chance of getting fined for not meeting industry specifications.

Human–robot collaboration

Human-Robot Collaboration is the study of collaborative processes in human and robot agents work together to achieve shared goals. Many new applications for robots require them to work alongside people as capable members of human-robot teams. These include robots for homes, hospitals, and offices, space exploration and manufacturing. Human-Robot Collaboration (HRC) is an interdisciplinary research area comprising classical robotics, human-computer interaction, artificial intelligence, process design, layout planning, ergonomics, cognitive sciences, and psychology. Industrial applications of human-robot collaboration involve Collaborative Robots, or cobots, that physically interact with humans in a shared workspace to complete tasks such as collaborative manipulation or object handovers. == Collaborative Activity == Collaboration is defined as a special type of coordinated activity, one in which two or more agents work jointly with each other, together performing a task or carrying out the activities needed to satisfy a shared goal. The process typically involves shared plans, shared norms and mutually beneficial interactions. Although collaboration and cooperation are often used interchangeably, collaboration differs from cooperation as it involves a shared goal and joint action where the success of both parties depend on each other. For effective human-robot collaboration, it is imperative that the robot is capable of understanding and interpreting several communication mechanisms similar to the mechanisms involved in human-human interaction. The robot must also communicate its own set of intents and goals to establish and maintain a set of shared beliefs and to coordinate its actions to execute the shared plan. In addition, all team members demonstrate commitment to doing their own part, to the others doing theirs, and to the success of the overall task. == Theories Informing Human-Robot Collaboration == Human-human collaborative activities are studied in depth in order to identify the characteristics that enable humans to successfully work together. These activity models usually aim to understand how people work together in teams, how they form intentions and achieve a joint goal. Theories on collaboration inform human-robot collaboration research to develop efficient and fluent collaborative agents. === Belief Desire Intention Model === The belief-desire-intention (BDI) model is a model of human practical reasoning that was originally developed by Michael Bratman. The approach is used in intelligent agents research to describe and model intelligent agents. The BDI model is characterized by the implementation of an agent's beliefs (the knowledge of the world, state of the world), desires (the objective to accomplish, desired end state) and intentions (the course of actions currently under execution to achieve the desire of the agent) in order to deliberate their decision-making processes. BDI agents are able to deliberate about plans, select plans and execute plans. === Shared Cooperative Activity === Shared Cooperative Activity defines certain prerequisites for an activity to be considered shared and cooperative: mutual responsiveness, commitment to the joint activity and commitment to mutual support. An example case to illustrate these concepts would be a collaborative activity where agents are moving a table out the door, mutual responsiveness ensures that movements of the agents are synchronized; a commitment to the joint activity reassures each team member that the other will not at some point drop his side; and a commitment to mutual support deals with possible breakdowns due to one team member's inability to perform part of the plan. === Joint Intention Theory === Joint Intention Theory proposes that for joint action to emerge, team members must communicate to maintain a set of shared beliefs and to coordinate their actions towards the shared plan. In collaborative work, agents should be able to count on the commitment of other members, therefore each agent should inform the others when they reach the conclusion that a goal is achievable, impossible, or irrelevant. == Approaches to Human-Robot Collaboration == The approaches to human-robot collaboration include human emulation (HE) and human complementary (HC) approaches. Although these approaches have differences, there are research efforts to develop a unified approach stemming from potential convergences such as Collaborative Control. === Human Emulation === The human emulation approach aims to enable computers to act like humans or have human-like abilities in order to collaborate with humans. It focuses on developing formal models of human-human collaboration and applying these models to human-computer collaboration. In this approach, humans are viewed as rational agents who form and execute plans for achieving their goals and infer other people's plans. Agents are required to infer the goals and plans of other agents, and collaborative behavior consists of helping other agents to achieve their goals. === Human Complementary === The human complementary approach seeks to improve human-computer interaction by making the computer a more intelligent partner that complements and collaborates with humans. The premise is that the computer and humans have fundamentally asymmetric abilities. Therefore, researchers invent interaction paradigms that divide responsibility between human users and computer systems by assigning distinct roles that exploit the strengths and overcome the weaknesses of both partners. == Key Aspects == Specialization of Roles: Based on the level of autonomy and intervention, there are several human-robot relationships including master-slave, supervisor–subordinate, partner–partner, teacher–learner and fully autonomous robot. In addition to these roles, homotopy (a weighting function that allows a continuous change between leader and follower behaviors) was introduced as a flexible role distribution. Establishing shared goal(s): Through direct discussion about goals or inference from statements and actions, agents must determine the shared goals they are trying to achieve. Allocation of Responsibility and Coordination: Agents must decide how to achieve their goals, determine what actions will be done by each agent, and how to coordinate the actions of individual agents and integrate their results. Shared context: Agents must be able to track progress toward their goals. They must keep track of what has been achieved and what remains to be done. They must evaluate the effects of actions and determine whether an acceptable solution has been achieved. Communication: Any collaboration requires communication to define goals, negotiate over how to proceed and who will do what, and evaluate progress and results. Adaptation and learning: Collaboration over time require partners to adapt themselves to each other and learn from one's partner both directly or indirectly. Time and space: The time-space taxonomy divides human-robot interaction into four categories based on whether the humans and robots are using computing systems at the same time (synchronous) or different times (asynchronous) and while in the same place (collocated) or in different places (non-collocated). Ergonomics: Human factors and ergonomics are one of the key aspects for a sustainable human-robot collaboration. The robot control system can use biomechanical models and sensors to optimize various ergonomic metrics, such as muscle fatigue.

Image subtraction

Image subtraction or pixel subtraction or difference imaging is an image processing technique whereby the digital numeric value of one pixel or whole image is subtracted from another image, and a new image generated from the result. This is primarily done for one of two reasons – levelling uneven sections of an image such as half an image having a shadow on it, or detecting changes between two images. This method can show things in the image that have changed position, brightness, color, or shape. For this technique to work, the two images must first be spatially aligned to match features between them, and their photometric values and point spread functions must be made compatible, either by careful calibration, or by post-processing (using color mapping). The complexity of the pre-processing needed before differencing varies with the type of image, but is essential to ensure good subtraction of static features. This is commonly used in fields such as time-domain astronomy (known primarily as difference imaging) to find objects that fluctuate in brightness or move. In automated searches for asteroids or Kuiper belt objects, the target moves and will be in one place in one image, and in another place in a reference image made an hour or day later. Thus, image processing algorithms can make the fixed stars in the background disappear, leaving only the target. Distinct families of astronomical image subtraction techniques have emerged, operating in both image space or frequency space, with distinct trade-offs in both quality of subtraction and computational cost. These algorithms lie at the heart of almost all modern (and upcoming) transient surveys, and can enable the detection of even faint supernovae embedded in bright galaxies. Nevertheless, in astronomical imaging, significant 'residuals' remain around bright, complex sources, necessitating further algorithmic steps to identify candidates (known as real-bogus classification) The Hutchinson metric can be used to "measure of the discrepancy between two images for use in fractal image processing".

Outline of robotics

The following outline is provided as an overview of and topical guide to robotics: Robotics is a branch of mechanical engineering, electrical engineering and computer science that deals with the design, construction, operation, and application of robots, as well as computer systems for their control, sensory feedback, and information processing. These technologies deal with automated machines that can take the place of humans in dangerous environments or manufacturing processes, or resemble humans in appearance, behaviour, and or cognition. Many of today's robots are inspired by nature contributing to the field of bio-inspired robotics. The word "robot" was introduced to the public by Czech writer Karel Čapek in his play R.U.R. (Rossum's Universal Robots), published in 1920. The term "robotics" was coined by Isaac Asimov in his 1941 science fiction short-story "Liar!" == Nature of robotics == Robotics can be described as: An applied science – scientific knowledge transferred into a physical environment. A branch of computer science – A branch of electrical engineering – A branch of mechanical engineering – Research and development – A branch of technology – == Branches of robotics == Adaptive control – control method used by a controller which must adapt to a controlled system with parameters which vary, or are initially uncertain. For example, as an aircraft flies, its mass will slowly decrease as a result of fuel consumption; a control law is needed that adapts itself to such changing conditions. Aerial robotics – development of unmanned aerial vehicles (UAVs), commonly known as drones, aircraft without a human pilot aboard. Their flight is controlled either autonomously by onboard computers or by the remote control of a pilot on the ground or in another vehicle. Android science – interdisciplinary framework for studying human interaction and cognition based on the premise that a very humanlike robot (that is, an android) can elicit human-directed social responses in human beings. Anthrobotics – science of developing and studying robots that are either entirely or in some way human-like. Artificial intelligence – the intelligence of machines and the branch of computer science that aims to create it. Artificial neural networks – a mathematical model inspired by biological neural networks. Autonomous car – an autonomous vehicle capable of fulfilling the human transportation capabilities of a traditional car Autonomous research robotics – Bayesian network – BEAM robotics – a style of robotics that primarily uses simple analogue circuits instead of a microprocessor in order to produce an unusually simple design (in comparison to traditional mobile robots) that trades flexibility for robustness and efficiency in performing the task for which it was designed. Behavior-based robotics – the branch of robotics that incorporates modular or behavior based AI (BBAI). Bio-inspired robotics – making robots that are inspired by biological systems. Biomimicry and bio-inspired design are sometimes confused. Biomimicry is copying the nature while bio-inspired design is learning from nature and making a mechanism that is simpler and more effective than the system observed in nature. Biomimetic – see Bionics. Biomorphic robotics – a sub-discipline of robotics focused upon emulating the mechanics, sensor systems, computing structures and methodologies used by animals. Bionics – also known as biomimetics, biognosis, biomimicry, or bionical creativity engineering is the application of biological methods and systems found in nature to the study and design of engineering systems and modern technology. Biorobotics – a study of how to make robots that emulate or simulate living biological organisms mechanically or even chemically. Cloud robotics – is a field of robotics that attempts to invoke cloud technologies such as cloud computing, cloud storage, and other Internet technologies centered around the benefits of converged infrastructure and shared services for robotics. Cognitive robotics – views animal cognition as a starting point for the development of robotic information processing, as opposed to more traditional Artificial Intelligence techniques. Clustering – Computational neuroscience – study of brain function in terms of the information processing properties of the structures that make up the nervous system. Robot control – a study of controlling robots Robotics conventions – Data mining Techniques – Degrees of freedom – in mechanics, the degree of freedom (DOF) of a mechanical system is the number of independent parameters that define its configuration. It is the number of parameters that determine the state of a physical system and is important to the analysis of systems of bodies in mechanical engineering, aeronautical engineering, robotics, and structural engineering. Developmental robotics – a methodology that uses metaphors from neural development and developmental psychology to develop the mind for autonomous robots Digital control – a branch of control theory that uses digital computers to act as system controllers. Digital image processing – the use of computer algorithms to perform image processing on digital images. Dimensionality reduction – the process of reducing the number of random variables under consideration, and can be divided into feature selection and feature extraction. Distributed robotics – Electronic stability control – is a computerized technology that improves the safety of a vehicle's stability by detecting and reducing loss of traction (skidding). Evolutionary computation – Evolutionary robotics – a methodology that uses evolutionary computation to develop controllers for autonomous robots Extended Kalman filter – Flexible Distribution functions – Feedback control and regulation – Human–computer interaction – a study, planning and design of the interaction between people (users) and computers Human robot interaction – a study of interactions between humans and robots Intelligent vehicle technologies – comprise electronic, electromechanical, and electromagnetic devices - usually silicon micromachined components operating in conjunction with computer controlled devices and radio transceivers to provide precision repeatability functions (such as in robotics artificial intelligence systems) emergency warning validation performance reconstruction. Computer vision – Machine vision – Kinematics – study of motion, as applied to robots. This includes both the design of linkages to perform motion, their power, control and stability; also their planning, such as choosing a sequence of movements to achieve a broader task. Laboratory robotics – the act of using robots in biology or chemistry labs Robot learning – learning to perform tasks such as obstacle avoidance, control and various other motion-related tasks Direct manipulation interface – In computer science, direct manipulation is a human–computer interaction style which involves continuous representation of objects of interest and rapid, reversible, and incremental actions and feedback. The intention is to allow a user to directly manipulate objects presented to them, using actions that correspond at least loosely to the physical world. Manifold learning – Microrobotics – a field of miniature robotics, in particular mobile robots with characteristic dimensions less than 1 mm Motion planning – (a.k.a., the "navigation problem", the "piano mover's problem") is a term used in robotics for the process of detailing a task into discrete motions. Motor control – information processing related activities carried out by the central nervous system that organize the musculoskeletal system to create coordinated movements and skilled actions. Nanorobotics – the emerging technology field creating machines or robots whose components are at or close to the scale of a nanometer (10−9 meters). Passive dynamics – refers to the dynamical behavior of actuators, robots, or organisms when not drawing energy from a supply (e.g., batteries, fuel, ATP). Programming by Demonstration – an End-user development technique for teaching a computer or a robot new behaviors by demonstrating the task to transfer directly instead of programming it through machine commands. Quantum robotics – a subfield of robotics that deals with using quantum computers to run robotics algorithms more quickly than digital computers can. Rapid prototyping – automatic construction of physical objects via additive manufacturing from virtual models in computer aided design (CAD) software, transforming them into thin, virtual, horizontal cross-sections and then producing successive layers until the items are complete. As of June 2011, used for making models, prototype parts, and production-quality parts in relatively small numbers. Reinforcement learning – an area of machine learning in computer science, concerned with how an agent ought to take actions in an environment so as to maximize some notion of cumulative reward. Robot