AI Detector Deepseek

AI Detector Deepseek — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Machine learning in video games

    Machine learning in video games

    Artificial intelligence and machine learning techniques are used in video games for a wide variety of applications such as non-player character (NPC) control, procedural content generation (PCG) and deep learning-based content generation. Machine learning is a subset of artificial intelligence that uses historical data to build predictive and analytical models. This is in sharp contrast to traditional methods of artificial intelligence such as search trees and expert systems. Information on machine learning techniques in the field of games is mostly known to public through research projects as most gaming companies choose not to publish specific information about their intellectual property. The most publicly known application of machine learning in games is likely the use of deep learning agents that compete with professional human players in complex strategy games. There has been a significant application of machine learning on games such as Atari/ALE, Doom, Minecraft, StarCraft, and car racing. Other games that did not originally exists as video games, such as chess and Go have also been affected by the machine learning. == Overview of relevant machine learning techniques == === Deep learning === Deep learning is a subset of machine learning which focuses heavily on the use of artificial neural networks (ANN) that learn to solve complex tasks. Deep learning uses multiple layers of ANN and other techniques to progressively extract information from an input. Due to this complex layered approach, deep learning models often require powerful machines to train and run on. ==== Convolutional neural networks ==== Convolutional neural networks (CNN) are specialized ANNs that are often used to analyze image data. These types of networks are able to learn translation invariant patterns, which are patterns that are not dependent on location. CNNs are able to learn these patterns in a hierarchy, meaning that earlier convolutional layers will learn smaller local patterns while later layers will learn larger patterns based on the previous patterns. A CNN's ability to learn visual data has made it a commonly used tool for deep learning in games. === Recurrent neural network === Recurrent neural networks are a type of ANN that are designed to process sequences of data in order, one part at a time rather than all at once. An RNN runs over each part of a sequence, using the current part of the sequence along with memory of previous parts of the current sequence to produce an output. These types of ANN are highly effective at tasks such as speech recognition and other problems that depend heavily on temporal order. There are several types of RNNs with different internal configurations; the basic implementation suffers from a lack of long term memory due to the vanishing gradient problem, thus it is rarely used over newer implementations. ==== Long short-term memory ==== A long short-term memory (LSTM) network is a specific implementation of a RNN that is designed to deal with the vanishing gradient problem seen in simple RNNs, which would lead to them gradually "forgetting" about previous parts of an inputted sequence when calculating the output of a current part. LSTMs solve this problem with the addition of an elaborate system that uses an additional input/output to keep track of long term data. LSTMs have achieved very strong results across various fields, and were used by several monumental deep learning agents in games. === Reinforcement learning === Reinforcement learning is the process of training an agent using rewards and/or punishments. The way an agent is rewarded or punished depends heavily on the problem; such as giving an agent a positive reward for winning a game or a negative one for losing. Reinforcement learning is used heavily in the field of machine learning and can be seen in methods such as Q-learning, policy search, Deep Q-networks and others. It has seen strong performance in both the field of games and robotics. === Neuroevolution === Neuroevolution involves the use of both neural networks and evolutionary algorithms. Instead of using gradient descent like most neural networks, neuroevolution models make use of evolutionary algorithms to update neurons in the network. Researchers claim that this process is less likely to get stuck in a local minimum and is potentially faster than state of the art deep learning techniques. == Deep learning agents == Machine learning agents have been used to take the place of a human player rather than function as NPCs, which are deliberately added into video games as part of designed gameplay. Deep learning agents have achieved impressive results when used in competition with both humans and other artificial intelligence agents. === Chess === Chess is a turn-based strategy game that is considered a difficult AI problem due to the computational complexity of its board space. Similar strategy games are often solved with some form of a Minimax Tree Search. These types of AI agents have been known to beat professional human players, such as the historic 1997 Deep Blue versus Garry Kasparov match. Since then, machine learning agents have shown ever greater success than previous AI agents. === Go === Go is another turn-based strategy game which is considered an even more difficult AI problem than chess. The state space of is Go is around 10^170 possible board states compared to the 10^120 board states for Chess. Prior to recent deep learning models, AI Go agents were only able to play at the level of a human amateur. ==== AlphaGo ==== Google's 2015 AlphaGo was the first AI agent to beat a professional Go player. AlphaGo used a deep learning model to train the weights of a Monte Carlo tree search (MCTS). The deep learning model consisted of 2 ANN, a policy network to predict the probabilities of potential moves by opponents, and a value network to predict the win chance of a given state. The deep learning model allows the agent to explore potential game states more efficiently than a vanilla MCTS. The network were initially trained on games of humans players and then were further trained by games against itself. ==== AlphaGo Zero ==== AlphaGo Zero, another implementation of AlphaGo, was able to train entirely by playing against itself. It was able to quickly train up to the capabilities of the previous agent. === StarCraft series === StarCraft and its sequel StarCraft II are real-time strategy (RTS) video games that have become popular environments for AI research. Blizzard and DeepMind have worked together to release a public StarCraft 2 environment for AI research to be done on. Various deep learning methods have been tested on both games, though most agents usually have trouble outperforming the default AI with cheats enabled or skilled players of the game. ==== Alphastar ==== Alphastar was the first AI agent to beat professional StarCraft 2 players without any in-game advantages. The deep learning network of the agent initially received input from a simplified zoomed out version of the gamestate, but was later updated to play using a camera like other human players. The developers have not publicly released the code or architecture of their model, but have listed several state of the art machine learning techniques such as relational deep reinforcement learning, long short-term memory, auto-regressive policy heads, pointer networks, and centralized value baseline. Alphastar was initially trained with supervised learning, it watched replays of many human games in order to learn basic strategies. It then trained against different versions of itself and was improved through reinforcement learning. The final version was hugely successful, but only trained to play on a specific map in a protoss mirror matchup. === Dota 2 === Dota 2 is a multiplayer online battle arena (MOBA) game. Like other complex games, traditional AI agents have not been able to compete on the same level as professional human player. The only widely published information on AI agents attempted on Dota 2 is OpenAI's deep learning Five agent. ==== OpenAI Five ==== OpenAI Five utilized separate long short-term memory networks to learn each hero. It trained using a reinforcement learning technique known as Proximal Policy Learning running on a system containing 256 GPUs and 128,000 CPU cores. Five trained for months, accumulating 180 years of game experience each day, before facing off with professional players. It was eventually able to beat the 2018 Dota 2 esports champion team in a 2019 series of games. === Planetary Annihilation === Planetary Annihilation is a real-time strategy game which focuses on massive scale war. The developers use ANNs in their default AI agent. === Supreme Commander 2 === Supreme Commander 2 is a real-time strategy (RTS) video game. The game uses Multilayer Perceptrons (MLPs) to control a platoon’s reaction to encountered enemy units. Total of four MLPs are used, one for each platoon type: land, naval

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  • Affinity (software)

    Affinity (software)

    Affinity is a graphics editor developed by Serif, a subsidiary of Canva. It is simultaneously a vector graphics editor, a raster graphics editor and a desktop publishing application. It was first released in 2025 as a successor to Serif's Affinity Designer, Affinity Photo and Affinity Publisher, uniting the three editors into one application. While the previous versions competed individually against Adobe's Illustrator, Photoshop, and InDesign, Affinity 3.0 integrates their functionality into a single application. It uses a freemium model monetized by AI features exclusive to Canva Pro subscribers. == Functionality == Affinity is divided into a number of workspaces ("studios"), which are equivalent to the previous suite of Affinity applications: "vector" for vector graphics (Designer), "pixel" for raster editing (Photo), and "layout" for desktop publishing (Publisher). Additionally, it introduces the ability to create custom workspaces. The application supports real-time previews and non-destructive editing, which are based on GPU acceleration. Supported file formats include Adobe Photoshop, InDesign and Illustrator files, PDF, SVG, and TIFF, as well as a custom .af file format. === Vector editing === === Raster editing === Affinity includes photo editing tools including adjustments, masks, blend modes, batch processing, and retouching facilities. Additionally, the application can develop RAW files, similar to Adobe Lightroom. === Desktop publishing === Publishing features include master pages, text styles, and advanced typography. === AI features === The application supports Canva's existing AI features, such as background removal and generative fill. This requires a Canva subscription. == Development == === Background and acquisition (2014–2024) === Serif launched the original Affinity suite starting with Affinity Designer in 2014, followed by Photo (2015) and Publisher (2019). The software gained popularity for its one-time purchase model, contrasting with Adobe's subscription-based Creative Cloud. In November 2022, Serif released Version 2 of the suite, introducing a "Universal License" that covered all three apps across all platforms. In March 2024, Canva acquired Serif for approximately A$580 million (£300 million). Following user backlash regarding a potential shift to subscriptions, Canva and Serif issued a joint "Pledge" committing to four key principles: fair pricing, no mandatory subscriptions, perpetual licenses for existing products, and continued development of Affinity as a standalone suite. === Unified release (2025) === In September 2025, Serif pulled all existing versions of Affinity Designer, Affinity Photo and Affinity Publisher from sale ahead an upcoming announcement on 30 October; also ahead of the announcement, the iPadOS versions of the Affinity suite became free on App Store. During a "Creative Freedom" keynote on 30 October 2025, Canva released a new version now simply branded as "Affinity" (also known as "Affinity by Canva"), and referred to internally as version 3.0. Version 3 drops the separate applications and integrates their functionality into a singular application, and adds the ability to export directly to the Canva platform. It also adds a Canva AI studio, including background removal, "Expand & Edit", and generative fill. As of version 3, Affinity has switched to a freemium model; it is now available at no charge to users, although access to Canva AI features are locked behind the existing Canva Pro subscription service. Serif stated that the perpetually-licensed version 2 will remain available to existing owners, although it will no longer be actively maintained. The new version is currently available for macOS and Windows only, with an iPadOS version to be released soon. == Reception == The change in business model by Canva in 2025 was met with mixed reception, including concerns about its incorporation of AI features. Some users were concerned that their projects would be used for machine learning purposes, or that future versions would suffer from a lack of maintenance or become adware. Additionally, some felt it turned Affinity into fundamentally subscription-based software, given the prevalence of these features in professional contexts. Affinity publicly stated on social media that it would remain "free forever", users' projects would not be used to train AI models, and that "Canva has built a sustainable business model that allows this kind of generosity. And when more professionals use Affinity, Canva can sell more seats into businesses."

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  • Medical imaging

    Medical imaging

    Medical imaging is the technique and process of imaging the interior of a body for clinical analysis and medical intervention, as well as visual representation of the function of some organs or tissues (physiology). Medical imaging seeks to reveal internal structures hidden by the skin and bones, as well as to diagnose and treat disease. Medical imaging also establishes a database of normal anatomy and physiology to make it possible to identify abnormalities. Although imaging of removed organs and tissues can be performed for medical reasons, such procedures are usually considered part of pathology instead of medical imaging. Measurement and recording techniques that are not primarily designed to produce images, such as electroencephalography (EEG), magnetoencephalography (MEG), electrocardiography (ECG), and others, represent other technologies that produce data susceptible to representation as a parameter graph versus time or maps that contain data about the measurement locations. In a limited comparison, these technologies can be considered forms of medical imaging in another discipline of medical instrumentation. As of 2010, 5 billion medical imaging studies had been conducted worldwide. Radiation exposure from medical imaging in 2006 made up about 50% of total ionizing radiation exposure in the United States. Medical imaging equipment is manufactured using technology from the semiconductor industry, including CMOS integrated circuit chips, power semiconductor devices, sensors such as image sensors (particularly CMOS sensors) and biosensors, and processors such as microcontrollers, microprocessors, digital signal processors, media processors and system-on-chip devices. As of 2015, annual shipments of medical imaging chips amount to 46 million units and $1.1 billion. The term "noninvasive" is used to denote a procedure where no instrument is introduced into a patient's body, which is the case for most imaging techniques used. == History == In 1972, engineer Godfrey Hounsfield from the British company EMI invented the X-ray computed tomography device for head diagnosis, which is commonly referred to as computed tomography (CT). The CT nucleus method is based on the projecting X-rays through a section of the human head, which are then processed by computer to reconstruct the cross-sectional image, known as image reconstruction. In 1975, EMI successfully developed a CT device for the entire body, enabling the clear acquisition of tomographic images of various parts of the human body. This revolutionary diagnostic technique earned Hounsfield and physicist Allan Cormack the Nobel Prize in Physiology or Medicine in 1979. Digital image processing technology for medical applications was inducted into the Space Foundation's Space Technology Hall of Fame in 1994. By 2010, over 5 billion medical imaging studies had been conducted worldwide. Radiation exposure from medical imaging in 2006 accounted for about 50% of total ionizing radiation exposure in the United States. Medical imaging equipment is manufactured using technology from the semiconductor industry, including CMOS integrated circuit chips, power semiconductor devices, sensors such as image sensors (particularly CMOS sensors) and biosensors, as well as processors like microcontrollers, microprocessors, digital signal processors, media processors and system-on-chip devices. As of 2015, annual shipments of medical imaging chips reached 46 million units, generating a market value of $1.1 billion. == Types == In the clinical context, "invisible light" medical imaging is generally equated to radiology or "clinical imaging". "Visible light" medical imaging involves digital video or still pictures that can be seen without special equipment. Dermatology and wound care are two modalities that use visible light imagery. Interpretation of medical images is generally undertaken by a physician specialising in radiology known as a radiologist; however, this may be undertaken by any healthcare professional who is trained and certified in radiological clinical evaluation. Increasingly interpretation is being undertaken by non-physicians, for example radiographers frequently train in interpretation as part of expanded practice. Diagnostic radiography designates the technical aspects of medical imaging and in particular the acquisition of medical images. The radiographer (also known as a radiologic technologist) is usually responsible for acquiring medical images of diagnostic quality; although other professionals may train in this area, notably some radiological interventions performed by radiologists are done so without a radiographer. As a field of scientific investigation, medical imaging constitutes a sub-discipline of biomedical engineering, medical physics or medicine depending on the context: Research and development in the area of instrumentation, image acquisition (e.g., radiography), modeling and quantification are usually the preserve of biomedical engineering, medical physics, and computer science; Research into the application and interpretation of medical images is usually the preserve of radiology and the medical sub-discipline relevant to medical condition or area of medical science (neuroscience, cardiology, psychiatry, psychology, etc.) under investigation. Many of the techniques developed for medical imaging also have scientific and industrial applications. === Radiography === Two forms of radiographic images are in use in medical imaging. Projection radiography and fluoroscopy, with the latter being useful for catheter guidance. These 2D techniques are still in wide use despite the advance of 3D tomography due to the low cost, high resolution, and depending on the application, lower radiation dosages with 2D technique. This imaging modality uses a wide beam of X-rays for image acquisition and is the first imaging technique available in modern medicine. Fluoroscopy produces real-time images of internal structures of the body in a similar fashion to radiography, but employs a constant input of X-rays, at a lower dose rate. Contrast media, such as barium, iodine, and air are used to visualize internal organs as they work. Fluoroscopy is also used in image-guided procedures when constant feedback during a procedure is required. An image receptor is required to convert the radiation into an image after it has passed through the area of interest. Early on, this was a fluorescing screen, which gave way to an Image Amplifier (IA) which was a large vacuum tube that had the receiving end coated with cesium iodide, and a mirror at the opposite end. Eventually the mirror was replaced with a TV camera. Projectional radiographs, more commonly known as X-rays, are often used to determine the type and extent of a fracture as well as for detecting pathological changes in the lungs. With the use of radio-opaque contrast media, such as barium, they can also be used to visualize the structure of the stomach and intestines – this can help diagnose ulcers or certain types of colon cancer. === Magnetic resonance imaging === A magnetic resonance imaging instrument (MRI scanner), or "nuclear magnetic resonance (NMR) imaging" scanner as it was originally known, uses powerful magnets to polarize and excite hydrogen nuclei (i.e., single protons) of water molecules in human tissue, producing a detectable signal that is spatially encoded, resulting in images of the body. The MRI machine emits a radio frequency (RF) pulse at the resonant frequency of the hydrogen atoms on water molecules. Radio frequency antennas ("RF coils") send the pulse to the area of the body to be examined. The RF pulse is absorbed by protons, causing their direction with respect to the primary magnetic field to change. When the RF pulse is turned off, the protons "relax" back to alignment with the primary magnet and emit radio waves in the process. This radio-frequency emission from the hydrogen atoms on water is what is detected and reconstructed into an image. The resonant frequency of a spinning magnetic dipole (of which protons are one example) is called the Larmor frequency and is determined by the strength of the main magnetic field and the chemical environment of the nuclei of interest. MRI uses three electromagnetic fields: a very strong (typically 1.5 to 3 teslas) static magnetic field to polarize the hydrogen nuclei, called the primary field; gradient fields that can be modified to vary in space and time (on the order of 1 kHz) for spatial encoding, often simply called gradients; and a spatially homogeneous radio-frequency (RF) field for manipulation of the hydrogen nuclei to produce measurable signals, collected through an RF antenna. Like CT, MRI traditionally creates a two-dimensional image of a thin "slice" of the body and is therefore considered a tomographic imaging technique. Modern MRI instruments are capable of producing images in the form of 3D blocks, which may be considered a generalization of the single-slice

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  • Pixel binning

    Pixel binning

    Pixel binning, also known as binning, is a process image sensors of digital cameras use to combine adjacent pixels throughout an image, by summing or averaging their values, during or after readout. It improves low-light performance while still allowing for highly detailed photographs in good light. Charge from adjacent pixels in CCD or charge-coupled device image sensors and some other image sensors can be combined during readout, increasing the line rate or frame rate. In the context of image processing, binning is the procedure of combining clusters of adjacent pixels, throughout an image, into single pixels. For example, in 2×2 binning, an array of 4 pixels becomes a single larger pixel, reducing the number of pixels to 1/4 and halving the image resolution in each dimension. The result can be the sum, average, median, minimum, or maximum value of the cluster. Some systems use more advanced algorithms such as considering the values of nearby pixels, edge detection, self-claimed "AI", etc. to increase the perceived visual quality of the final downsized image. This aggregation, although associated with loss of information, reduces the amount of data to be processed, facilitating analysis. The binned image has lower resolution, but the relative noise level in each pixel is generally reduced. == History == Normally, an increase in megapixel count on a constant image sensor size would lead to a sacrifice of the surface size of the individual pixels, which would result in each pixel being able to catch less light in the same time, thus leading to a darker and/or noisier image in low light (given the same exposure time). In the past, camera manufacturers had to compromise between low-light performance and the amount of detail in good light, by dropping the megapixel count like HTC did in 2013 with their four-megapixel "UltraPixel" camera. However, this results in less detailed images in daylight where enough light is available. With pixel binning, the camera has "the best of both worlds", meaning both the benefit of high detail in good light and the benefit of high brightness in low light. In low light, the surfaces of four or more pixels can act as one large pixel that catches far more light. For example, some smartphones such as the Samsung Galaxy A15 are able to capture photographs with up to fifty megapixels in daylight. However, in low light, the individual pixels would be too small to capture the light needed for a bright image with the short exposure time available for handheld shooting. Therefore, with pixel binning activated, the 50-megapixel image sensor acts as a 12.5-megapixel image sensor, a quarter of its original resolution, with an accordingly larger surface area per pixel.

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  • Camera interface

    Camera interface

    The Camera Interface block or CAMIF is the hardware block that interfaces with different image sensor interfaces and provides a standard output that can be used for subsequent image processing. A typical Camera Interface would support at least a parallel interface although these days many camera interfaces are beginning to support the Mobile Industry Processor Interface (MIPI) Camera Serial Interface (CSI) interface. == Electrical connections == The camera interface's parallel interface consists of the following lines: 8 to 12 bits parallel data line These are parallel data lines that carry pixel data. The data transmitted on these lines change with every Pixel Clock (PCLK). Horizontal Sync (HSYNC) This is a special signal that goes from the camera sensor or ISP to the camera interface. An HSYNC indicates that one line of the frame is transmitted. Vertical Sync (VSYNC) This signal is transmitted after the entire frame is transferred. This signal is often a way to indicate that one entire frame is transmitted. Pixel Clock (PCLK) This is the pixel clock and it would change on every pixel. NOTE: The above lines are all treated as input lines to the Camera Interface hardware.

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  • Qlone

    Qlone

    Qlone is a 3D scanning app based on photogrammetry for creation of 3D models on mobile devices. The resultant 3D models can be exported for external use. Qlone was featured at the Apple Worldwide Developers Conference in 2021. It was also featured on BBC Click. == Qlone features == === 3D scanning === 3D scanning with Qlone requires the use of an included mat design. The user prints the mat onto a sheet of paper, then places the object to be scanned in the centre of the mat. An augmented reality dome within the Qlone app guides the user through the subsequent scanning process. The iOS version of Qlone allows scanning without the mat. === 3D editing === Qlone's editing features allow users to adjust 3D scanned models using texture mapping, polygon mesh size simplification, digital sculpting, cleaning and smoothing, and artistic effects. === File export === Qlone exports directly to multiple 3D platforms including SketchFab, i.materialise, Lens Studio for Snapchat, Shapeways and CGTrader. Models can also be exported in different 3D formats for use in other 3D tools – OBJ, STL, FBX, USDZ, GLB (Binary gLTF), PLY, and X3D. == Use in Science, Education and Academia == Due to its inexpensive, simple and accessible nature for creating 3D models, Qlone was used in many academically educational and scientific research projects. The European Space Agency used Qlone to scan rocks in a Tele-Robotic rock collection experiment. Neurosurgeons from the University of Southern California and surgeons from Tulane University School of Medicine used Qlone to create 3D models of cadaveric specimens and anatomical models with the aim of increasing access to such components for enhancing anatomy training and allowing realistic surgical simulations for neurosurgeons and practitioners worldwide. Archaeologists from Texas A&M University used Qlone to create 3D replicas of artifacts and models and students from Vancouver iTech Preparatory Middle School used Qlone to create 3D scans of more than 100 artifacts from Fort Vancouver National Historic Site.

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  • Aseprite

    Aseprite

    Aseprite ( ace-prite) is a proprietary, source-available image editor designed primarily for pixel art drawing and animation. It runs on Windows, macOS, and Linux, and features different tools for image and animation editing such as layers, frames, tilemap support, command-line interface, Lua scripting, among others. It is developed by Igara Studio S.A. and led by the developers David, Gaspar, and Martín Capello. Aseprite can be downloaded as freeware, (albeit it does not have the ability to save sprites) or purchased on Steam or Itch.io. Aseprite source code and binaries are distributed under EULA, educational, and Steam proprietary licenses. == History == Aseprite, formerly known as Allegro Sprite Editor, had its first release in 2001 as a free software project under the GPLv2 license. This license was kept until August 2016 with version v1.1.8, when the developers switched to a EULA, thus making the software proprietary. On the 1st of September 2016, the main developer, David Capello, wrote a post on the Aseprite Devblog explaining this change. The EULA permits others to download the Aseprite source code, compile it, and use it for personal purposes, but forbids its redistribution to third parties. After the license change, LibreSprite, a free and open source version of it, was created. Both before and after the license change, Aseprite was sold online, on Steam, itch.io, and the project's website. The project's code repository was hosted on Google Code until August 2014, when it was migrated to GitHub, where it remains hosted to date. As of October 2022, its repository has had 68 contributors and around 19 thousand stars. From 2014 to 2021, Aseprite had 66 different releases. Aseprite was used in the development of several notable games such as TowerFall (2013), Celeste (2018), Minit (2018), Wargroove (2019), Loop Hero (2021), Eastward (2021), Unpacking (2021), Haiku the Robot (2022) and Pizza Tower (2023). == Design and features == The main design purpose of Aseprite is to create animated 2D pixel-art sprites. Some of its features include: Layers and frames, with layer grouping and animation tagging Pixel-art specific transformations and tools (pixel-perfect modes, custom brushes, etc.) Animation real-time preview and onion skinning Tilemap and tileset modes Color palette managing, including 65 default palettes Color profiles and modes (RGBA, indexed and grayscale) Non-square pixels Command line interface (CLI) and Lua scripting Aseprite uses its own binary file type to store data, which is typically saved with .ase or .aseprite extensions. Different third-party projects were developed to support parsing of .ase files in programming languages including C#, Python and JavaScript, and in game engines such as Unity and Godot. Images and animations can be exported to different file formats including PNG, GIF, FLC, FLI, JPEG, PCX, TGA, ICO, SVG, and bitmap (BMP).

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  • RagTime

    RagTime

    RagTime is a frame-oriented business publishing software which combines word processing, spreadsheets, simple drawings, image processing, and charts, in a single document/program, integrated software. It is often used to create forms, reports, documentation, desktop publishing, and in office environments. Typical users are business clients, educational institutions, administrations, architects, and also private users. Ragtime includes the following modules: Page layout (forms, templates etc.) Word processing Image processing Spreadsheets, similar to Microsoft Excel Formulas and functions which can be used throughout, in text, graphics, and spreadsheets Charts in different types of diagrams Drawings in vector graphics including lines, polygons, Bézier curves and more Slide show (presentation of RagTime documents) Audio/video Buttons (pop-up menus, switches, and more) that can be used within RagTime documents Import/export of various file formats Support of the AppleScript scripting language available system-wide under macOS == Principle == RagTime differs from most other comparable programs or software packages in its strict frame-oriented design: all content is contained within frames on each page. The content can have a fixed position within its frame or, if it is text or a spreadsheet, flow into another frame that is connected to the first frame via a so-called “pipeline”. RagTime has no different document types for different types of data; all content is stored in a single compound document type. Thus, a RagTime document not only can contain multiple pages, but also multiple layouts within the same document; e.g. spreadsheets in addition to text and images. The RagTime filename extension is .rtd (RagTime document); for templates the extension is .rtt (RagTime template). The current version is RagTime 6.6.5. It is available for OS X (10.6-10.14) and Windows (XP/Vista/7/8/10). == Extensions == FileTime – allows accessing “FileMaker Pro” databases from RagTime documents under OS X RagTime Connect – ODBC database connection for RagTime 6 (Mac and Windows) Johannes – print extension for the simple creation of stapled or folded brochures, booklets etc. PowerFunctions – additional functions for a more effective creation of intelligent documents for exchanging data and for use in mixed Mac/Windows environments MetaFormula – SYLK-based extension that allows calculating text as formula == History == RagTime has been developed since 1985 for the Macintosh – originally named MacFrame – and was published in 1986. When released, it already had the present name, which was chosen following the then-available software package Lotus Jazz. In the European Macintosh market, RagTime quickly gained a prominent position that continues to this day, even though the market share has decreased. Despite repeated attempts, the program could not gain acceptance in the North American market due to its high cost ($395 in 1990). The North American sales office closed in 1991, shortly after Claris Corporation released ClarisWorks which duplicated much of the functionality of RagTime for a lower price. After the manufacturer – first Brüning & Everth, followed by B&E Software and today RagTime.de Development – had focused on the Macintosh only for a very long time, it also released a Windows version, RagTime 5.0, in 1999. However, the program could not assume great significance against established competitors, especially Microsoft Office. Until mid-2006 RagTime was, in addition to the commercial version, also available as a free version (RagTime Solo) for personal use. RagTime Solo included the same features and performance (except for spelling and Syllabification) dictionaries), but was not allowed for use in commercial environments. In other languages RagTime Solo was distributed as RagTime Privat. In a press release from July 5, 2006, RagTime announced the discontinuation of RagTime Solo: “… the RagTime Solo license conditions were often misinterpreted or deliberately flouted. Therefore we discontinued RagTime Solo, there will be no private version of RagTime 6 anymore.” After a successful start of the RagTime 6.0 software, sales edged significantly lower in the following years. Disagreements arose among the shareholders about the continuation of the company, which filed for bankruptcy in July 2007. As a result, the rights to RagTime were taken over by the newly established company RagTime.de Development GmbH, which was responsible for the development. The sales partner RagTime.de Sales GmbH distributed the RagTime products until October 2015. Today RagTime.de Development GmbH is also responsible for sales. The last level of development is the extensively revamped version RagTime 6.6 of 8 October 2015, which also includes new OS X features (e.g. high-resolution “Retina” displays) and supports Windows 10. == Programming == RagTime 1-3 were developed in Pascal, since version 4 the development is completely coded in C++. External programming and automation can be implemented via AppleScript on a Mac, and via OLE/COM-API (e.g. Visual Basic) under Windows. On a Mac, RagTime provides a comprehensive AppleScript library, for the automation of almost any task, from automatic document creation to the export of PDF documents. RagTime also supports “recordings” by use of the “AppleScript Editor”, which allows recording the interactive RagTime operation as an AppleScript program sequence. AppleScripts can be saved in the RagTime document and called via menu or shortcut keys. On Windows, RagTime (since version 6) disposes over an OLE/COM API, which allows automating many RagTime components via external programming. For that purpose there is a type library that installs the available RagTime OLE/COM object catalogue. Programming can be realized in all programming languages supported by Microsoft.

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  • Spatial embedding

    Spatial embedding

    Spatial embedding is one of feature learning techniques used in spatial analysis where points, lines, polygons or other spatial data types. representing geographic locations are mapped to vectors of real numbers. Conceptually it involves a mathematical embedding from a space with many dimensions per geographic object to a continuous vector space with a much lower dimension. Such embedding methods allow complex spatial data to be used in neural networks and have been shown to improve performance in spatial analysis tasks == Embedded data types == Geographic data can take many forms: text, images, graphs, trajectories, polygons. Depending on the task, there may be a need to combine multimodal data from different sources. The next section describes examples of different types of data and their uses. === Text === Geolocated posts on social media can be used to acquire a library of documents bound to a given place that can be later transformed to embedded vectors using word embedding techniques. === Image === Satellites and aircraft collect digital spatial data acquired from remotely sensed images which can be used in machine learning. They are sometimes hard to analyse using basic image analysis methods and convolutional neural networks can be used to acquire an embedding of images bound to a given geographical object or a region. === Point === A single point of interest (POI) can be assigned multiple features that can be used in machine learning. These could be demographic, transportation, meteorological, or economic data, for example. When embedding single points, it is common to consider the entire set of available points as nodes in a graph. === Line / multiline === Among other things, motion trajectories are represented as lines (multilines). Individual trajectories are embedded taking into account travel time, distances and also features of points visited along the way. Embedding of trajectories allows to improve performance of such tasks as clustering and also categorization. === Polygon === The geographic areas analyzed in machine learning are defined by both administrative boundaries and top-down division into grids of regular shapes such as rectangles, for example. Both types are represented as polygons and, like points, can be assigned different demographic, transportation, or economic features. A polygon can also have features related to the size of the area or shape it represents. === Graph === An example domain where graph representation is used is the street layout in a city, where vertices can be intersections and edges can be roads. The vertices can also be destination points like public transport stops or important points in the city, and the edges represent the flow between them. Embedding graphs or single vertices allows to improve accuracy of analysis methods in which the treated geographical domain can be represented as a network. == Usage == POI recommendation - generating personalized point of interest recommendations based on user preferences. Next/future location prediction - prediction of the next location a person will go to based on their historical trajectory. Zone functions classification - based on different mobility of people or POI distribution a function of a given area in a city can be predicted. Crime prediction - estimation of crime rate in different regions of a city. Local event detection - studying spatio-temporal changes in embeddings can provide valuable information in detection of local event occurring in specific location. Regional mobility popularity prediction - analysis of mobility can show patterns in popularity of different regions in a city. Shape matching - finding a similar shape of given polygon, for example finding building with the same shape as input building. Travel time estimation - predicting estimated travel time given current traffic conditions and special occurring events. Time estimation for on-demand food delivery - estimation of delivery time when placing an order through the website. == Temporal aspect == Some of the data analyzed has a timestamp associated with it. In some cases of data analysis this information is omitted and in others it is used to divide the set into groups. The most common division is the separation of weekdays from weekends or division into hours of the day. This is particularly important in the analysis of mobility data, because the characteristics of mobility during the week and at different times of the day are very different from each other. Another area in which time division into, for example, individual months can be used is in the analysis of tourism of a given region. In order to take such a split into account, embedding methods treat the time stamp specifically or separate versions of the model are developed for different subgroups of the analyzed set.

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  • PhotoLine

    PhotoLine

    PhotoLine is a general purpose bitmap and vector graphics editor developed and published by Computerinsel GmbH for Windows, macOS, and Linux/Wine. It was originally created in 1995 by Gerhard Huber and Martin Huber. The program combines bitmap and vector graphics editing in one seamless working application unlike most graphics software which tend to focus on either bitmap or vector editing and output. PhotoLine is considered as a market competitor to Adobe Photoshop. == Features == PhotoLine edits and composes multi-layer raster and vector images with deep support for masking and alpha compositing and with full color management. Editing and color management in PhotoLine is mostly non-destructive. Image data in layers is preserved without loss of information regardless of the document's image mode or layer transformation. color depth, image resolution, color model, and ICC profile are preserved for each individual layer or group of layers. Layers can be cloned and reused anywhere in the layer stack, including repurposed as layer masks. Layer blending and compositing in PhotoLine supports common blend modes, and features a layer blend range of -200 to +200 percent. It is also possible to control which channels are blended for each layer, adjustment layer, and layer mask or group of layers. Filters, adjustment layers, and brushes have access to Lab and HIS color modes (HIS is a variant of HSL), separately of the color model of the underlying image layer. In Addition to raster and vector editing, PhotoLine can be used for small desktop publishing projects. Multi-page documents with page spreads and text flow between text frames and pages are supported. Character and paragraph styles can be defined. Spot colors, bleed settings, a baseline grid, a table of contents generator, and PDF/X support help with these projects. PhotoLine is however much more limited when compared to dedicated publishing software such as Adobe InDesign or QuarkXPress. PhotoLine incorporates the Open-source software library LibRaw to read raw images from digital cameras for import. Developing these files is non-destructive with a choice of embedding the RAW image data either in the PhotoLine document or link to the external RAW image file. PhotoLine can open raw files as linear unmodified and non color managed source images. Photoshop PSD files can be imported and exported. Core functionality of PhotoLine can be extended through standard Photoshop filter plugins, the G'MIC digital image processing framework, and PSP tubes. External programs can be linked for a seamless round-trip workflow and files can be sent directly for processing in third-party design applications. Custom functionality is further supported through scripting and macro recording. == Early history == Developed by two brothers, Gerhard Huber and Martin Huber, PhotoLine was first released in January 1996 on the Atari ST line of personal computers from Atari Corporation. Previously, Gerhard and Martin had worked on making graphics cards for Atari computers and writing drivers for image scanners. Atari's market share was declining, and the brothers considered developing a video game to expand the business. This led them to search for image editing software that would run on Atari computers and fit their game project. Only an image editor called tms Cranach came close to what Gerhard and Martin had in mind. tms Cranach was a Raster graphics editor running on Atari's MegaST/STe, TT030, and Falcon030 systems. However, Cranach turned out to be expensive software and complicated to use. The brothers contacted tms (Cranach's developers) and this resulted in an offer from tms to purchase Cranach and its source code, as tms intended to exit the Atari software market. After the purchase of Cranach and its source code Gerhard and Martin initially continued to sell Cranach, but sales were low. In 1995 the two decided to start developing a new graphics editor called "PhotoLine". PhotoLine was developed from scratch and written in C++. It nevertheless contained a lot of know-how from Cranach (which was written in C). PhotoLine first release was launched one year later in 1996. With the growing popularity of Microsoft Windows, the release of Windows 95, and the limiting graphics hardware on the Atari platforms, the developers switched development platforms and continued development of PhotoLine for Windows only. The first Windows version (PhotoLine 2.2) was released in the middle of 1997. Shortly after, the Atari version was discontinued and saw its final release as PhotoLine 2.30. The Huber brothers released this final Atari version into the public domain in 2012. The first Classic Mac OS version of PhotoLine 6 appeared in 1999 after many ex-Atari users who had switched to Mac OS pressured the PhotoLine developers to release an Apple port. == Linux Support == PhotoLine runs natively under Windows and MacOS. While a native Linux version of PhotoLine is not available, running PhotoLine under Wine is actively supported and maintained by the developers. Running PhotoLine under Linux/Wine PhotoLine enables the user to allow Little CMS to fully support color management under Linux instead of the native OS CMS. == File format == Native PhotoLine files have the extension .PLD, which is an abbreviation of "PhotoLine Document". It can contain embedded JPEG, PNG, or camera raw images. It contains a preview image in JPEG or PNG format, which is used by the operating system or third-party applications to display a thumbnail of its contents. Thumbnails are natively supported on MacOS X. During installation on Windows the user is presented with an option to install a PLD thumbnail preview driver which enables thumbnails of PLD content in Windows Explorer. Alternatively, the FastPictureViewer Standalone Codec Pack provides the ability to display PLD thumbnails in Windows Explorer. == Version History == PhotoLine was first developed for the Atari ST computer. Version 2 was the first version for Windows, and since version 6 PhotoLine is also available for MacOS.

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  • Diia

    Diia

    Diia (Ukrainian: Дія [ˈd⁽ʲ⁾ijɐ] , lit. 'Action'; also an acronym for Держава і Я, Derzhava i Ya, IPA: [derˈʒɑwɐ i ˈjɑ], lit. 'State and Me') is a mobile app, a web portal and a brand of e-governance in Ukraine. Launched in 2020, the Diia app allows Ukrainian citizens to use digital documents on their smartphones instead of physical ones for identification and sharing purposes. The Diia portal allows access to over 130 government services. Eventually, the government plans to make all kinds of state-person interactions available through Diia. Diia was built in partnership with the United States and is poised to be shared with other countries. On the sidelines of the 2023 World Economic Forum in Davos, USAID Administrator Samantha Power said the US hopes to replicate the success of Diia in other countries. == History == Diia was first presented on September 27, 2019, by the Ministry of Digital Transformation of Ukraine as a brand of the State in a Smartphone project. Vice Prime Minister and Minister of Digital Transformation Mykhailo Fedorov announced the creation of a mobile app and a web portal that would unite in a single place all the services provided by the state to citizens and businesses. On February 6, 2020, the mobile app Diia was officially launched. During the presentation, Ukrainian President Volodymyr Zelensky said that 9 million Ukrainians now have access to their driver's license and car registration documents on their phones, while Prime Minister Oleksiy Honcharuk called the implementation of the State in a Smartphone project a priority for the government. In April 2020, the Ukrainian government approved a resolution for experimental usage of digital ID-cards and passports which would be issued to all Ukrainians via the Diia. On October 5, 2020, during the Diia Summit, the government presented a first major update of the app and web portal branded "Diia 2.0". More types of documents were added to the app as well as the ability to share documents with others via a single tap on a push-message. The web portal in turn expanded the number of available services to 27, including the ability to register a private limited company in half an hour. President Zelensky who opened the summit, announced that in 2021 Ukraine will enter the "paper less" mode by prohibiting civil servants from demanding paper documents. By the end of 2020, the app had more than six million users, while the portal had 50 available services. In March 2021, the Ukrainian parliament adopted a bill equating digital identity documents with their physical analogues. Starting on August 23, Ukrainian citizens can use digital ID-cards and passports for all purposes while in Ukraine. According to Minister of Digital Transformation Mykhailo Fedorov, Ukraine will become the first country in the world where digital identity documents are considered legally equivalent to ordinary ones. In September 2024, Diia launched an online marriage registration service, which can be beneficial especially for military personnel who spend much time on the frontline separated from their partners. In October 2024, Diia's online marriage service appeared in Time's Inventions of the 2024 list. In the first month of its operations over 1.1 million Ukrainians tried to make proposals using the technology, and 435 couples got married. == Benefits and challenges == The first and most obvious benefit is the convenience of such a platform. Citizens can have many documents on their smartphones at once, without concern about losing or damaging them. Whenever needed, they can just open an app on their smartphones and show/check the document they need. The idea is that Diia will help cut the bureaucracy associated with public services, which in turn will help fight corruption and increase government savings. Fewer people are needed to be employed in the public sector and fewer human to human interactions are supposed to happen. With the start of the program, already 10% of government employees were reduced, which contributes to hundreds of millions of dollars in savings, but besides this, the initiative also improves the speed, efficiency, and transparency of government services. In addition, the digitalization of the government sector helps to develop the whole IT industry in the country, people become more digitally aware and educated, this affects other sectors as well, increasing the spread of digital infrastructure and expediting the speed of overall digitalization. The UN E-government Development Index, which assesses the capabilities of governments to integrate its functions electronically, such as the use of internet and mobile devices, ranked Ukraine 69th in 193 countries surveyed in 2020. Despite its low ranking in the e-government development index, Ukraine made a big jump on the e-participation index, which they ranked 43rd out of 193 countries from 0.66 in 2018 to 0.81 in 2020 (un.org, 2020), suggesting that the government and its citizens are adapting the IT-based government functions. The main goal of e-government according to Perez-Morote et.al. (2020) is to have accountability and transparency among the countries involved. But to do so, there are several challenges that a country should assess first prior to implementing e-government. In the research written by Heeks (2001), the author identified 2 main challenges that countries face in the development of e-government, first is the strategic challenge which involves the preparedness (e-readiness) of the entire government system for electronic transformation, and second challenge is the tactical challenge where the government must design (e-governance design) a system where it can be understood by every user, it's important that the information that needs to be communicated to the consumers is received clearly. For the first challenge (e-readiness), Ukraine had an internet penetration rate of 76% in 2020 and is expected to grow to 82%, it is important that consumers have the internet access for it to enable the consumers to utilize the service. Another factor is the readiness of its institutional infrastructure, which means that the government has its own organization which is solely focused on implementing the e-government project. In the case of Ukraine, the e-governance team is led by Oleksandr Ryzhenko, and the country's e-governance initiative is even further strengthened by ensuring that the data and legal infrastructure are already prepared. Ukraine has done this by modernizing their legislation that is more appropriate in the digital service, and the data exchange solution used by Ukraine is called Trembita. The human infrastructure is also being updated, as competent individuals must be the one doing the task, hence, EGOV4UKRAINE was launched, this aims to get IT developers for developing a system for administrative services. These efforts by the Ukrainian government did not go unnoticed, and they received an award from the e-Governance Academy as "partner of the year 2017". For the second challenge, which deals with the system design, the success of Ukraine can be seen on the latest data of UNDP, where it shows a high increase in the E-participation index. In 2018, Ukraine ranked 75th it ranked 46th in 2020 (un.org, 2020). Despite visible success, the implementation of the e-government was accompanied by problems. Data leakage became the main one. In May 2020, the data of 26 million driver's licenses appeared in the public domain on the Internet. The Ukrainian government said the Diia app was not linked to a data breach, but it is impossible to say for certain. Any storage of official documents in electronic format is associated with the risk of their leakage. In addition, the Diia application still has data protection issues, as the required protection system has not been implemented. This is also compounded by the country's weak data protection legal regime. In addition, since 2023, Ukrainians are able to register their cars with this app. Issued license plates are not using regional codes, but they are using special codes starting with DI or PD. == Diia City == In May 2020, the government presented Diia City headed by Oleksandr Borniakov, a large-scale project which would establish a virtual model of a free economic zone for representatives of the creative economy. It would provide for special digital residency with a particular taxation regime, intellectual property protection and simplified regulations. Diia City concurrently imposes certain constraints on contracts involving individual entrepreneurs (FOPs). It also offers the benefit of tax rebates. Diia City garners endorsement from the Ukrainian government, believing it will support the country's position in the IT market. As of July 30, 2023, the program had more than 600 residents, including companies like iGama, Avenga, SBRobotiks, and Intellectsoft.

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  • Scan line

    Scan line

    A scan line (also scanline) is one line, or row, in a raster scanning pattern, such as a line of video on a cathode-ray tube (CRT) display of a television set or computer monitor. On CRT screens the horizontal scan lines are visually discernible, even when viewed from a distance, as alternating colored lines and black lines, especially when a progressive scan signal with below maximum vertical resolution is displayed. This is sometimes used today as a visual effect in computer graphics. The term is used, by analogy, for a single row of pixels in a raster graphics image. Scan lines are important in representations of image data, because many image file formats have special rules for data at the end of a scan line. For example, there may be a rule that each scan line starts on a particular boundary (such as a byte or word; see for example BMP file format). This means that even otherwise compatible raster data may need to be analyzed at the level of scan lines in order to convert between formats.

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  • Computer vision dazzle

    Computer vision dazzle

    Computer vision dazzle, also known as CV dazzle, dazzle makeup, or anti-surveillance makeup, is a type of camouflage used to hamper facial recognition software, inspired by dazzle camouflage used by vehicles such as ships and planes. == Methods == CV dazzle combines stylized makeup, asymmetric hair, and sometimes infrared lights built in to glasses or clothing to break up detectable facial patterns recognized by computer vision algorithms in much the same way that warships contrasted color and used sloping lines and curves to distort the structure of a vessel. It has been shown to be somewhat successful at defeating face detection software in common use, including that employed by Facebook. CV dazzle attempts to block detection by facial recognition technologies such as DeepFace "by creating an 'anti-face'". It uses occlusion, covering certain facial features; transformation, altering the shape or colour of parts of the face; and a combination of the two. Prominent artists employing this technique include Adam Harvey and Jillian Mayer. == Use in protests == Computer vision dazzle makeup has been used by protestors in several different protest movements. Its use as a protesting aid has often been found ineffective. It may be effective to thwart computer technology, but draws human attention, is easy for human monitors to spot on security cameras, and makes it hard for protestors to blend in within a crowd. Advances in facial recognition technology make dazzle makeup increasingly ineffective.

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  • Fatsecret

    Fatsecret

    Fatsecret, commonly styled as fatsecret, is a mobile application, website and API that helps people achieve their weight loss goals and find accurate nutrition information. It also offers a weight loss clinic with coaching and medically supported programs. The platform powers global health apps. == History == Fatsecret was founded in 2006 in Melbourne, Australia by Lenny Moses and Rodney Moses. As of 2019, Lenny serves as the company's CEO. The company is known for its calorie counting and meal tracking app, and by April 2016, the company claimed to have 45 million users of its services. In August 2018, a premium version of its app was released. Since August 2009, the company has operated the Fatsecret Platform API, which allows access to its global food and nutrition database. Fatsecret reportedly had 900,000 downloads of its app in January 2020. In an analysis of several Health & Fitness app subcategories for the United States in January 2021, Fatsecret was reported to have the highest 30 day user retention rate of top Calorie Counter + Meal Planner for Weight Loss apps.

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  • Face Swap Live

    Face Swap Live

    Face Swap Live is a mobile app created by Laan Labs that enables users to swap faces with another person in real-time using the device's camera. It was released on December 14, 2015. In addition to swapping faces with another person, the app enables users to create videos using a set of bundled live filters. The app is available on iOS and Android devices. Face Swap Live was named Apple's #2 best-selling paid app in 2016.

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