AI Data Warehouse

AI Data Warehouse — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Statistical shape analysis

    Statistical shape analysis

    Statistical shape analysis is an analysis of the geometrical properties of some given set of shapes by statistical methods. For instance, it could be used to quantify differences between male and female gorilla skull shapes, normal and pathological bone shapes, leaf outlines with and without herbivory by insects, etc. Important aspects of shape analysis are to obtain a measure of distance between shapes, to estimate mean shapes from (possibly random) samples, to estimate shape variability within samples, to perform clustering and to test for differences between shapes. One of the main methods used is principal component analysis (PCA). Statistical shape analysis has applications in various fields, including medical imaging, computer vision, computational anatomy, sensor measurement, and geographical profiling. == Landmark-based techniques == In the point distribution model, a shape is determined by a finite set of coordinate points, known as landmark points. These landmark points often correspond to important identifiable features such as the corners of the eyes. Once the points are collected some form of registration is undertaken. This can be a baseline methods used by Fred Bookstein for geometric morphometrics in anthropology. Or an approach like Procrustes analysis which finds an average shape. David George Kendall investigated the statistical distribution of the shape of triangles, and represented each triangle by a point on a sphere. He used this distribution on the sphere to investigate ley lines and whether three stones were more likely to be co-linear than might be expected. Statistical distribution like the Kent distribution can be used to analyse the distribution of such spaces. Alternatively, shapes can be represented by curves or surfaces representing their contours, by the spatial region they occupy. == Shape deformations == Differences between shapes can be quantified by investigating deformations transforming one shape into another. In particular a diffeomorphism preserves smoothness in the deformation. This was pioneered in D'Arcy Thompson's On Growth and Form before the advent of computers. Deformations can be interpreted as resulting from a force applied to the shape. Mathematically, a deformation is defined as a mapping from a shape x to a shape y by a transformation function Φ {\displaystyle \Phi } , i.e., y = Φ ( x ) {\displaystyle y=\Phi (x)} . Given a notion of size of deformations, the distance between two shapes can be defined as the size of the smallest deformation between these shapes. Diffeomorphometry is the focus on comparison of shapes and forms with a metric structure based on diffeomorphisms, and is central to the field of Computational anatomy. Diffeomorphic registration, introduced in the 90's, is now an important player with existing codes bases organized around ANTS, DARTEL, DEMONS, LDDMM, StationaryLDDMM, and FastLDDMM are examples of actively used computational codes for constructing correspondences between coordinate systems based on sparse features and dense images. Voxel-based morphometry (VBM) is an important technology built on many of these principles. Methods based on diffeomorphic flows are also used. For example, deformations could be diffeomorphisms of the ambient space, resulting in the LDDMM (Large Deformation Diffeomorphic Metric Mapping) framework for shape comparison.

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  • List of publications in data science

    List of publications in data science

    This is a list of publications in data science, generally organized by order of use in a data analysis workflow. See the list of publications in statistics for more research-based and fundamental publications; while this list is more applied, business oriented, and cross-disciplinary. General article inclusion criteria are: Papers from notable practitioners or notable professors, either with a Wikipedia page or reference to their notability Common knowledge all data professionals should know, with references validating this claim Highly cited applied statistics and machine learning publications Discussion-facilitating papers on the field of data science as a whole (for example, the Attention Is All You Need paper is arguably a landmark paper that can be added here, but it is specific to generative artificial intelligence, not for all practitioners of data) Some reasons why a particular publication might be regarded as important: Topic creator – A publication that created a new topic Breakthrough – A publication that changed scientific knowledge significantly Influence – A publication which has significantly influenced the world or has had a massive impact on the teaching of data science. When possible, a reference is used to validate the inclusion of the publication in this list. == History == Statistical Modeling: The Two Cultures (with comments and a rejoinder by the author) Author: Leo Breiman Publication data: Online version: https://projecteuclid.org/journals/statistical-science/volume-16/issue-3/Statistical-Modeling--The-Two-Cultures-with-comments-and-a/10.1214/ss/1009213726.pdf Description: Describes two cultures of statistics, one using a parsimonious and generative stochastic model, while the other is an algorithmic model with no known mechanism for how the data is generated. Breiman argues that while statistics has traditionally favored using the stochastic model, there is value in expanding the methods that statisticians can use to study phenomenon. Importance: Influence on the philosophies of statisticians right before the increased use of machine learning and deep learning methods. In a 20-year retrospective on this article, "Breiman's words are perhaps more relevant than ever". Notable statisticians at the time wrote opinion pieces about the publication. Although overall critical of the publication, David Cox writes that the publication "contains enough truth and exposes enough weaknesses to be thought-provoking." Bradley Efron commented that this publication is a "stimulating paper". Emanuel Parzen also comments about this publication that "Breiman alerts us to systematic blunders (leading to wrong conclusions) that have been committed applying current statistical practice of data modeling". Data Scientist: The Sexiest Job of the 21st Century Author: Thomas H. Davenport and DJ Patil Publication data: Online version: hbr.org/2022/07/is-data-scientist-still-the-sexiest-job-of-the-21st-century Description: Describes the new role at companies that is coined "Data scientist", what they do, how an organization might recruit one to their organization, and how to work with one effectively. Importance: This publication has been an influence on the data community as mentioned near the time it was published in 2012 by institutions like IEEE Spectrum, but also mentioned nearly a decade later asking the same question the title poses. In a retrospective response to their own publication 10 years earlier, authors Davenport and Patil have reflected that the role of a data scientist has "become better institutionalized, the scope of the job has been redefined, the technology it relies on has made huge strides, and the importance of non-technical expertise, such as ethics and change management, has grown". 50 Years of Data Science Author: David Donoho Publication data: Online version: https://www.tandfonline.com/doi/full/10.1080/10618600.2017.1384734 Description: Retrospective discussion paper on the history and origins of data science, with a number of commentary from notable statisticians. Importance: This has been described as "the first in the field to present such a comprehensive and in-depth survey and overview", and helps to define the field that has many definitions. The Composable Data Management System Manifesto Author: Pedro Pedreira, Orri Erling, Konstantinos Karanasos, Scott Schneider, Wes McKinney, Satya R Valluri, Mohamed Zait, Jacques Nadeau Publication data: Online version: https://www.vldb.org/pvldb/vol16/p2679-pedreira.pdf Description: The vision paper advocating for a paradigm shift in how data management systems are designed using standard, composable, interoperable tools rather than siloed software tools. Importance: A paradigm shifting view on how future data science software tools should be designed for more efficient workflows, the principles of which "will be especially crucial for addressing fragmentation, improving interoperability, and promoting user-centricity as data ecosystems grow increasingly complex". == Data collection and organization == Tidy Data Author: Hadley Wickham Publication data: Online version: https://www.jstatsoft.org/article/view/v059i10/ https://vita.had.co.nz/papers/tidy-data.pdf Description: Describes a framework for data cleaning that is summarized in the quote, "each variable is a column, each observation is a row, and each type of observational unit is a table". This allows a standard data structure for which data analysis tools can be consistently built around. Importance: Cited over 1,500 times, this effort for tidy data has been described by David Donoho as having "more impact on today's practice of data analysis than many highly regarded theoretical statistics articles". In the context of data visualization, this publication is said to support "efficient exploration and prototyping because variables can be assigned different roles in the plot without modifying anything about the original dataset". Data Organization in Spreadsheets Author: Karl W. Broman and Kara H. Woo Publication data: Online version: https://www.tandfonline.com/doi/full/10.1080/00031305.2017.1375989 Description: This article offers practical recommendations for organizing data in spreadsheets, like Microsoft Excel and Google Sheets, to reduce errors and lower the barrier for later analyses due to limitations in spreadsheets or quirks in the software. Importance: Influences teaching both data and non-data practitioners to create more analysis-friendly spreadsheets, and has been described to outline "spreadsheet best practices". == Data visualizations == Quantitative Graphics in Statistics: A Brief History Author: James R. Beniger and Dorothy L. Robyn Publication data: Online version: https://www.jstor.org/stable/2683467 Description: Outlines history and evolution of quantitative graphics in statistics, going through spatial organization (17th and 18th centuries), discrete comparison (18th and 19th centuries), continuous distribution (19th century), and multivariate distribution and correlation (late 19th and 20th centuries). Importance: Helps put into perspective for learning data practitioners the recency of graphics that are used. A later publication "Graphical Methods in Statistics" by Stephen Fienberg in 1979 writes that his publication "owes much to the work of Beniger and Robyn". == Practice == Data Science for Business Author: Foster Provost and Tom Fawcett Publication data: Online version: N/A Description: Broadly outlines principles of data science and data-analytic thinking for businesses. Importance: Cited over 3,000 times, it is "highly recommended for students" but also it is also recommended due to its "relevance to senior management leaders who want to build and lead a team of data scientists and implement data science in solving complex business problems". == Tooling == Hidden Technical Debt in Machine Learning Systems Author: D. Sculley, Gary Holy, Daniel Golovin, Eugene Davydov, Todd Phillips, Dietmar Ebner, Vinay Chaudhary, Michael Young, Jean-François Crespo, Dan Dennison Publication data: Online version: https://proceedings.neurips.cc/paper_files/paper/2015/file/86df7dcfd896fcaf2674f757a2463eba-Paper.pdf Description: This paper argues that it is "dangerous to think of [complex machine learning] quick wins as coming for free" and overviews risk factors to account for when implementing a machine learning system. Importance: All authors worked for Google, article is cited over 2,000 times, and helped practitioners thinking about quickly implementing a machine learning tool without understanding the long-term maintenance of the tool. A few useful things to know about machine learning Author: Pedro Domingos Publication data: Online version: https://dl.acm.org/doi/10.1145/2347736.2347755 https://homes.cs.washington.edu/~pedrod/papers/cacm12.pdf Description: The purpose of this paper is to distill inaccessible "folk knowledge" to effectively implement machine learning projects because "machin

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  • Douglas Parkhill

    Douglas Parkhill

    Douglas F. Parkhill is a Canadian technologist and former research minister, best known for his pioneering work on what is now called cloud computing, and his work on Canada's Telidon videotex project. He started working at the Canadian ministry of Communications (now part of the Department of Trade and Industry) in 1969, having previously worked at the Mitre Corporation. He was responsible for many activities in communications satellites, computer communications, command and control systems and telecommunications. He was winner of the Treasury Board of Canada Secretariat's Outstanding Achievement award in 1982, the Conestoga shield for services to government and industry in computer communications research and development, the Touche Ross award for Telidon development. He was an author of several publications including the 1966 book, The Challenge of the Computer Utility. In the book, Parkhill thoroughly explored many of the modern-day characteristics of cloud computing (elastic provisioning through a utility service) as well as the comparison to the electricity industry and the use of public, private, government and community forms. The book won the McKinsey Foundation award for distinguished contributions to management literature. He worked with Dave Godfrey, the Canadian writer and novelist on a later book Gutenberg two about the social and political meaning of computer technology. He was in charge of research at the Federal Department of Communications at the time when the department was funding development of the Telidon videotext system, was heavily involved in promoting the system, and had overall control of the program. In a radio broadcast in 1980, he outlined some of the potential of the system, from financial information, to theatre reservations, with the ability to pay and print out tickets from the system. He later documented the history of the Telidon project, and the history of videotext in general. == Publications == The Challenge of the Computer Utility, Addison-Wesley, 1966, ISBN 0-201-05720-4 edited with Dave Godfrey, Gutenberg Two: The New Electronics and Social Change, Press Porcepic, 1979, ISBN 0-88878-191-1 The Beginning of a Beginning. Ottawa; Department of Communications, 1987. A history of the Telidon project.

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  • ISPConfig

    ISPConfig

    ISPConfig is an open source hosting control panel for Linux, licensed under BSD license and developed by the company ISPConfig UG. The ISPConfig project was started in autumn 2005 by Till Brehm from the German company projektfarm GmbH. == Overview == Using the dashboard, administrators have the ability to manage websites, email addresses, MySQL and MariaDB as well as PostgreSQL (since version 3.3) databases, FTP accounts, Shell accounts and DNS records through a web-based interface. The software has 4 login levels: administrator, reseller, client, and email-user, each with a different set of permissions. == Operating Systems == ISPConfig is only available on Linux, with CentOS, Debian, and Ubuntu being among the supported distributions. == Features == The following services and features are supported: Management of a single or multiple servers from one control panel. Web server management for Apache HTTP Server and Nginx. Mail server management (with virtual mail users) with spam and antivirus filter using Postfix (software) and Dovecot (software). DNS server management (BIND, Powerdns). Configuration mirroring and clusters. Administrator, reseller, client and mail-user login. Virtual server management for OpenVZ Servers. Website statistics using Webalizer and AWStats

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  • Workplace robotics safety

    Workplace robotics safety

    Workplace robotics safety is an aspect of occupational safety and health when robots are used in the workplace. This includes traditional industrial robots as well as emerging technologies such as drone aircraft and wearable robotic exoskeletons. Types of accidents include collisions, crushing, and injuries from mechanical parts. Hazard controls include physical barriers, good work practices, and proper maintenance. == Background == Many workplace robots are industrial robots used in manufacturing. According to the International Federation of Robotics, 1.7 million new robots are expected to be used in factories between 2017 and 2020. Emerging robot technologies include collaborative robots, personal care robots, construction robots, exoskeletons, autonomous vehicles, and drone aircraft (also known as unmanned aerial vehicles or UAVs). Advances in automation technologies (e.g. fixed robots, collaborative and mobile robots, and exoskeletons) have the potential to improve work conditions but also to introduce workplace hazards in manufacturing workplaces. Fifty-six percent of robot injuries are classified as pinch injuries and 44% of injuries are classified as impact injuries. A 1987 study found that line workers are at the greatest risk, followed by maintenance workers, and programmers. Poor workplace design and human error caused most injuries. Despite the lack of occupational surveillance data on injuries associated specifically with robots, researchers from the US National Institute for Occupational Safety and Health (NIOSH) identified 61 robot-related deaths between 1992 and 2015 using keyword searches of the Bureau of Labor Statistics (BLS) Census of Fatal Occupational Injuries research database (see info from Center for Occupational Robotics Research). Using data from the Bureau of Labor Statistics, NIOSH and its state partners have investigated 4 robot-related fatalities under the Fatality Assessment and Control Evaluation Program. In addition the Occupational Safety and Health Administration (OSHA) has investigated robot-related deaths and injuries, which can be reviewed at OSHA Accident Search page. Injuries and fatalities could increase over time because of the increasing number of collaborative and co-existing robots, powered exoskeletons, and autonomous vehicles into the work environment. Safety standards are being developed by the Robotic Industries Association (RIA) in conjunction with the American National Standards Institute (ANSI). On October 5, 2017, OSHA, NIOSH and RIA signed an alliance to work together to enhance technical expertise, identify and help address potential workplace hazards associated with traditional industrial robots and the emerging technology of human-robot collaboration installations and systems, and help identify needed research to reduce workplace hazards. On October 16 NIOSH launched the Center for Occupational Robotics Research to "provide scientific leadership to guide the development and use of occupational robots that enhance worker safety, health, and well being". So far, the research needs identified by NIOSH and its partners include: tracking and preventing injuries and fatalities, intervention and dissemination strategies to promote safe machine control and maintenance procedures, and on translating effective evidence-based interventions into workplace practice. == Hazards == Many hazards and injuries can result from the use of robots in the workplace. Some robots, notably those in a traditional industrial environment, are fast and powerful. This increases the potential for injury as one swing from a robotic arm, for example, could cause serious bodily harm. There are additional risks when a robot malfunctions or is in need of maintenance. A worker who is working on the robot may be injured because a malfunctioning robot is typically unpredictable. For example, a robotic arm that is part of a car assembly line may experience a jammed motor. A worker who is working to fix the jam may suddenly get hit by the arm the moment it becomes unjammed. Additionally, if a worker is standing in a zone that is overlapping with nearby robotic arms, he or she may get injured by other moving equipment. There are four types of accidents that can occur with robots: impact or collision accidents, crushing and trapping accidents, mechanical part accidents, and other accidents. Impact or collision accidents occur generally from malfunctions and unpredicted changes. Crushing and trapping accidents occur when a part of a worker's body becomes trapped or caught on robotic equipment. Mechanical part accidents can occur when a robot malfunctions and starts to "break down", where the ejection of parts or exposed wire can cause serious injury. Other accidents at just general accidents that occur from working with robots. There are seven sources of hazards that are associated with human interaction with robots and machines: human errors, control errors, unauthorized access, mechanical failures, environmental sources, power systems, and improper installation. Human errors could be anything from one line of incorrect code to a loose bolt on a robotic arm. Many hazards can stem from human-based error. Control errors are intrinsic and are usually not controllable nor predictable. Unauthorized access hazards occur when a person who is not familiar with the area enters the domain of a robot. Mechanical failures can happen at any time, and a faulty unit is usually unpredictable. Environmental sources are things such as electromagnetic or radio interference in the environment that can cause a robot to malfunction. Power systems are pneumatic, hydraulic, or electrical power sources; these power sources can malfunction and cause fires, leaks, or electrical shocks. Improper installation is fairly self-explanatory; a loose bolt or an exposed wire can lead to inherent hazards. === Emerging technologies === Emerging robotic technologies can reduce hazards to workers, but can also introduce new hazards. For example, robotic exoskeletons can be used in construction to reduce load to the spine, improve posture, and reduce fatigue; however, they can also increase chest pressure, limit mobility when moving out of the way of a falling object, and cause balance problems. Unmanned aerial vehicles are being used in the construction industry to do monitoring and inspections of buildings under construction. This reduces the need for humans to be in hazardous locations, but the risk of a UAV collision presents a hazard to workers. For collaborative robots, isolation is not possible. Possible hazard controls include collision avoidance systems, and making the robot less stiff to lessen the impact force. Robotic tech vest is a wearable device for humans, worn in Amazon warehouses. == Hazard controls == There are a few ways to prevent injuries by implementing hazard controls. There can be risk assessments at each of the various stages of a robot's development. Risk assessments can help gather information about a robot's status, how well it is being maintained, and if repairs are needed soon. By being aware of the status of a robot, injuries can be prevented and hazards reduced. Safeguarding devices can be implemented to reduce the risk of injuries. These can include engineering controls such as physical barriers, guard rails, presence-sensing safeguarding devices, etc. Awareness devices are usually used in conjunction with safeguarding devices. They are usually a system of rope or chain barriers with lights, signs, whistles, and horns. Their purpose it to be able to alert workers or personnel of certain dangers. Operator safeguards can also be in place. These usually utilize safeguarding devices to protect the operator and reduce risk of injury. Additionally, when an operator is within close proximity of a robot, the working speed of the robot can be reduced to ensure that the operator is in full control. This can be done by placing the robot in the manual or teach mode. It is also crucial to inform the programmer of the robot of what type of work the robot will be doing, how it will interact with other robots, and how it will work in relation to an operator. Proper maintenance of robotic equipment is also critical in order to reduce hazards. Maintaining a robot insures that it continues to function properly, thereby reducing the risks associated with a malfunction. One common safeguard used in industrial settings is the installation of robot safety fencing. These barriers, often made from durable materials such as mesh or polycarbonate, prevent accidental interactions between workers and robotic systems, reducing the risk of injury. Robot safety fencing is particularly important in environments where high-speed or powerful robots are used. == Regulations == Some existing regulations regarding robots and robotic systems include: ANSI/RIA R15.06 OSHA 29 CFR 1910.333 OSHA 29 CFR 1910.147 ISO 10218 ISO/TS 15066 ISO/DIS 13482

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  • Color

    Color

    Color (or colour in Commonwealth English) is the visual perception produced by the activation of the different types of cone cells in the eye caused by light. Though color is not an inherent property of matter, color perception is related to an object's light absorption, emission, reflection and transmission. For most humans, visible wavelengths of light are the ones perceived in the visible light spectrum, with three types of cone cells (trichromacy). Other animals may have a different number of cone cell types or have eyes sensitive to different wavelengths, such as bees that can distinguish ultraviolet, and thus have a different color sensitivity range. Animal perception of color originates from different light wavelength or spectral sensitivity in cone cell types, which is then processed by the brain. Colors have perceived properties such as hue, colorfulness, and lightness. Colors can also be additively mixed (mixing light) or subtractively mixed (mixing pigments). If one color is mixed in the right proportions, because of metamerism, they may look the same as another stimulus with a different reflection or emission spectrum. For convenience, colors can be organized in a color space, which when being abstracted as a mathematical color model can assign each region of color with a corresponding set of numbers. Thus, color spaces are an essential tool for color reproduction in print, photography, computer monitors, and television. Some of the most well-known color models and color spaces are RGB, CMYK, HSL/HSV, CIE Lab, and YCbCr/YUV. Because the perception of color is an important aspect of human life, different colors have been associated with emotions, activity, and nationality. Names of color regions in different cultures can have different, sometimes overlapping areas. In visual arts, color theory is used to govern the use of colors in an aesthetically pleasing and harmonious way. The theory of color includes the color complements; color balance; and classification of primary colors, secondary colors, and tertiary colors. The study of colors in general is called color science. == Physical properties == Electromagnetic radiation is characterized by its wavelength (or frequency) and its intensity. When the wavelength is within the visible spectrum (the range of wavelengths humans can perceive, approximately from 390 nm to 700 nm), it is known as "visible light". Most light sources emit light at many different wavelengths; a source's spectrum is a distribution giving its intensity at each wavelength. Although the spectrum of light arriving at the eye from a given direction determines the color sensation in that direction, there are many more possible spectral combinations than color sensations. In fact, one may formally define a color as a class of spectra that give rise to the same color sensation, although such classes would vary widely among different animal species, and to a lesser extent among individuals within the same species. In each such class, the members are called metamers of the color in question. This effect can be visualized by comparing the light sources' spectral power distributions and the resulting colors. === Spectral colors === The familiar colors of the rainbow in the spectrum—named using the Latin word for appearance or apparition by Isaac Newton in 1671—include all those colors that can be produced by visible light of a single wavelength only, the pure spectral or monochromatic colors. The spectrum above shows approximate wavelengths (in nm) for spectral colors in the visible range. Spectral colors have 100% purity, and are fully saturated. A complex mixture of spectral colors can be used to describe any color, which is the definition of a light power spectrum. The spectral colors form a continuous spectrum, and how it is divided into distinct colors linguistically is a matter of culture and historical contingency. Despite the ubiquitous ROYGBIV mnemonic used to remember the spectral colors in English, the inclusion or exclusion of colors is contentious, with disagreement often focused on indigo and cyan. Even if the subset of color terms is agreed, their wavelength ranges and borders between them may not be. The intensity of a spectral color, relative to the context in which it is viewed, may alter its perception considerably. For example, a low-intensity orange-yellow is brown, and a low-intensity yellow-green is olive green. Additionally, hue shifts towards yellow or blue happen if the intensity of a spectral light is increased; this is called Bezold–Brücke shift. In color models capable of representing spectral colors, such as CIELUV, a spectral color has the maximal saturation. In Helmholtz coordinates, this is described as 100% purity. === Color of objects === The physical color of an object depends on how it absorbs and scatters light. Most objects scatter light to some degree and do not reflect or transmit light specularly like glasses or mirrors. A transparent object allows almost all light to transmit or pass through, thus transparent objects are perceived as colorless. Conversely, an opaque object does not allow light to transmit through and instead absorbs or reflects the light it receives. Like transparent objects, translucent objects allow light to transmit through, but translucent objects are seen colored because they scatter or absorb certain wavelengths of light via internal scattering. The absorbed light is often dissipated as heat. == Color vision == === Development of theories of color vision === Although Aristotle and other ancient scientists had already written on the nature of light and color vision, it was not until Isaac Newton that light was identified as the source of the color sensation. In 1810, Johann Wolfgang von Goethe published his comprehensive Theory of Colors in which he provided a rational description of color experience, which "tells us how it originates, not what it is". In 1801, Thomas Young proposed his trichromatic theory, to explain how a wide spectrum of different wavelengths could be detected by the human eye. It would be unreasonable to suppose that the human eye contained hundreds of different receptors each responding to the presence of a specific wavelength. Instead, he suggested that the human experience of color derives from a complex interaction and mixing from the output three receptors. This theory was later confirmed by James Clerk Maxwell and refined by Hermann von Helmholtz. Maxwell experimentally demonstrated that any color could be matched with a combination of three lights. As Helmholtz puts it, "the principles of Newton's law of mixture were experimentally confirmed by Maxwell in 1856. Young's theory of color sensations, like so much else that this marvelous investigator achieved in advance of his time, remained unnoticed until Maxwell directed attention to it." At the same time as Helmholtz, Ewald Hering developed the opponent process theory of color, noting that color blindness and afterimages typically come in opponent pairs (red-green, blue-orange, yellow-violet, and black-white). Ultimately these two theories were synthesized in 1957 by Hurvich and Jameson, who showed that retinal processing corresponds to the trichromatic theory, while processing at the level of the lateral geniculate nucleus corresponds to the opponent theory. In 1931, the International Commission on Illumination (CIE), an international group of experts, developed a mathematical color model which mapped out the space of observable colors, allowing every individual color able to be specified with a set of three numbers. === Color in the eye === The ability of the human eye to distinguish colors is based upon the varying sensitivity of different cells in the retina to light of different wavelengths. Humans are trichromatic—the retina contains three types of color receptor cells, or cones. One type, relatively distinct from the other two, is most responsive to light that is perceived as blue or blue-violet, with wavelengths around 450 nm; cones of this type are sometimes called short-wavelength cones or S cones (or misleadingly, blue cones). The other two types are closely related genetically and chemically: middle-wavelength cones, M cones, or green cones are most sensitive to light perceived as green, with wavelengths around 540 nm, while the long-wavelength cones, L cones, or red cones, are most sensitive to light that is perceived as greenish yellow, with wavelengths around 570 nm. Light, no matter how complex its composition of wavelengths, is reduced to three color components by the eye. Each cone type adheres to the principle of univariance, which is that each cone's output is determined by the amount of light that falls on it over all wavelengths. For each location in the visual field, the three types of cones yield three signals based on the extent to which each is stimulated. These amounts of stimulation are sometimes called tristimulus values. The response cu

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  • WriterDuet

    WriterDuet

    WriterDuet is a screenwriting software for writing and editing screenplays and other forms of mass media. == History == WriterDuet was founded in 2013 by Guy Goldstein. In April 2015, WriterDuet acquired the domain for Scripped.com after they closed, citing a serious technical failure. In August 2016, WriterDuet released a localized version of its software in China. In May 2018, WriterDuet included Bechdel test analysis functions to address issues of gender diversity in the screenwriting industry. In 2018, WriterDuet published WriterSolo, an offline version of their app that runs on the browser and opens/saves files on the computer, Dropbox, Google Drive, and iCloud. In July 2019, WriterDuet made the WriterSolo browser app and desktop app available as pay-what-you-want under the web address FreeScreenwriting.com. == Features == WriterDuet is primarily used to outline, write, and format screenplays to the standards recommended by the AMPAS. It also supports formats for theater, novels, and video games. The software is powered by Firebase allowing users to write together in real-time from multiple devices. WriterDuet's main competitors in the screenwriting industry are Final Draft, Celtx, and Movie Magic Screenwriter.

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  • Identi.ca

    Identi.ca

    identi.ca is a free and open-source social networking and blogging service based on the pump.io software, using the Activity Streams protocol. Identi.ca stopped accepting new registrations in 2013, but continues to operate alongside several other pump.io-based hosts provided by E14N which continue to accept new registrations. == Features == Identi.ca is similar to social networking sites like Facebook and Google+, allowing unlimited length status updates, rich text, and images. The Activity Streams protocol supports many kinds of activities such as games. OpenFarmGame is a prototype application for an Activity Streams-based game. Previous features from its StatusNet version such as hashtags, groups, and global search are not supported. == History == === StatusNet === The service received more than 8,000 registrations and 19,000 updates within the first 24 hours of publicly launching on July 2, 2008, and reached its 1,000,000th notice on November 4, 2008. In January 2009, identi.ca received investment funds from venture capital group Montreal Start Up. On March 30, 2009, Control Yourself (since renamed StatusNet Inc) announced that Identi.ca was to become part of a hosted microblogging service called status.net to be launched in May 2009. Status.net offers individual microblogs under a subdomain to be chosen by the customer. Identi.ca will remain a free service. All notices will be published under the Creative Commons Attribution 3.0 license by default, but paying customers will be free to choose a different license. Formerly based on StatusNet, a micro-blogging software package built on the OStatus specification (and earlier based on the OpenMicroBlogging specification), Identi.ca allowed users to send text updates (known as "notices") up to 140 characters long. While similar to Twitter in both concept and operation, Identi.ca/StatusNet provided many features not currently implemented by Twitter, including XMPP support and personal tag clouds. In addition, Identi.ca/StatusNet allowed free export and exchange of personal and "friend" data based on the FOAF standard; therefore, notices could be fed into a Twitter account or other service, and also ported in to a private system similar to Yammer. === pump.io === Developer Evan Prodromou chose to change the site to the pump.io software platform in development, because pump.io offers more features making it technically more advanced. Registration on Identi.ca was closed in December 2012 in preparation for the switch to pump.io software (the popularity of Identi.ca and "official" Status.net hosting were considered a hindrance to the creation of a federated social network). The conversion was completed on 12 July 2013. The 140 character per post limit was removed (in StatusNet, it was a setting, not an inherent limitation); now the blog posts can contain formatting and images. Groups, hashtags, and a page listing popular posts are not yet implemented in pump.io.

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  • Fillrate

    Fillrate

    In computer graphics, a video card's pixel fillrate refers to the number of pixels that can be rendered on the screen and written to video memory in one second. Pixel fillrates are given in megapixels per second or in gigapixels per second (in the case of newer cards), and are obtained by multiplying the number of render output units (ROPs) by the clock frequency of the graphics processing unit (GPU) of a video card. A similar concept, texture fillrate, refers to the number of texture map elements (texels) the GPU can map to pixels in one second. Texture fillrate is obtained by multiplying the number of texture mapping units (TMUs) by the clock frequency of the GPU. Texture fillrates are given in mega or gigatexels per second. However, there is no full agreement on how to calculate and report fillrates. Another possible method is to multiply the number of pixel pipelines by the GPU's clock frequency. The results of these multiplications correspond to a theoretical number. The actual fillrate depends on many other factors. In the past, the fillrate has been used as an indicator of performance by video card manufacturers such as ATI and NVIDIA, however, the importance of the fillrate as a measurement of performance has declined as the bottleneck in graphics applications has shifted. For example, today, the number and speed of unified shader processing units has gained attention. Although fillrate doesn't provide a substantial bottleneck in games, it can still provide a bottleneck for certain parts of the game, for example applying a gaussian blur can be bottlenecked by fillrate. Scene complexity can be increased by overdrawing, which happens when an object is drawn to the frame buffer, and another object (such as a wall) is then drawn on top of it, covering it up. The time spent drawing the first object is thus wasted because it is not visible. When a sequence of scenes is extremely complex (many pixels have to be drawn for each scene), the frame rate for the sequence may drop. When designing graphics intensive applications, one can determine whether the application is fillrate-limited (or shader limited) by seeing if the frame rate increases dramatically when the application runs at a lower resolution or in a smaller window. Although this is not a full-proof method, modern videogame engines can dynamically reduce the level-of-detail required and thereby reducing fillrate-limited applications. The best way to find fillrate bottlenecks is to use GPU vendor software like NVIDIA Nsight Graphics, AMD Radeon GPU Profile and the Intel Graphics Performance Analyzers.

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  • Gcore

    Gcore

    Gcore is an edge AI, cloud, network, and security company headquartered in Luxembourg. Founded in 2014, the company provides low-latency services to industries including finance, healthcare, manufacturing, gaming, media and telecommunications internationally. As of March 2024, its global network includes over 180 Points of Presence (PoPs) across six continents. == History == Gcore was founded in 2014 in Luxembourg. The company built its own content delivery network, originally designed for the needs of the gaming industry. In 2016, Gcore's infrastructure expanded to multiple regions that were underserved by hyperscale cloud providers. In 2020, the company formed partnerships with Intel and Equinix. In 2022, Gcore launched the European AI Cloud, providing access to infrastructure for machine learning tasks. In March 2024, Gcore announced the acquisition of a web application and API protection (WAAP) solution from StackPath. In April 2024, Gcore received a commendation in the Industry Innovation category at the NVIDIA Partner Network Awards EMEA for developing the first speech-to-text technology for Luxembourgish, using the LuxemBERT AI model. In May 2024, Philipp Rösler, former vice-chancellor of Germany and federal minister of health joined the Gcore board. In July 2024, Gcore raised $60 million in a Series A funding round, marking the company's first external investment since its founding. In August 2024, Gcore was recognized as a Major Player in the IDC MarketScape report for European public cloud Infrastructure (IaaS) 2024 by IDC, the global market intelligence firm. In May 2025, Feiyu Xu became a member of the Gcore advisory board. == Network infrastructure == According to the company's website, Gcore has network locations in six continents: Europe, North America, Asia, South America, Africa, and Australia with over 14,000 peering partners and a network capacity exceeding 200 Tbps. According to a 2025 review by Geekflare, Gcore's CDN achieved an average global response time of around 30 milliseconds. Gcore offers AI cloud clusters, including a generative AI cluster with Nvidia GPUs in Luxembourg and additional sites in the Netherlands and Wales, as part of its European AI infrastructure. == Products and services == Gcore offers a range of services, including content delivery network (CDN), cloud computing,virtual machines, bare-metal servers, object storage AI infrastructure and inference, Kubernetes, video streaming, DDoS mitigation, web application and API protection (WAAP), Domain Name System (DNS). Gcore provides AI services and GPU cloud infrastructure to support model development, training, fine-tuning, and inference. In January 2025, the company introduced Everywhere Inference, a serverless inference solution that enables AI model deployment. == Controversies == Correctiv and Tageszeitung reported that Gcore supported the distribution of the TV network RT until April 2023, which has been under sanctions by the EU since March 2022. However, Gcore denies these allegations. == Collaborations == In 2024, Gcore and Qareeb Data Centres, a data center provider in the Middle East, launched a collaboration to integrate Gcore's AI, cloud and edge services across data centers in multiple Middle Eastern countries. In June 2025, Gcore joined the SmartSpires initiative, a €3.1 million smart city project co-funded by the Connecting Europe Facility. The three-year programme is coordinated by a public–private consortium including 5SKYE, the Luxembourg Institute of Science and Technology (LIST), Orange Luxembourg, and Gcore. The project aims to transform the Belval campus into a smart city by deploying 5G-enabled smart towers that integrate edge computing, artificial intelligence and IoT services. Within the consortium, Gcore acts as project coordinator and is responsible for the deployment of the edge infrastructure.

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  • Marq (company)

    Marq (company)

    Marq (formerly Lucidpress) is a cloud-based software platform for brand management and templated content creation. The platform integrates with digital asset management (DAM) systems—including Aprimo and Bynder and customer relationship management (CRM) tools such as Salesforce and HubSpot. Marq also includes AI-assisted features for brand compliance and content automation. Trade publications have described the product as a brand templating and creative automation platform. == History == In October 2013, Lucid Software, Inc. announced Lucidpress as a public beta version. Following its release, Lucidpress was featured in TechCrunch, VentureBeat and PC World, with TechCrunch noting: "I had a chance to test the app before its launch and it is indeed very easy to use. If you've ever used a desktop publishing app in the past, you'll feel right at home with Marq, as it features the same kind of standard top-bar menu and layout options as most other publishing apps. In terms of features, it can also hold its own against similar desktop-based apps." In May 2021, Lucidpress announced that it had been acquired by Charles Thayne Capital ("CTC"), a growth-oriented and technology-focused private investment firm. In May 2021, following its acquisition by Charles Thayne Capital, Lucidpress became fully independent. Owen Fuller, who had served as General Manager since 2017, was appointed Chief Executive Officer. In 2022, Lucidpress was rebranded as Marq to reflect the company’s shift toward brand templating and creative automation tools, while continuing to support its publishing features. == Features == Marq integrates with customer relationship management (CRM) platforms such as Salesforce and HubSpot, enabling the creation of personalized, on-brand sales and marketing materials. The platform also connects with multiple digital asset management (DAM) systems, including Bynder, Aprimo, MediaValet, PhotoShelter, Acquia, and Canto. == Investment == Lucid Software raised $1 million in Seed in 2011, led by Google Ventures. In May 2014, the company received a $5 million investment. The round was led by Salt Lake-based Kickstart Seed Fund. In September 2016, the company received a $36 million investment from Spectrum Equity.

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  • Floyd–Steinberg dithering

    Floyd–Steinberg dithering

    Floyd–Steinberg dithering is an image dithering algorithm first published in 1976 by Robert W. Floyd and Louis Steinberg. It is commonly used by image manipulation software, for example, when converting an image from a Truecolor 24-bit PNG format into a GIF format, which is restricted to a maximum of 256 colors. == Implementation == The algorithm achieves dithering using error diffusion, meaning it pushes (adds) the residual quantization error of a pixel onto its neighboring pixels, to be quantized after. It spreads the debt out according to the distribution (shown as a map of the neighboring pixels): [ ∗ 7 16 … … 3 16 5 16 1 16 … ] {\displaystyle {\begin{bmatrix}&&&{\frac {\displaystyle 7}{\displaystyle 16}}&\ldots \\\ldots &{\frac {\displaystyle 3}{\displaystyle 16}}&{\frac {\displaystyle 5}{\displaystyle 16}}&{\frac {\displaystyle 1}{\displaystyle 16}}&\ldots \\\end{bmatrix}}} The pixel indicated with a star () indicates the pixel currently being scanned, and the blank pixels are the previously scanned pixels. The specific values (7/16, 3/16, 5/16, 1/16) were originally found by trial-and-error, "guided by the desire to have a region of desired density 0.5 come out as a checkerboard pattern". The algorithm scans the image from left to right, top to bottom, quantizing pixel values one by one. Each time, the quantization error is transferred to the neighboring pixels, while not affecting the pixels that already have been quantized. Hence, if a number of pixels have been rounded downwards, it becomes more likely that the next pixel is rounded upwards, such that on average, the quantization error is close to zero. The diffusion coefficients have the property that if the original pixel values are exactly halfway in between the nearest available colors, the dithered result is a checkerboard pattern. For example, 50% grey data could be dithered as a black-and-white checkerboard pattern. For optimal dithering, the counting of quantization errors should be in sufficient accuracy to prevent rounding errors from affecting the result. For correct results, all values should be linearized first, rather than operating directly on sRGB values as is common for images stored on computers. In some implementations, the horizontal direction of scan alternates between lines; this is called "serpentine scanning" or boustrophedon transform dithering. The algorithm described above is in the following pseudocode. This works for any approximately linear encoding of pixel values, such as 8-bit integers, 16-bit integers or real numbers in the range [0, 1]. for each y from top to bottom do for each x from left to right do oldpixel := pixels[x][y] newpixel := find_closest_palette_color(oldpixel) pixels[x][y] := newpixel quant_error := oldpixel - newpixel pixels[x + 1][y ] := pixels[x + 1][y ] + quant_error × 7 / 16 pixels[x - 1][y + 1] := pixels[x - 1][y + 1] + quant_error × 3 / 16 pixels[x ][y + 1] := pixels[x ][y + 1] + quant_error × 5 / 16 pixels[x + 1][y + 1] := pixels[x + 1][y + 1] + quant_error × 1 / 16 When converting grayscale pixel values from a high to a low bit depth (e.g. 8-bit grayscale to 1-bit black-and-white), find_closest_palette_color() may perform just a simple rounding, for example: find_closest_palette_color(oldpixel) = round(oldpixel / 255) The pseudocode can result in pixel values exceeding the valid values (such as greater than 255 in 8-bit grayscale images). Such values should ideally be handled by the find_closest_palette_color() function, rather than clipping the intermediate values, since a subsequent error may bring the value back into range. However, if fixed-width integers are used, wrapping of intermediate values would cause inversion of black and white, and so should be avoided. The find_closest_palette_color() implementation is nontrivial for a palette that is not evenly distributed, however small inaccuracies in selecting the correct palette color have minimal visual impact due to error being propagated to future pixels. A nearest neighbor search in 3D is frequently used.

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  • Auto-defrost

    Auto-defrost

    Auto-defrost, automatic defrost or self-defrosting is a technique which regularly defrosts the evaporator in a refrigerator or freezer. Appliances using this technique are often called frost free, frostless, or no-frost. == Mechanism == The defrost mechanism in a refrigerator heats the cooling element (evaporator coil) for a short period of time and melts the frost that has formed on it. The resulting water drains through a duct at the back of the unit. Defrosting is controlled by an electric or electronic timer. For every 6, 8, 10, 12 or 24 hours of compressor operation, it turns on a defrost heater for 15 minutes to half an hour. The defrost heater, having a typical power rating of 350W to 600W, is often mounted just below the evaporator in top and bottom-freezer models. It can also be located below and in the middle of the evaporator in side-by-side models. It may be protected from short circuits by means of fusible links. In older refrigerators, the timer runs continuously. In newer designs, the timer only runs while the compressor runs, so the longer the refrigerator door is closed, the less time the heater will run for and the more energy is saved. A defrost thermostat opens the heater circuit when the evaporator temperature rises above a preset temperature, 40°F (5°C) or more, thereby preventing excessive heating of the freezer compartment. The defrost timer is such that either the compressor or the defrost heater is on, but not both at the same time. Inside the freezer, air is circulated by means of one or more fans. In a typical design cold air from the freezer compartment is ducted to the fresh food compartment and circulated back into the freezer compartment. Air circulation helps sublimate any ice or frost that may form on frozen items in the freezer compartment. While defrosting, this fan is stopped to prevent heated-up air from reaching the food compartment. Instead of the normal cooling elements being embedded in the freezer liner, auto-defrost elements are behind or beneath the liner. This allows them to be heated for short periods of time to dispose of frost, without heating the contents of the freezer. Alternatively, some systems use the hot gas in the condenser to defrost the evaporator. This is done by means of a circuit that is cross-linked by a three-way valve. The hot gas quickly heats up the evaporator and defrosts it. This system is primarily used in commercial applications such as ice-cream displays. == Application == While this technique was originally applied to the refrigerator compartment, it was later used for freezer compartment as well. A combined refrigerator/freezer which applies self-defrosting to the refrigerator compartment only is usually called "partial frost free" or semi-automatic defrost (some brands call these "Auto Defrost" while Frigidaire referred to their semi-automatic models as "Cycla-Matic," Kelvinator often named these models as "Cyclic Defrost" ). These refrigerators usually have a pan underneath where water from the melted frost in the refrigerator section evaporates. Freezers with automatic defrosting and combined refrigerator/freezer units which also apply self defrosting to their freezer compartment are called "frost free". The latter usually feature an air connection between the two compartments with the air passage to the refrigerator compartment regulated by a damper. By this means, a controlled portion of the air coming from the freezer reaches the refrigerator. Some older models have no air circulation between their freezer and refrigerator sections. Instead, they use an independent cooling system (for example: an evaporator coil with a defrost heater and a circulating fan in the freezer and a cold-plate or open-coil evaporator in the refrigerator. "Frost-Free" refrigerator/freezer units usually use a heating element to defrost their evaporators, a pan to collect and evaporate water from the frost that melts from the cold plate and/or evaporator coil, a timer which turns off the compressor and turns on the defrost element usually from once to 4 times a day for periods usually ranging from 15 to 30 minutes, a defrost limiter thermostat that turns off the heating element before the temperature rises too much while the timer is still in its defrost phase. Some models also feature a drain heater to prevent ice from blocking the drain. Other early types of refrigerators also use hot gas defrost instead of electric heaters. These reverse the evaporator and condenser sides for the defrost cycle. Some newer refrigerator/freezer models have a computer that monitors how many times each door is opened and uses this data to control defrost scheduling thereby reducing power use. == Advantages == No need to manually defrost the frost buildup, therefore power consumption will not increase with time. Food packaging is easier to see. Most frozen food will not stick together. Smells are limited, especially in total frost-free appliances because the air always circulates. Better temperature management. == Disadvantages == The system can be more expensive to run when usage is high and if the fan continues or starts to run when the door is opened. A thermal cutout safety device is required to prevent overheating of the heating element. Increased electrical and mechanical complexity compared to a basic upright freezer or chest freezer, making it more prone to component failure. The temperature of the freezer contents rises during the defrosting cycles, especially if there is a light load in the freezer. This can cause "freezer burn" on articles placed in the freezer, from partially defrosting, then re-freezing On hot, humid days condensation will sometimes form around the refrigerator doors. Defrosting may not be completed by the time the defrost timer cycles back to normal operation (especially in hot, humid conditions with frequent door openings), leaving ice/frost on the evaporator coils. This condition can lead to "icing" which will interfere with the operation of the refrigerator. In laboratories, self-defrosting freezers must not be used to store certain delicate reagents such as enzymes, because the temperature cycling can degrade them. In addition, water can evaporate out of containers that do not have a very tight seal, altering the concentration of the reagents. Self-defrosting freezers should never be used to store flammable chemicals.

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  • Peanut App

    Peanut App

    Peanut, a product of Peanut App Ltd. is an online community for women who are planning to become pregnant, women who are pregnant, women who have had children, and women who are experiencing menopause. Profiles of potential friends are displayed to users who can swipe up to show intent to connect. Users can also connect via discussion threads, groups, and live audio conversations. The app allows users to select their stage of life (trying to conceive, pregnancy, motherhood, or menopause), so as to meet women at a similar life stage, and to discover relevant content. Peanut was founded by Michelle Kennedy shortly after she left Bumble, a female-first dating app. She has described Peanut as, "the app she wishes she had when she first became a mother". == History == Peanut was initially launched in 2017 for mothers and pregnant women. The app focuses on helping users find others with shared interests, such as spoken languages, occupations, and hobbies. It also displays a woman's life stage, such as the age of her children, or the stage of pregnancy. In 2018, it launched a community discussion feature that intended to give women an "alternative to other social platforms". In 2019, it started to serve women who are trying to conceive. In April 2021, it integrated live audio, in response to the COVID-19 pandemic, and the restrictions around in-person socializing. in September 2021, it started to include women who are navigating perimenopause, menopause, and postmenopausal. Although it had initially catered for younger women navigating into new families, a large number of users had undergone surgically or chemically induced menopause due to medical conditions. In July 2021, Peanut launched an investment micro fund, Peanut StartHER, focused on investing in women-owned businesses, as well as other historically excluded founders. == Operation == The Peanut app is a social network exclusively for women, focusing on topics of pregnancy, motherhood, fertility, and menopause. It is available on iOS and Android devices. Users must prove their identity, in keeping with the primary function of in-app safety, and then they can create a profile to interact with other users. For pregnant users, the “Bump Buddies” feature helps connect them with other Peanut users who have a similar due date, which aimed to help expecting mothers combat loneliness during the COVID-19 pandemic. Peanut users also have the option to join “Groups” ‒ sub-sections of users focused on specific topics, including (but not limited to) location, life stage, pregnancy due date, and interests or hobbies. The live voice chat feature “Pods”, enables Peanut users to socialize without the pressure of photos or video chat. It offers features such as a muted audience of listeners who need to virtually raise their hand to speak, emoji reactions, and hosts who can moderate the conversations and invite people to speak.

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  • Free boundary condition

    Free boundary condition

    In image processing, the free boundary condition is the convention used when applying a convolution kernel to a digital image in which pixel locations that lie outside the image boundaries are interpreted as having a value of zero.[1] The question of what value to assign out-of-bounds pixels may arise, for instance, when applying a 3×3 kernel to the corner pixel in an image.

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