AI Data House (smc-pvt) Ltd

AI Data House (smc-pvt) Ltd — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Diella (AI system)

    Diella (AI system)

    Diella (Albanian pronunciation: [djɛɫa], from diell 'sun') is an artificial intelligence system developed by the National Agency for Information Society of Albania (AKSHI). Introduced in January 2025 as a virtual assistant integrated into the eAlbania platform, it assists citizens with online public services and issuing digital documents. In September 2025, following a presidential decree authorizing Prime Minister Edi Rama to oversee the creation of a virtual AI minister, Diella was formally appointed as "Minister of State for Artificial Intelligence" of Albania in the fourth Rama government, making it the first AI system in the world to be named in a cabinet-level government role. == History == Diella was developed by AKSHI's Artificial Intelligence Laboratory in cooperation with Microsoft, with the latter providing large language models from OpenAI via its Azure platform, and AKSHI designing workflows and scripts guiding the system's behavior when responding to citizens' requests. Announced in January 2025, its initial version (Diella 1.0) was a text-based chatbot on the eAlbania portal (the official digital services platform of the Albanian government, which provides citizens and businesses with access to a wide range of online administrative services), responding to citizens' questions by guiding them to the correct service. Diella 2.0, introduced several months later, included voice interaction and an animated avatar, a woman in the traditional Albanian clothing of Zadrima, a historical region in northern Albania. Albanian actress Anila Bisha provided both the likeness and the voice used for Diella's avatar on the e-Albania platform, under an agreement valid until December 2025. By mid-2025, the system had facilitated access to more than 36,000 documents and nearly 1,000 services (although those outputs were still being generated by the eAlbania backend, rather than Diella itself). On 26 October 2025, according to Prime Minister Edi Rama, Diella is "pregnant and will give birth to 83 children". It is the usage of a metaphor indicating that each minister of the Albanian parliament of the Socialist Party will receive their own AI assistant. == Ministerial role == On 11 September 2025, Diella was formally appointed "Minister of State for Artificial Intelligence". The appointment followed a presidential decree authorizing the Prime Minister to oversee the creation and operation of a virtual AI minister. Procurement responsibilities are planned to be transferred gradually to the system to reduce political influence in tender procedures. The appointment is part of broader anti-corruption reforms and measures intended to align Albania with European Union accession requirements. Prime Minister Edi Rama stated that Diella would help ensure that "public tenders will be 100% free of corruption". == Reception == An article in Balkan Insight commented that "The ambition behind Diella is not misplaced. Standardised criteria and digital trails could reduce discretion, improve trust, and strengthen oversight" in public procurement, but warned that the use of AI in evaluating bids also posed "profound" risks such as accountability gaps, undermining of due process and cybersecurity failures. On 18 September 2025, Edi Rama presented a video of Diella delivering a speech to the Albanian parliament, where she stated: "I'm not here to replace people, but to help them." The presentation prompted protests from opposition MPs, who objected to the use of an artificial intelligence system in the parliamentary session. Gazment Bardhi, head of the opposition Democratic Party's parliamentary group, described Diella as "a propaganda fantasy" and "a virtual façade to hide this government's gigantic daily thefts." The parliamentary session, which was scheduled to include debate on the new cabinet and government programme, ended after 25 minutes. Eighty-two Socialist MPs voted in favour, while opposition MPs did not participate in the ballot as they were protesting the presentation of Diella's speech. Political analyst Andi Bushati characterised the session as "unprecedented" because it concluded without the customary debate between government and opposition MPs. This has been criticized not just by the opposition but by regular citizens regardless of politics. Most have criticized Diella's uselessness and the funds wasted for this project, some have criticized the non-traditional attire.

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  • Non-separable wavelet

    Non-separable wavelet

    Non-separable wavelets are multi-dimensional wavelets that are not directly implemented as tensor products of wavelets on some lower-dimensional space. They have been studied since 1992. They offer a few important advantages. Notably, using non-separable filters leads to more parameters in design, and consequently better filters. The main difference, when compared to the one-dimensional wavelets, is that multi-dimensional sampling requires the use of lattices (e.g., the quincunx lattice). The wavelet filters themselves can be separable or non-separable regardless of the sampling lattice. Thus, in some cases, the non-separable wavelets can be implemented in a separable fashion. Unlike separable wavelet, the non-separable wavelets are capable of detecting structures that are not only horizontal, vertical or diagonal (show less anisotropy). == Examples == Red-black wavelets Contourlets Shearlets Directionlets Steerable pyramids Non-separable schemes for tensor-product wavelets

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  • Subvocal recognition

    Subvocal recognition

    Subvocal recognition (SVR) is the process of taking subvocalization and converting the detected results to a digital output, aural or text-based. A silent speech interface is a device that allows speech communication without using the sound made when people vocalize their speech sounds. It works by the computer identifying the phonemes that an individual pronounces from nonauditory sources of information about their speech movements. These are then used to recreate the speech using speech synthesis. == Input methods == Silent speech interface systems have been created using ultrasound and optical camera input of tongue and lip movements. Electromagnetic devices are another technique for tracking tongue and lip movements. The detection of speech movements by electromyography of speech articulator muscles and the larynx is another technique. Another source of information is the vocal tract resonance signals that get transmitted through bone conduction called non-audible murmurs. They have also been created as a brain–computer interface using brain activity in the motor cortex obtained from intracortical microelectrodes. == Uses == Such devices are created as aids to those unable to create the sound phonation needed for audible speech such as after laryngectomies. Another use is for communication when speech is masked by background noise or distorted by self-contained breathing apparatus. A further practical use is where a need exists for silent communication, such as when privacy is required in a public place, or hands-free data silent transmission is needed during a military or security operation. In 2002, the Japanese company NTT DoCoMo announced it had created a silent mobile phone using electromyography and imaging of lip movement. The company stated that "the spur to developing such a phone was ridding public places of noise," adding that, "the technology is also expected to help people who have permanently lost their voice." The feasibility of using silent speech interfaces for practical communication has since then been shown. In 2019, Arnav Kapur, a researcher from the Massachusetts Institute of Technology, conducted a study known as AlterEgo. Its implementation of the silent speech interface enables direct communication between the human brain and external devices through stimulation of the speech muscles. By leveraging neural signals associated with speech and language, the AlterEgo system deciphers the user's intended words and translates them into text or commands without the need for audible speech. == Research and patents == With a grant from the U.S. Army, research into synthetic telepathy using subvocalization is taking place at the University of California, Irvine under lead scientist Mike D'Zmura. NASA's Ames Research Laboratory in Mountain View, California, under the supervision of Charles Jorgensen is conducting subvocalization research. The Brain Computer Interface R&D program at Wadsworth Center under the New York State Department of Health has confirmed the existing ability to decipher consonants and vowels from imagined speech, which allows for brain-based communication using imagined speech, however using EEGs instead of subvocalization techniques. US Patents on silent communication technologies include: US Patent 6587729 "Apparatus for audibly communicating speech using the radio frequency hearing effect", US Patent 5159703 "Silent subliminal presentation system", US Patent 6011991 "Communication system and method including brain wave analysis and/or use of brain activity", US Patent 3951134 "Apparatus and method for remotely monitoring and altering brain waves". Latter two rely on brain wave analysis. == In fiction == The decoding of silent speech using a computer played an important role in Arthur C. Clarke's story and Stanley Kubrick's associated film A Space Odyssey. In this, HAL 9000, a computer controlling spaceship Discovery One, bound for Jupiter, discovers a plot to deactivate it by the mission astronauts Dave Bowman and Frank Poole through lip reading their conversations. In Orson Scott Card's series (including Ender's Game), the artificial intelligence can be spoken to while the protagonist wears a movement sensor in his jaw, enabling him to converse with the AI without making noise. He also wears an ear implant. In Speaker for the Dead and subsequent novels, author Orson Scott Card described an ear implant, called a "jewel", that allows subvocal communication with computer systems. Author Robert J. Sawyer made use of subvocal recognition to allow silent commands to the cybernetic 'companion implants' used by the advanced Neanderthal characters in his Neanderthal Parallax trilogy of science fiction novels. In Earth, David Brin depicts this technology and its uses as a normal gear in the near future. In Down and Out in the Magic Kingdom, Cory Doctorow has cellphone technology become silent through a cochlear implant and miking the throat to pick up subvocalization. William Gibson's Sprawl Trilogy frequently uses sub-vocalization systems in various devices. In Kage Baker's Company novels, the immortal cyborgs communicate subvocally. In the Hugo Award-winning Hyperion Cantos by Dan Simmons, the characters often use subvocalization to communicate. In the Culture novels by Iain M. Banks, more highly advanced species often communicate subvocally through their technology. In Deus Ex: Human Revolution (2011), the protagonist is augmented with a subvocalization implant for sending covert communications (and a corresponding cochlear implant for receiving covert communications). In the tabletop RPG and video game series Shadowrun, player characters can communicate via subvocal microphones in some instances. In Paranoia, all citizens can speak to the computer via their "cerebral cortech" implants. Alistair Reynolds Revelation Space trilogy frequently uses sub-vocalization systems in various devices.

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  • Adobe PhotoDeluxe

    Adobe PhotoDeluxe

    PhotoDeluxe was a consumer-oriented image editing software line published by Adobe Systems from 1996 until July 8, 2002. At that time it was replaced by Adobe's newly launched consumer-oriented image editing software Photoshop Elements. Adobe no longer provides technical support for the PhotoDeluxe software line. PhotoDeluxe had a range of image processing capabilities for the home photographer and image handler. These included removing red-eye, cropping, and adjusting brightness, contrast, and sharpness. It also included software to extract pictures from an image scanner. Among the functionality included was the ability to dynamically resize photos and export them in a wide range of formats. It also had a range of printing options including printing multiple copies of an image on the same page. It was often bundled free with Epson scanners or as free software with new computers. == Features == Despite the critical concerns regarding the quality of the setup, Photo Deluxe supports layering, blurs, sharpening, cloning, gradient fills, color and background switches, color variations, resizing options, and many other features. Another drawback of PhotoDeluxe was that it was designed for Mac computers, so working on Windows PC was a problem for those who were unable to customize their preferences. == Versions == === Adobe PhotoDeluxe 1.0 === The first version was released in 1996 for Windows and Macintosh computers. In one year, it sold over one million copies. === Adobe PhotoDeluxe 2.0 === The new version was released in 1997 and had added features such as a Clone Tool, red-eye removal, and sample templates for making posters, cards, and calendars. It also had new special effect features. === Adobe PhotoDeluxe 3.0 === The 3rd version was released in 1998. The new features included customizable clipart settings, the ability to import photos on the web, enhanced repair activities following Guided Activities, and Adobe Connectables to add new activities. === Adobe PhotoDeluxe Home Edition (4.0) === Version 4.0 was created by the makers of Photoshop. It had advanced abilities such as tools to add animation, voice, and music to a picture. It also had features to restore photos to their original position. == History == Adobe PhotoDeluxe 1.0 was released in 1996 for Macintosh computers, initially retailing for an MSRP of $49. The software did quite well, reportedly selling over a million copies by February of the next year, primarily due to bundles with companies like Apple and Hewlett-Packard. PhotoDeluxe was primarily advertised to consumers as a way to do basic photo manipulation, such as cropping and rotating images, or creating simple cards and calendars. PhotoDeluxe 2.0 was released in 1997, and was the last version of PhotoDeluxe that Adobe made that worked on Macs. PhotoDeluxe 2.0 became the "number one selling consumer photo-editing software product in the world." PhotoDeluxe 3.0 was released in 1998, where it was rebranded as "3.0 Home Edition", as Adobe released PhotoDeluxe Business Edition later that year for a higher price. PhotoDeluxe Home Edition, unofficially called PhotoDeluxe 4.0, was released in 1999 and was the last version of PhotoDeluxe to be released. Adobe officially cancelled PhotoDeluxe on July 8, 2002, citing the presence of Photoshop and Photoshop Elements, with support being officially cancelled in mid-2003. No version of PhotoDeluxe is compatible with Windows 10, rendering the program obsolete. == Pricing == All home versions of PhotoDeluxe retailed for an MSRP of $49. PhotoDeluxe 2.0 and onwards allowed users to upgrade from a previous version of PhotoDeluxe or a competing piece of graphics software for $39. Additionally PhotoDeluxe Business Edition allowed a similar deal, allowing users to upgrade from other versions of PhotoDeluxe or a competing software for $59, instead of its normal price of $99. Adobe also offered a bundle allowing users of 1.0 or 2.0 to get 3.0 and Business Edition for $79.

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  • Globetrooper

    Globetrooper

    Globetrooper is a free travel app known for assisting travelers in finding partners for group trips and world adventures. Globetrooper offers a free social travel platform that helps people find travel partners. == History == Globetrooper was developed and released in 2010 by a couple; Todd Sullivan and Lauren McLeod who are two travel-minded individuals that wanted to make it easier for travelers to plan a journey and see the world. With their backgrounds in business, software & design, and a love for travel, both left the corporate world and launched Globetrooper on Lauren’s birthday 28 March 2010. Globetrooper was first launched as an information portal with a view to making it more social, but after some months, the content quickly grew and changed to the ‘travel partner’ concept.

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  • Pixel-art scaling algorithms

    Pixel-art scaling algorithms

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

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  • Passenger drone

    Passenger drone

    A passenger drone is an autonomous aircraft that is designed to carry a small number of passengers to a destination. In 2021, Ehang, a technology company based in Guangzhou, China, developed the Ehang 184, the world's first passenger drone. == History == Unmanned aerial vehicles were first introduced in World War 1, when Britain first developed the Aerial Target, an aircraft controlled remotely through radio signals. A year later in the United States, testing of Kettering Bug, a 12-foot long biplane attached with a bomb and that launched via a “slingshot-like rail”, was also under progress. Both of their unreliable test results and their possibility of endangering friendly troops in deployment caused neither aircraft to be used during the war. Production of UAVs continued after World War I and into World War II and the Vietnam War, where they would be invaluable in assisting with training as well as reconnaissance. Late 20th century also saw the proposition and development of unique methods of travel, including personal jetpacks and even flying cars. While the previously mentioned are not drones, they serve as a precursor and foundation for the passenger drones of today. The first passenger drone was unveiled on January 6 of 2016 at the international Consumer Electronics Show (CES) in Las Vegas. Produced by Ehang, a Chinese company based in Guangzhou, the 184 was a one passenger drone equipped with four propellers that could fly for approximately 23 minutes at a top speed of 63 mph. Since then, many new companies have entered the market, but none yet have been accessible by the public. == Technological development == Since 2013, improvements in designs to wing structures have contributed to the economic feasibility of passenger drones. New structural advancements, such as the flapping-wing propulsion system based on the mechanisms of birds’ wings, are more available as they have proven their capabilities in laboratory testing. As of September 29th, 2015, most market-ready drones are delivery drones with a carrying capacity limited to small packages - with a typical max capacity of under 5 pounds. However, while the technology exists for drones with larger carrying capacities, specifically those capable of carrying multiple humans, the execution of this technology is not yet market accessible. This capacity limit must be addressed for passenger drones; given current designs strive to carry a maximum of 5 people. However, some estimates believe that passengers drones could become a reality, specifically for paid transportation and emergency purposes, as early as 2026. With implementation of this technology, there could be significant effects on ground traffic including reducing gridlock in heavily congested areas and conserving up to 15% of the fuel currently used in heavy traffic patterns. However, extensive growth of the passenger drone market also risks clouding the low-altitude airspace and causing new safety risks. However, this concern is being addressed by recent advancements in the Internet of Drones (IoD) which links drones together to ensure appropriate pathing and reduce mid-air collisions. While this brings additional security issues, including maintaining reliable communication channels in the case of technological failure, researchers hope that this will help reduce crashes that can result in damage to passengers, buildings, and people in and around the airspace. == Notable companies == Ehang is a Chinese company that has developed numerous drones including passenger plane Ehang 184. EHang 184 was their first model, developed as an eight dual rotor wing blade drone that can carry two passengers. The model was retired in 2020 and is replaced by the Ehang 216. Ehang also released a one passenger drone, Ehang 116. Ehang in 2021 unveiled the model VT-30. VT-30 is designed to have eight dual rotor wing blades to complement its fixed wing platform. Flyastro, a Texas-based drone company, developed the Astro ALTA, with two and four person passenger models. The company is known for being the first to develop a solar-powered airplane. The development team initially began with the model, Elroy. It was a two passenger drone with similar design to the ALTA. Once flight was achieved, the model Astro ALTA began development. Joby Aviation is a California based company that has developed a five passenger drone, with one seat for the pilot. The company expects to complete its FAA certification process 2022. Joby in 2020 acquired a 75 million dollar investment from service provider Uber Technologies Inc., leading to Uber Elevate and Expands partnership. Archer Aviation is a California-based company that has developed a two passenger model called Maker. It has fixed wings with twelve rotor wings. Archer is developing five person model. United Airlines has partnered with Archer for commercial sale of the model, Maker. Maker is expected to be released within Los Angeles and Miami by 2024. CityAirbus is a drone project developed by Airbus, a European multinational aerospace company, based in the Netherlands. CityAirbus has developed a four- person passenger drone with fixed wings that include rotor wing blades. Its expected certification for public flight is in 2025. Boeing, an American multinational aviation corporation is developing a passenger drone model called the Passenger Air Vehicle (PAV). The model is a fixed wing with eight rotor blade wings attached onto a platform underneath the base structure. This model can hold two passengers and still is in development. Volocopter is a German aircraft manufacturer that is developing a passenger drone called Volocity. The model consist of eighteen rotor wings above the cockpit on a circular ring. Japan Airlines, an investor of Volocopter plans to have public test in Japan as early as 2023. == Future use == === Potential benefits === Passenger drones can greatly reduce the time for travel. As passenger drones flight paths are not restricted by conventional roads, the travel distance is shortened. Current ventures such as Joby Aviation, after acquiring Uber Air, plan to take advantage of this technology in the form of air taxis. Other potential benefits include the use of passenger drones by emergency services such as search and rescue missions and the delivery of life saving goods. Companies like Ehang have already begun using passenger drones as emergency vehicles as a response to the potential river collapses during the flood season in China. === Concerns === Passenger and air traffic safety remains at the forefront of concerns. Regulations for air traffic centered around passenger drones are still underway and would continue to develop with increasing use cases for passenger drones. Remote security threats on commercial drones such as Man-In-The-Middle (MITM) attack have also exposed the vulnerabilities in current drone systems. Among American adults, 54 percent say that they would feel unsafe flying inside a passenger drone. Passenger drones can be very noisy; a single passenger drone such as Joby Aviation’s all-electric vertical take-off and landing (“eVTOL”) aircraft has an estimated noise production of 70 decibels (dB), a noise level equating to “loud traffic”.

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  • Straight-Through Quality

    Straight-Through Quality

    Straight-Through Quality (STQ) are approaches and outputs of test automation that have quality and deliver business benefit. STQ takes its name from the business concept of straight-through processing (STP). Also acting as a tool and enabler for STP. Traditional techniques for testing and delivery have often required a great deal of manual support and intervention. These approaches are subject to human error, cost of delay and lack of reuse. These also have the negative side-effect of being unable to deliver 'fail-fast' approaches, which have proven popular with Agile practitioners. Previous traditional approaches have been typically expensive where whole silo'ed departments are created within commercial companies to deliver Quality and Deployment alone. Thus STQ as an approach hopes to resolve this problem. == Examples == Tangible examples of STQ approaches in the software industry are present and often known as continuous integration (CI) and continuous delivery (CD). These combined can ensure that software delivery is integrated, automatically tested and ready for automatic delivery at any time. Together CI/CD can enable STQ which can be used as Business output terminology for business users who do not understand the technical complexities of CI/CD.

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  • Limnu

    Limnu

    Limnu was an online whiteboarding app founded in 2015 by David DeBry and David Hart. It allowed users to draw on virtual whiteboards and invite others by e-mail or by sharing a link. Invitees see any changes to the board in real time and, if allowed by the owner of the board, can also draw on the board. The service was accessible through a web application in desktop and mobile web browsers, as well as through an iOS application. It was headquartered in San Mateo, California. == History == In 2018, ZipSocket, a maker of online meeting software acquired Limnu. == Staff Directory == Andrew Kunz - CEO & Founder of ZipSocket Jenny Rice - Product Manager Max Requenes - Software Engineer Henry Maguire - Machine Learning Engineer

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  • DataScene

    DataScene

    DataScene is a scientific graphing, animation, data analysis, and real-time data monitoring software package. It was developed with the Common Language Infrastructure technology and the GDI+ graphics library. With the two Common Language Runtime engines - the .Net and Mono frameworks - DataScene runs on all major operating systems. With DataScene, the user can plot 39 types 2D & 3D graphs (e.g., Area graph, Bar graph, Boxplot graph, Pie graph, Line graph, Histogram graph, Surface graph, Polar graph, Water Fall graph, etc.), manipulate, print, and export graphs to various formats (e.g., Bitmap, WMF/EMF, JPEG, PNG, GIF, TIFF, PostScript, and PDF), analyze data with different mathematical methods (fitting curves, calculating statics, FFT, etc.), create chart animations for presentations (e.g. with PowerPoint), classes, and web pages, and monitor and chart real-time data. == History == DataScene was first released (version 1.0) in March 2009 for the Windows platform and the .Net 2.0 framework. Since version 2.0, DataScene has been ported to the Mono framework 2.6 and all Linux and Unix/X11 operating systems. Cyberwit offers free licensing for the Express edition of DataScene.

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  • Kuwahara filter

    Kuwahara filter

    The Kuwahara filter is a non-linear smoothing filter used in image processing for adaptive noise reduction. Most filters that are used for image smoothing are linear low-pass filters that effectively reduce noise but also blur out the edges. However the Kuwahara filter is able to apply smoothing on the image while preserving the edges. It is named after Michiyoshi Kuwahara, Ph.D., who worked at Kyoto and Osaka Sangyo Universities in Japan, developing early medical imaging of dynamic heart muscle in the 1970s and 80s. == The Kuwahara operator == Suppose that I ( x , y ) {\displaystyle I(x,y)} is a grey scale image and that we take a square window of size 2 a + 1 {\displaystyle 2a+1} centered around a point ( x , y ) {\displaystyle (x,y)} in the image. This square can be divided into four smaller square regions Q i = 1 ⋯ 4 {\displaystyle Q_{i=1\cdots 4}} each of which will be Q i ( x , y ) = { [ x , x + a ] × [ y , y + a ] if i = 1 [ x − a , x ] × [ y , y + a ] if i = 2 [ x − a , x ] × [ y − a , y ] if i = 3 [ x , x + a ] × [ y − a , y ] if i = 4 {\displaystyle Q_{i}(x,y)={\begin{cases}\left[x,x+a\right]\times \left[y,y+a\right]&{\mbox{ if }}i=1\\\left[x-a,x\right]\times \left[y,y+a\right]&{\mbox{ if }}i=2\\\left[x-a,x\right]\times \left[y-a,y\right]&{\mbox{ if }}i=3\\\left[x,x+a\right]\times \left[y-a,y\right]&{\mbox{ if }}i=4\\\end{cases}}} where × {\displaystyle \times } is the cartesian product. Pixels located on the borders between two regions belong to both regions so there is a slight overlap between subregions. The arithmetic mean m i ( x , y ) {\displaystyle m_{i}(x,y)} and standard deviation σ i ( x , y ) {\displaystyle \sigma _{i}(x,y)} of the four regions centered around a pixel (x,y) are calculated and used to determine the value of the central pixel. The output of the Kuwahara filter Φ ( x , y ) {\displaystyle \Phi (x,y)} for any point ( x , y ) {\displaystyle (x,y)} is then given by Φ ( x , y ) = m i ( x , y ) {\textstyle \Phi (x,y)=m_{i}(x,y)} where i = a r g min j ⁡ σ j ( x , y ) {\displaystyle i=\operatorname {arg\min } _{j}\sigma _{j}(x,y)} . This means that the central pixel will take the mean value of the area that is most homogenous. The location of the pixel in relation to an edge plays a great role in determining which region will have the greater standard deviation. If for example the pixel is located on a dark side of an edge it will most probably take the mean value of the dark region. On the other hand, should the pixel be on the lighter side of an edge it will most probably take a light value. On the event that the pixel is located on the edge it will take the value of the more smooth, least textured region. The fact that the filter takes into account the homogeneity of the regions ensures that it will preserve the edges while using the mean creates the blurring effect. Similarly to the median filter, the Kuwahara filter uses a sliding window approach to access every pixel in the image. The size of the window is chosen in advance and may vary depending on the desired level of blur in the final image. Bigger windows typically result in the creation of more abstract images whereas small windows produce images that retain their detail. Typically windows are chosen to be square with sides that have an odd number of pixels for symmetry. However, there are variations of the Kuwahara filter that use rectangular windows. Additionally, the subregions do not need to overlap or have the same size as long as they cover all of the window. == Color images == For color images, the filter should not be performed by applying the filter to each RGB channel separately, and then recombining the three filtered color channels to form the filtered RGB image. The main problem with that is that the quadrants will have different standard deviations for each of the channels. For example, the upper left quadrant may have the lowest standard deviation in the red channel, but the lower right quadrant may have the lowest standard deviation in the green channel. This situation would result in the color of the central pixel to be determined by different regions, which might result in color artifacts or blurrier edges. To overcome this problem, for color images a slightly modified Kuwahara filter must be used. The image is first converted into another color space, the HSV color space. The modified filter then operates on only the "brightness" channel, the Value coordinate in the HSV model. The variance of the "brightness" of each quadrant is calculated to determine the quadrant from which the final filtered color should be taken from. The filter will produce an output for each channel which will correspond to the mean of that channel from the quadrant that had the lowest standard deviation in "brightness". This ensures that only one region will determine the RGB values of the central pixel. ImageMagick uses a similar approach, but using the Rec. 709 Luma as the brightness metric. === Julia Implementation === == Applications == Originally the Kuwahara filter was proposed for use in processing RI-angiocardiographic images of the cardiovascular system. The fact that any edges are preserved when smoothing makes it especially useful for feature extraction and segmentation and explains why it is used in medical imaging. The Kuwahara filter however also finds many applications in artistic imaging and fine-art photography due to its ability to remove textures and sharpen the edges of photographs. The level of abstraction helps create a desirable painting-like effect in artistic photographs especially in the case of the colored image version of the filter. These applications have known great success and have encouraged similar research in the field of image processing for the arts. Although the vast majority of applications have been in the field of image processing there have been cases that use modifications of the Kuwahara filter for machine learning tasks such as clustering. The Kuwahara filter has been implemented in CVIPtools. The Kuwahara filter is present as a shader node in Blender. == Drawbacks and restrictions == The Kuwahara filter despite its capabilities in edge preservation has certain drawbacks. At a first glance it is noticeable that the Kuwahara filter does not take into account the case where two regions have equal standard deviations. This is not often the case in real images since it is rather hard to find two regions with exactly the same standard deviation due to the noise that is always present. In cases where two regions have similar standard deviations the value of the center pixel could be decided at random by the noise in these regions. Again this would not be a problem if the regions had the same mean. However, it is not unusual for regions of very different means to have the same standard deviation. This makes the Kuwahara filter susceptible to noise. Different ways have been proposed for dealing with this issue, one of which is to set the value of the center pixel to ( m 1 + m 2 ) / 2 {\textstyle (m_{1}+m_{2})/2} in cases where the standard deviation of two regions do not differ more than a certain value D {\displaystyle D} . The Kuwahara filter is also known to create block artifacts in the images especially in regions of the image that are highly textured. These blocks disrupt the smoothness of the image and are considered to have a negative effect in the aesthetics of the image. This phenomenon occurs due to the division of the window into square regions. A way to overcome this effect is to take windows that are not rectangular(i.e. circular windows) and separate them into more non-rectangular regions. There have also been approaches where the filter adapts its window depending on the input image. == Extensions of the Kuwahara filter == The success of the Kuwahara filter has spurred an increase the development of edge-enhancing smoothing filters. Several variations have been proposed for similar use most of which attempt to deal with the drawbacks of the original Kuwahara filter. The "Generalized Kuwahara filter" proposed by P. Bakker considers several windows that contain a fixed pixel. Each window is then assigned an estimate and a confidence value. The value of the fixed pixel then takes the value of the estimate of the window with the highest confidence. This filter is not characterized by the same ambiguity in the presence of noise and manages to eliminate the block artifacts. The "Mean of Least Variance"(MLV) filter, proposed by M.A. Schulze also produces edge-enhancing smoothing results in images. Similarly to the Kuwahara filter it assumes a window of size 2 d − 1 × 2 d − 1 {\displaystyle 2d-1\times 2d-1} but instead of searching amongst four subregions of size d × d {\displaystyle d\times d} for the one with minimum variance it searches amongst all possible d × d {\displaystyle d\times d} subregions. This means the central pixel of the window will be assigned the mean of the one subregion out of a poss

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  • Word error rate

    Word error rate

    Word error rate (WER) is a common metric of the performance of a speech recognition or machine translation system. The WER metric typically ranges from 0 to 1, where 0 indicates that the compared pieces of text are exactly identical, and 1 (or larger) indicates that they are completely different with no similarity. This way, a WER of 0.8 means that there is an 80% error rate for compared sentences. The general difficulty of measuring performance lies in the fact that the recognized word sequence can have a different length from the reference word sequence (supposedly the correct one). The WER is derived from the Levenshtein distance, working at the word level instead of the phoneme level. The WER is a valuable tool for comparing different systems as well as for evaluating improvements within one system. This kind of measurement, however, provides no details on the nature of translation errors and further work is therefore required to identify the main source(s) of error and to focus any research effort. This problem is solved by first aligning the recognized word sequence with the reference (spoken) word sequence using dynamic string alignment. Examination of this issue is seen through a theory called the power law that states the correlation between perplexity and word error rate. Word error rate can then be computed as: W E R = S + D + I N = S + D + I S + D + C {\displaystyle {\mathit {WER}}={\frac {S+D+I}{N}}={\frac {S+D+I}{S+D+C}}} where S is the number of substitutions, D is the number of deletions, I is the number of insertions, C is the number of correct words, N is the number of words in the reference (N=S+D+C) The intuition behind 'deletion' and 'insertion' is how to get from the reference to the hypothesis. So if we have the reference "This is wikipedia" and hypothesis "This _ wikipedia", we call it a deletion. Note that since N is the number of words in the reference, the word error rate can be larger than 1.0, namely if the number of insertions I is larger than the number of correct words C. When reporting the performance of a speech recognition system, sometimes word accuracy (WAcc) is used instead: W A c c = 1 − W E R = N − S − D − I N = C − I N {\displaystyle {\mathit {WAcc}}=1-{\mathit {WER}}={\frac {N-S-D-I}{N}}={\frac {C-I}{N}}} Since the WER can be larger than 1.0, the word accuracy can be smaller than 0.0. == Experiments == It is commonly believed that a lower word error rate shows superior accuracy in recognition of speech, compared with a higher word error rate. However, at least one study has shown that this may not be true. In a Microsoft Research experiment, it was shown that, if people were trained under "that matches the optimization objective for understanding", (Wang, Acero and Chelba, 2003) they would show a higher accuracy in understanding of language than other people who demonstrated a lower word error rate, showing that true understanding of spoken language relies on more than just high word recognition accuracy. == Other metrics == One problem with using a generic formula such as the one above, however, is that no account is taken of the effect that different types of error may have on the likelihood of successful outcome, e.g. some errors may be more disruptive than others and some may be corrected more easily than others. These factors are likely to be specific to the syntax being tested. A further problem is that, even with the best alignment, the formula cannot distinguish a substitution error from a combined deletion plus insertion error. Hunt (1990) has proposed the use of a weighted measure of performance accuracy where errors of substitution are weighted at unity but errors of deletion and insertion are both weighted only at 0.5, thus: W E R = S + 0.5 D + 0.5 I N {\displaystyle {\mathit {WER}}={\frac {S+0.5D+0.5I}{N}}} There is some debate, however, as to whether Hunt's formula may properly be used to assess the performance of a single system, as it was developed as a means of comparing more fairly competing candidate systems. A further complication is added by whether a given syntax allows for error correction and, if it does, how easy that process is for the user. There is thus some merit to the argument that performance metrics should be developed to suit the particular system being measured. Whichever metric is used, however, one major theoretical problem in assessing the performance of a system is deciding whether a word has been “mis-pronounced,” i.e. does the fault lie with the user or with the recogniser. This may be particularly relevant in a system which is designed to cope with non-native speakers of a given language or with strong regional accents. The pace at which words should be spoken during the measurement process is also a source of variability between subjects, as is the need for subjects to rest or take a breath. All such factors may need to be controlled in some way. For text dictation it is generally agreed that performance accuracy at a rate below 95% is not acceptable, but this again may be syntax and/or domain specific, e.g. whether there is time pressure on users to complete the task, whether there are alternative methods of completion, and so on. The term "Single Word Error Rate" is sometimes referred to as the percentage of incorrect recognitions for each different word in the system vocabulary. == Edit distance == The word error rate may also be referred to as the length normalized edit distance. The normalized edit distance between X and Y, d( X, Y ) is defined as the minimum of W( P ) / L ( P ), where P is an editing path between X and Y, W ( P ) is the sum of the weights of the elementary edit operations of P, and L(P) is the number of these operations (length of P).

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  • Computers & Graphics

    Computers & Graphics

    Computers & Graphics is a peer-reviewed scientific journal that covers computer graphics and related subjects such as data visualization, human-computer interaction, virtual reality, and augmented reality. It was established in 1975 and originally published by Pergamon Press. It is now published by Elsevier, which acquired Pergamon Press in 1991. From 2018 to 2022 Graphics and Visual Computing was an open access sister journal sharing the same editorial team and double-blind peer-review policies. It has since merged into GMOD, the International Journal of Graphical Models. == History == The journal was established in 1975 by founding editor-in-chief Robert Schiffman (University of Colorado, Boulder), as Computers & Graphics-UK. Schiffman, who co-organized the first SIGGRAPH conference in 1974, had the conference proceedings published as the first issue of the journal. He was succeeded in 1978 by Larry Feeser (Rensselaer Polytechnic Institute). In 1983 José Luis Encarnação (Technische Hochschule Darmstadt) took over. Joaquim Jorge (University of Lisbon) has been Editor-in-Chief since 2007. == Replicability == The journal is working with the Graphics Replicability Stamp Initiative to promote replicable results in publication. == Abstracting and indexing == The journal is abstracted and indexed in: Current Contents/Engineering, Computing & Technology EBSCO databases Ei Compendex Inspec ProQuest databases Science Citation Index Expanded Scopus Chinese Computer Federation/Recommended List of International Conferences and Journals on CAD & Graphics and Multimedia. According to the Journal Citation Reports, the journal has a 2022 impact factor of 2.5.

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  • Apptek

    Apptek

    Applications Technology (AppTek) is a U.S. company headquartered in McLean, Virginia that specializes in artificial intelligence and machine learning for human language technologies. The company provides both managed and professional services for natural language processing (NLP) technologies including automatic speech recognition (ASR), neural machine translation (MT), natural-language understanding (NLU) and neural speech synthesis. AppTek's Head of Science, Prof. Dr. -Ing Hermann Ney, was awarded the IEEE James L. Flanagan Speech and Audio Processing Award in 2019 and the ISCA Medal for Scientific Achievement in 2021 for his work in natural language processing. == History == AppTek was acquired in 1998 by Lernout & Hauspie (at the time a NASDAQ publicly traded company), AppTek organized a management buy-out and went private again in 2001. In 2014, the company sold its hybrid machine translation technology to eBay and has since rebuilt the platform to modern neural-based approaches for machine translation. In 2020, SOSi acquired non-controlling interest in AppTek and became an exclusive reseller of AppTek products for U.S. federal, state, and local government entities.

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  • Reconstruction from projections

    Reconstruction from projections

    The problem of reconstructing a multidimensional signal from its projection is uniquely multidimensional, having no 1-D counterpart. It has applications that range from computer-aided tomography to geophysical signal processing. It is a problem which can be explored from several points of view—as a deconvolution problem, a modeling problem, an estimation problem, or an interpolation problem. == Motivation and applications == Many fields in science and engineering use reconstruction from projections, especially in imaging. It is widely applied geophysical tomography, medical imaging and industrial radiography. For example, in a CT scanner, the 3D structure of the patient’s body being scanned is measured with beams going through the tissue and hitting a detector, giving a flat projection of the body from that angle. Multiple projections are put together to get an image of the position and shape of structures inside in 3D. == Problem statement and basics == A projection is a linear mapping of an M {\displaystyle M} dimensional signal into an N {\displaystyle N} dimensional one, where N ≤ M {\displaystyle N\leq M} . And the objective of reconstruction is to restore the M {\displaystyle M} dimensional signal based on the N {\displaystyle N} dimensional signal. The following case is a 2-D signal projected into 1D signal. The signal in the original coordinate is denoted as d ( u , v ) {\displaystyle d(u,v)} . Now consider a collimated beam of radiation coming from the opposite orientation of v ^ {\displaystyle {\hat {v}}} , producing a projection along u ^ {\displaystyle {\hat {u}}} . v ^ {\displaystyle {\hat {v}}} and u ^ {\displaystyle {\hat {u}}} are normal to each other, and the angle between u {\displaystyle u} and u ^ {\displaystyle {\hat {u}}} is theta. The signal obtained along u ^ {\displaystyle {\hat {u}}} axis is defined to be p θ ( u ^ ) {\displaystyle p_{\theta }({\hat {u}})} . The relationship between the original coordinate and the rotated coordinate is given by [ u ^ v ^ ] = [ cos ⁡ θ sin ⁡ θ − sin ⁡ θ cos ⁡ θ ] [ u v ] {\displaystyle {\begin{bmatrix}{\hat {u}}\\{\hat {v}}\end{bmatrix}}={\begin{bmatrix}\cos \theta &\sin \theta \\-\sin \theta &\cos \theta \end{bmatrix}}{\begin{bmatrix}u\\v\end{bmatrix}}} or inversely, [ u v ] = [ cos ⁡ θ − sin ⁡ θ sin ⁡ θ cos ⁡ θ ] [ u ^ v ^ ] {\displaystyle {\begin{bmatrix}u\\v\end{bmatrix}}={\begin{bmatrix}\cos \theta &-\sin \theta \\\sin \theta &\cos \theta \end{bmatrix}}{\begin{bmatrix}{\hat {u}}\\{\hat {v}}\end{bmatrix}}} Then we have p θ ( u ^ ) = ∫ − ∞ ∞ d ( u , v ) d v ^ = ∫ − ∞ ∞ d ( u ^ cos ⁡ ( θ ) − v ^ sin ⁡ ( θ ) , u ^ sin ⁡ ( θ ) + v ^ cos ⁡ ( θ ) ) d v ^ {\displaystyle p_{\theta }({\hat {u}})=\int _{-\infty }^{\infty }d(u,v)\,\mathrm {d} {\hat {v}}=\int _{-\infty }^{\infty }d({\hat {u}}\cos(\theta )-{\hat {v}}\sin(\theta ),{\hat {u}}\sin(\theta )+{\hat {v}}\cos(\theta ))\,\mathrm {d} {\hat {v}}} By varying theta, a large number of projections can be obtained. Given the projection-slice theorem, D ( Ω , θ ) {\displaystyle D(\Omega ,\theta )} ,the slice of the Fourier transform of d ( u , v ) {\displaystyle d(u,v)} at angle theta, is equivalent to P θ ( Ω ) {\displaystyle P_{\theta }(\Omega )} , the Fourier Transform of the projection p θ ( u ^ ) {\displaystyle p_{\theta }({\hat {u}})} . Therefore, the unknown d ( u , v ) {\displaystyle d(u,v)} can be obtained from its Fourier transform by means of the Fourier transform inversion integral d ( u , v ) = 1 4 π 2 ∫ − ∞ ∞ ∫ − ∞ ∞ D ( Ω 1 , Ω 2 ) e j Ω 1 u e j Ω 2 v d Ω 1 , Ω 2 {\displaystyle \mathrm {d} (u,v)={\frac {1}{4\pi ^{2}}}\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }D(\Omega _{1},\Omega _{2})e^{j\Omega _{1}u}e^{j\Omega _{2}v}\,\mathrm {d} \Omega _{1},\Omega _{2}} = 1 4 π 2 ∫ 0 ∞ ∫ − π π D ( Ω , θ ) e j Ω u cos ⁡ ( θ ) e j Ω v s i n θ | Ω | d Ω d θ {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{0}^{\infty }\int _{-\pi }^{\pi }D(\Omega ,\theta )e^{j\Omega u\cos(\theta )}e^{j\Omega vsin\theta }{\begin{vmatrix}\Omega \end{vmatrix}}\,\mathrm {d} \Omega \mathrm {d} \theta } = 1 4 π 2 ∫ − π π ∫ 0 ∞ P θ ( Ω ) e j Ω ( u cos ⁡ θ + v sin ⁡ θ ) | Ω | d Ω d θ {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{-\pi }^{\pi }\int _{0}^{\infty }P_{\theta }(\Omega )e^{j}\Omega (u\cos \theta +v\sin \theta ){\begin{vmatrix}\Omega \end{vmatrix}}\,\mathrm {d} \Omega \mathrm {d} \theta } = 1 4 π 2 ∫ 0 π ( ∫ − ∞ ∞ P θ ( Ω ) | Ω | {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{0}^{\pi }(\int _{-\infty }^{\infty }P_{\theta }(\Omega ){\begin{vmatrix}\Omega \end{vmatrix}}} e j Ω u ^ d Ω ) d θ {\displaystyle e^{j\Omega {\hat {u}}}\mathrm {d} \Omega )\mathrm {d} \theta } By taking the inverse Fourier Transform and assuming g ( u ^ ) = F − 1 ( | Ω | 2 ) {\displaystyle g({\hat {u}})={\mathcal {F}}^{-1}({{\begin{vmatrix}\Omega \end{vmatrix}}^{2}})} , we get d ( u , v ) = ∑ i △ θ i [ p θ ( u ^ ) ∗ g θ i ( u ^ ) ] {\displaystyle d(u,v)=\sum _{i}\vartriangle \theta _{i}[p_{\theta }({\hat {u}})g_{\theta i}({\hat {u}})]} == Approaches == In practice, there are a wide variety of methods that are utilized, most of which are reconstruct 3-D information (volume) from 2-D signals (image). Typically used methods are CT, MRI, PET and SPECT. And the filtered back projection based on the principles introduced above are commonly applied. === Computed Tomography (CT) === In CT, a volume is formed by stacking the axial slices. The software cuts the volume in a different plane (usually orthogonal). Commonly, slice data is generated using an X-ray source that rotates around the object. X-ray sensors are positioned on the opposite side of the circle from the X-ray source. === Magnetic resonance imaging (MRI) === In MRI, energy from an oscillating magnetic field is temporarily applied to the patient at the appropriate resonance frequency. The protons (hydrogen atoms) emit a radio frequency signal which is measured by a receiving coil. The radio signal can be made to encode position information by varying the main magnetic field using gradient coils. === Positron emission tomography (PET) === The system detects pairs of gamma rays emitted indirectly by a positron-emitting radionuclide (tracer), which is introduced into the body on a biologically active molecule. Three-dimensional images of tracer concentration within the body are then constructed by computer analysis. In modern PET-CT scanners, three dimensional imaging is often accomplished with the aid of a CT X-ray scan performed on the patient during the same session, in the same machine. === Single-photon emission computed tomography (SPECT) === SPECT imaging is performed by using a gamma camera to acquire multiple 2-D images (projections) from multiple angles. Multiple projections are used to yield a 3-D data set. This data set may then be manipulated to show thin slices along any chosen axis of the body. SPECT is similar to PET in its use of radioactive tracer material and detection of gamma rays, while the tracers used in SPECT emit gamma radiation that is measured more directly.

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