AI Detector Humanize

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

  • JotterPad

    JotterPad

    JotterPad is a text editor app for Android, developed by Two App Studio. It is proprietary software that uses the freemium pricing strategy. == Features == Jotterpad supports the markdown and fountain markup languages. Among its features are themes, synchronisation with Google Drive and Dropbox, dictionary and thesaurus, and snapshots. JotterPad uses a freemium pricing model, which means that a restricted version of the app is offered for free, while access to additional functionality requires payment. About half of the features are available in the free version. The synchronisation feature was originally limited to one account, and in Jotterpad 12 the option to synchronise using multiple accounts was added as a monthly subscription service.

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  • OpenPipeline

    OpenPipeline

    openPipeline is an open-source plug-in for Autodesk Maya that is designed to assist in a Production Pipeline structure and Computer animation. == Development == Created in Maya Embedded Language, openPipeline was initiated at Eyebeam Atelier and further developed at Pratt Institute in the Digital Arts Lab. The initial release date was December 28, 2006. == Contributors == Rob O'Neill (Creator) Paris Mavroidis Meng-Han Ho

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  • Deep Zoom

    Deep Zoom

    Deep Zoom is a technology developed by Microsoft for efficiently transmitting and viewing images. It allows users to pan around and zoom in on a large, high resolution image or a large collection of images. It reduces the time required for initial load by downloading only the region being viewed or only at the resolution it is displayed at. Subsequent regions are downloaded as the user pans to (or zooms into) them; animations are used to hide any jerkiness in the transition. The libraries are also available in other platforms including Java and Flash. == History == The Deep Zoom file format is very similar to the Google Maps image format where images are broken into tiles and then displayed as required. The tiling typically follows a quadtree pattern of increasing resolution of image (in other words twice the zoom and twice the resolution). The main difference is that with Google Maps the actual details on the image change from one zoom level to another, while with Deep Zoom the same image is displayed at each zoom level. Seadragon Software, formerly Sand Codex, first created the Seadragon technology and its implementation of what is now called Deep Zoom. This technology was then absorbed into the Microsoft Live Labs when Seadragon Software was acquired. Engineers from Seadragon now work with Microsoft to integrate their work into technology such as Silverlight and Photosynth. == Deep Zoom examples == The most famous implementation of Deep Zoom was probably the first: the memorabilia collection at the Hard Rock website. Conceived and designed by Duncan/Channon and built by Vertigo, it was demonstrated for the first time in March 2008 at the Microsoft MIX convention in Las Vegas. In 2010, Microsoft Live Labs partnered with the University of California, Berkeley to create ChronoZoom, a DeepZoom-powered time visualization tool that pushed the limits of DeepZoom, since it required zooming from the scale of 13 billion years down to a single day. The project has since graduated to development under Microsoft Research. Another example is the Deep Earth project. It is described by its creators as "a community project focused on creating a rich interactive mapping control using Silverlight2 Deep Zoom. Concentrating on Microsoft Virtual Earth imagery and data the project offers team members the opportunity to learn and share while creating something cool and useful." A paintings collection project http://galleryzoom.co.uk/ shows 1000 high resolution/sensor images individually indexed. (Using Deep Zoom Composer). Blaise Aguera y Arcas gave a demonstration of Seadragon and Photosynth at the 2007 TED conference. In November 2009, 352 Media Group, a Silverlight developer in the Microsoft Silverlight Partner Program, created an example of Deep Zoom using Microsoft Silverlight version 3. It is online at 352 Media Group's Web site. The Winston Churchill Deep Zoom Archived 2010-07-04 at the Wayback Machine mosaic, created by Silverlight developers Shoothill, features as both an online interactive deep zoom and a standalone deep zoom which forms part of the Churchill exhibit in the Churchill War Rooms in Whitehall. In 2010, Shoothill built the Sumatran Tiger Deep Zoom - the largest seen to date - for worldwide conservation charity Fauna and Flora International, featuring thousands of images of endangered species. An early example of Deep Zoom-like technology was implemented at The Department of Maori Affairs in New Zealand in 1997. The technology was used to display Maori land ownership. == Deep Zoom images == The file format used by Deep Zoom (as well as Photosynth and Seadragon Ajax) is XML based. Users can specify a single large image (dzi) or a collection of images (dzc). It also allows for "Sparse Images"; where some parts of the image have greater resolution than others, an example of which can be found on the Seadragon Ajax home page; The bike image displayed is a sparse image. Though used in the proprietary Deep Zoom, the dzi format is open and able to be used by anyone. === Deep Zoom image (dzi) === A DZI has two parts: a DZI file (with either a .dzi or .xml extension) and a subdirectory of image folders. Each folder in the image subdirectory is labeled with its level of resolution. Higher numbers correspond to a higher resolution level; inside each folder are the image tiles corresponding to that level of resolution, numbered consecutively in columns from top left to bottom right. === Deep Zoom collection (dzc) === A DZC is a collection of some number of DZIs linked and referenced by a DZC file (with either a .dzc or .xml extension). At a high level, a collection is a number of image thumbnails whose location is kept track of by the .dzc/.xml file, when zooming into an image, it accesses greater resolutions tiles. A DZC's structure is similar to that of a DZI; the .dzc/.xml file defines the collection and the subdirectory of folders maps to the DZI file structure, each with their set of .dzi/.xml and image tiles. The DZC is used in Microsoft's Pivot, but not in SeaDragon per se. === Sparse Images === Sparse images are a sub-classification of the DZI file type. A sparse image is normally a number of separate photographs with varying resolution levels that have been placed in a single DZI instead of a DZC. Sparse images have no different file structure than that of a DZI and differ only in that there is not a single "highest resolution" level for the entire DZI. == Software that uses Deep Zoom == Image Composite Editor - image stitching tool created by Microsoft Research Deep Zoom Composer - collage maker and simple panorama tool created by Microsoft. Images' resolution is maintained when exporting for web use (via Silverlight Deep Zoom or JavaScript using a third-party template). No longer available for download from Microsoft though it can be found on various other sources such as Internet Archive. == iPhone OS development == Microsoft Live Labs has created an application for the App Store called Seadragon Mobile. It is run over the internet and includes Deep Zoom on the following categories; art, history, maps, photos, Photosynth which anybody can upload to, space and technology & web.

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  • Non-local means

    Non-local means

    Non-local means is an algorithm in image processing for image denoising. Unlike "local mean" filters, which take the mean value of a group of pixels surrounding a target pixel to smooth the image, non-local means filtering takes a mean of all pixels in the image, weighted by how similar these pixels are to the target pixel. This results in much greater post-filtering clarity, and less loss of detail in the image compared with local mean algorithms. If compared with other well-known denoising techniques, non-local means adds "method noise" (i.e. error in the denoising process) which looks more like white noise, which is desirable because it is typically less disturbing in the denoised product. Recently non-local means has been extended to other image processing applications such as deinterlacing, view interpolation, and depth maps regularization. == Definition == Suppose Ω {\displaystyle \Omega } is the area of an image, and p {\displaystyle p} and q {\displaystyle q} are two points within the image. Then, the algorithm is: u ( p ) = 1 C ( p ) ∫ Ω v ( q ) f ( p , q ) d q . {\displaystyle u(p)={1 \over C(p)}\int _{\Omega }v(q)f(p,q)\,\mathrm {d} q.} where u ( p ) {\displaystyle u(p)} is the filtered value of the image at point p {\displaystyle p} , v ( q ) {\displaystyle v(q)} is the unfiltered value of the image at point q {\displaystyle q} , f ( p , q ) {\displaystyle f(p,q)} is the weighting function, and the integral is evaluated ∀ q ∈ Ω {\displaystyle \forall q\in \Omega } . C ( p ) {\displaystyle C(p)} is a normalizing factor, given by C ( p ) = ∫ Ω f ( p , q ) d q . {\displaystyle C(p)=\int _{\Omega }f(p,q)\,\mathrm {d} q.} == Common weighting functions == The purpose of the weighting function, f ( p , q ) {\displaystyle f(p,q)} , is to determine how closely related the image at the point p {\displaystyle p} is to the image at the point q {\displaystyle q} . It can take many forms. === Gaussian === The Gaussian weighting function sets up a normal distribution with a mean, μ = B ( p ) {\displaystyle \mu =B(p)} and a variable standard deviation: f ( p , q ) = e − | B ( q ) − B ( p ) | 2 h 2 {\displaystyle f(p,q)=e^{-{{\left\vert B(q)-B(p)\right\vert ^{2}} \over h^{2}}}} where h {\displaystyle h} is the filtering parameter (i.e., standard deviation) and B ( p ) {\displaystyle B(p)} is the local mean value of the image point values surrounding p {\displaystyle p} . == Discrete algorithm == For an image, Ω {\displaystyle \Omega } , with discrete pixels, a discrete algorithm is required. u ( p ) = 1 C ( p ) ∑ q ∈ Ω v ( q ) f ( p , q ) {\displaystyle u(p)={1 \over C(p)}\sum _{q\in \Omega }v(q)f(p,q)} where, once again, v ( q ) {\displaystyle v(q)} is the unfiltered value of the image at point q {\displaystyle q} . C ( p ) {\displaystyle C(p)} is given by: C ( p ) = ∑ q ∈ Ω f ( p , q ) {\displaystyle C(p)=\sum _{q\in \Omega }f(p,q)} Then, for a Gaussian weighting function, f ( p , q ) = e − | B ( q ) 2 − B ( p ) 2 | h 2 {\displaystyle f(p,q)=e^{-{{\left\vert B(q)^{2}-B(p)^{2}\right\vert } \over h^{2}}}} where B ( p ) {\displaystyle B(p)} is given by: B ( p ) = 1 | R ( p ) | ∑ i ∈ R ( p ) v ( i ) {\displaystyle B(p)={1 \over |R(p)|}\sum _{i\in R(p)}v(i)} where R ( p ) ⊆ Ω {\displaystyle R(p)\subseteq \Omega } and is a square region of pixels surrounding p {\displaystyle p} and | R ( p ) | {\displaystyle |R(p)|} is the number of pixels in the region R {\displaystyle R} . == Efficient implementation == The computational complexity of the non-local means algorithm is quadratic in the number of pixels in the image, making it particularly expensive to apply directly. Several techniques were proposed to speed up execution. One simple variant consists of restricting the computation of the mean for each pixel to a search window centred on the pixel itself, instead of the whole image. Another approximation uses summed-area tables and fast Fourier transform to calculate the similarity window between two pixels, speeding up the algorithm by a factor of 50 while preserving comparable quality of the result.

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  • Abillion

    Abillion

    abillion was a mobile application helping users to find vegan and sustainable products. The platform allowed users to review plant-based, cruelty-free and sustainable products, while donating between 0.10 and $1 to nonprofit organisations for each review written. As of May 2023, the company claimed to have donated over $2.8M to various nonprofit organisations including Sea Shepherd and Mercy for Animals. The main objective of the company was to reach the number of one billion people following a vegan diet and lifestyle by 2030. == History == The American entrepreneur Vikas Garg founded the company in Singapore and the app was officially launched in May 2018. The start-up was first named 'abillionveg' and changed its name in 2020 to shorten it to 'abillion'. In 2019, the company raised $3M in its first round of funding (pre-Series A). In 2021, it raised $10M in its Series A funding. In February 2023, the company announced the launch of a community investment round, using the crowdfunding platform Wefunder, which reached a total of $500 000. In May 2023, it celebrated its 5th anniversary and reaching 1M downloads. In March 2026, the company announced that they would be closing down by the end of the month. == Awards == Using data from the reviews published by its users, abillion was awarding the most liked vegan products and brands. In May 2023, the company published a world Top 10 Best Plant Based Burgers, among the winning brands were Beyond Meat, NotCo and Sojasun.

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  • Oversampled binary image sensor

    Oversampled binary image sensor

    An oversampled binary image sensor is an image sensor with non-linear response capabilities reminiscent of traditional photographic film. Each pixel in the sensor has a binary response, giving only a one-bit quantized measurement of the local light intensity. The response function of the image sensor is non-linear and similar to a logarithmic function, which makes the sensor suitable for high dynamic range imaging. == Working principle == Before the advent of digital image sensors, photography, for the most part of its history, used film to record light information. At the heart of every photographic film are a large number of light-sensitive grains of silver-halide crystals. During exposure, each micron-sized grain has a binary fate: Either it is struck by some incident photons and becomes "exposed", or it is missed by the photon bombardment and remains "unexposed". In the subsequent film development process, exposed grains, due to their altered chemical properties, are converted to silver metal, contributing to opaque spots on the film; unexposed grains are washed away in a chemical bath, leaving behind the transparent regions on the film. Thus, in essence, photographic film is a binary imaging medium, using local densities of opaque silver grains to encode the original light intensity information. Thanks to the small size and large number of these grains, one hardly notices this quantized nature of film when viewing it at a distance, observing only a continuous gray tone. The oversampled binary image sensor is reminiscent of photographic film. Each pixel in the sensor has a binary response, giving only a one-bit quantized measurement of the local light intensity. At the start of the exposure period, all pixels are set to 0. A pixel is then set to 1 if the number of photons reaching it during the exposure is at least equal to a given threshold q. One way to build such binary sensors is to modify standard memory chip technology, where each memory bit cell is designed to be sensitive to visible light. With current CMOS technology, the level of integration of such systems can exceed 109~1010 (i.e., 1 giga to 10 giga) pixels per chip. In this case, the corresponding pixel sizes (around 50~nm ) are far below the diffraction limit of light, and thus the image sensor is oversampling the optical resolution of the light field. Intuitively, one can exploit this spatial redundancy to compensate for the information loss due to one-bit quantizations, as is classic in oversampling delta-sigma converters. Building a binary sensor that emulates the photographic film process was first envisioned by Fossum, who coined the name digital film sensor (now referred to as a quanta image sensor). The original motivation was mainly out of technical necessity. The miniaturization of camera systems calls for the continuous shrinking of pixel sizes. At a certain point, however, the limited full-well capacity (i.e., the maximum photon-electrons a pixel can hold) of small pixels becomes a bottleneck, yielding very low signal-to-noise ratios (SNRs) and poor dynamic ranges. In contrast, a binary sensor whose pixels need to detect only a few photon-electrons around a small threshold q has much less requirement for full-well capacities, allowing pixel sizes to shrink further. == Imaging model == === Lens === Consider a simplified camera model shown in Fig.1. The λ 0 ( x ) {\displaystyle \lambda _{0}(x)} is the incoming light intensity field. By assuming that light intensities remain constant within a short exposure period, the field can be modeled as only a function of the spatial variable x {\displaystyle x} . After passing through the optical system, the original light field λ 0 ( x ) {\displaystyle \lambda _{0}(x)} gets filtered by the lens, which acts like a linear system with a given impulse response. Due to imperfections (e.g., aberrations) in the lens, the impulse response, a.k.a. the point spread function (PSF) of the optical system, cannot be a Dirac delta, thus, imposing a limit on the resolution of the observable light field. However, a more fundamental physical limit is due to light diffraction. As a result, even if the lens is ideal, the PSF is still unavoidably a small blurry spot. In optics, such diffraction-limited spot is often called the Airy disk, whose radius R a {\displaystyle R_{a}} can be computed as R a = 1.22 w f , {\displaystyle R_{a}=1.22\,wf,} where w {\displaystyle w} is the wavelength of the light and f {\displaystyle f} is the F-number of the optical system. Due to the lowpass (smoothing) nature of the PSF, the resulting λ ( x ) {\displaystyle \lambda (x)} has a finite spatial-resolution, i.e., it has a finite number of degrees of freedom per unit space. === Sensor === Fig.2 illustrates the binary sensor model. The s m {\displaystyle s_{m}} denote the exposure values accumulated by the sensor pixels. Depending on the local values of s m {\displaystyle s_{m}} , each pixel (depicted as "buckets" in the figure) collects a different number of photons hitting on its surface. y m {\displaystyle y_{m}} is the number of photons impinging on the surface of the m {\displaystyle m} th pixel during an exposure period. The relation between s m {\displaystyle s_{m}} and the photon count y m {\displaystyle y_{m}} is stochastic. More specifically, y m {\displaystyle y_{m}} can be modeled as realizations of a Poisson random variable, whose intensity parameter is equal to s m {\displaystyle s_{m}} , As a photosensitive device, each pixel in the image sensor converts photons to electrical signals, whose amplitude is proportional to the number of photons impinging on that pixel. In a conventional sensor design, the analog electrical signals are then quantized by an A/D converter into 8 to 14 bits (usually the more bits the better). But in the binary sensor, the quantizer is 1 bit. In Fig.2, b m {\displaystyle b_{m}} is the quantized output of the m {\displaystyle m} th pixel. Since the photon counts y m {\displaystyle y_{m}} are drawn from random variables, so are the binary sensor output b m {\displaystyle b_{m}} . === Spatial and temporal oversampling === If it is allowed to have temporal oversampling, i.e., taking multiple consecutive and independent frames without changing the total exposure time τ {\displaystyle \tau } , the performance of the binary sensor is equivalent to the sensor with same number of spatial oversampling under certain condition. It means that people can make trade off between spatial oversampling and temporal oversampling. This is quite important, since technology usually gives limitation on the size of the pixels and the exposure time. == Advantages over traditional sensors == Due to the limited full-well capacity of conventional image pixel, the pixel will saturate when the light intensity is too strong. This is the reason that the dynamic range of the pixel is low. For the oversampled binary image sensor, the dynamic range is not defined for a single pixel, but a group of pixels, which makes the dynamic range high. == Reconstruction == One of the most important challenges with the use of an oversampled binary image sensor is the reconstruction of the light intensity λ ( x ) {\displaystyle \lambda (x)} from the binary measurement b m {\displaystyle b_{m}} . Maximum likelihood estimation can be used for solving this problem. Fig. 4 shows the results of reconstructing the light intensity from 4096 binary images taken by single photon avalanche diodes (SPADs) camera. A better reconstruction quality with fewer temporal measurements and faster, hardware friendly implementation, can be achieved by more sophisticated algorithms.

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  • Clips (software)

    Clips (software)

    Clips is a discontinued mobile video editing software application created by Apple Inc. It was released onto the iOS App Store on April 6, 2017, for free. Initially, it was only available on 64-bit devices running iOS 10.3 or later; as of version 3.1.3, it requires iOS 16.0 or later. Apple describes it as an app for "making and sharing fun videos with text, effects, graphics, and more.". Its final release was on May 9, 2024 before was removed from the App Store on October 10, 2025. == Features == After launching of the app, the user sees the view of the front-facing camera. The app allows the user to create a new clip by tapping on a red record button, or use photos or videos from the device's photo library. Once a clip is recorded, it can be added to a project timeline shown at the bottom of the screen. The user can share their project on social media platforms. The user can also add filters and effects to the project. "Live Titles" (available in several styles) can also be created by dictating to the device.

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  • BigDog

    BigDog

    BigDog is a dynamically stable quadruped military robot platform that was created in 2005 by Boston Dynamics with the Harvard University Concord Field Station. It was funded by the U.S. Defense Advanced Research Projects Agency (DARPA), but the project was shelved after the BigDog's gas engine was deemed too loud for combat. == History == BigDog was funded by the Defense Advanced Research Projects Agency (DARPA) in the hopes that it would be able to serve as a mechanic pack mule to accompany soldiers in terrain too rough for conventional vehicles. Instead of wheels or treads, BigDog uses four legs for movement, allowing it to move across surfaces that would be difficult for wheels. The legs contain a variety of sensors, including joint position and ground contact. BigDog also features a laser gyroscope and a stereo vision system. BigDog is 3 feet (0.91 m) long, stands 2.5 feet (0.76 m) tall, and weighs 240 pounds (110 kg), making it about the size of a small mule. It is capable of traversing difficult terrain, running at four miles per hour (6.4 km/h), carrying 340 pounds (150 kg), and climbing a 35 degree incline. Locomotion is controlled by an onboard computer that receives input from the robot's various sensors. Navigation and balance are also managed by the control system. BigDog's walking pattern is controlled through four legs, each equipped with four low-friction hydraulic cylinder actuators that power the joints. BigDog's locomotion behaviors can vary greatly. It can stand up, sit down, walk with a crawling gait that lifts one leg at a time, walk with a trotting gait lifting diagonal legs, or trot with a running gait. The travel speed of BigDog varies from a 0.62 mph (1 km/h) crawl to a 3.3 mph (5.3 km/h) trot. The BigDog project was headed by Dr. Martin Buehler, who received the Joseph Engelberger Award from the Robotics Industries Association in 2012 for the work. Dr. Buehler while previously a professor at McGill University, headed the robotics lab there, developing four-legged walking and running robots. Built onto the actuators are sensors for joint position and force, and movement is ultimately controlled through an onboard computer which manages the sensors. Approximately 50 sensors are located on BigDog. These measure the attitude and acceleration of the body, motion, and force of joint actuators as well as engine speed, temperature and hydraulic pressure inside the robot's internal engine. Low-level control, such as position and force of the joints, and high-level control such as velocity and altitude during locomotion, are both controlled through the onboard computer. BigDog was featured in episodes of Web Junk 20 and Hungry Beast, and in articles in New Scientist, Popular Science, Popular Mechanics, and The Wall Street Journal. In September 2011 Boston Dynamics released video footage of a new generation of BigDog known as AlphaDog. The footage shows AlphaDog's ability to walk on rough terrain and recover its balance when kicked from the side. The refined equivalent has been designed by Boston Dynamics to exceed the BigDog in terms of capabilities and use to dismounted soldiers. In February 2012, with further DARPA support, the militarized Legged Squad Support System (LS3) variant of BigDog demonstrated its capabilities during a hike over a rough terrain. Starting in the summer of 2012, DARPA planned to complete the overall development of the system and refine its key capabilities in 18 months, ensuring its worth to dismounted warfighters before it is rolled out to squads operating in-theatre. BigDog must be able to demonstrate its ability to complete a 20-mile (32 km) trail in 24 hours, without refuelling, while carrying a 325-pound (150 kg) load. A refinement of its vision sensors will also be conducted. At the end of February 2013, Boston Dynamics released video footage of a modified BigDog with an arm. The arm could pick up objects and throw them. The robot is relying on its legs and torso to help power the motions of the arm. It is believed that it can lift weights around 55 pounds (25 kg). This work was funded by the United States Army Research Laboratory and paved the way for integrating manipulators with quadrupeds as found on Spot, the spiritual successor of BigDog. === Discontinuation === At the end of December 2013, the BigDog project was discontinued. Despite hopes that it would one day work like a pack mule for US soldiers in the field, the gasoline-powered engine was deemed too noisy for use in combat, and it could be heard from hundreds of meters away. A similar project for an all-electric robot named Spot in 2016 was much quieter, but could only carry 45 pounds (20 kg). Both projects are no longer in progress, but the Spot was only released in 2020. == Hardware == BigDog is powered by a small two-stroke, one-cylinder, 15-brake-horsepower (11 kW) engine operating at 9,000 RPM. The engine drives a hydraulic pump, which in turn drives the hydraulic leg actuators. Each leg has four actuators (two for the hip joint, and two each for the knee and ankle joints), for a total of 16. Each actuator unit consists of a hydraulic cylinder, servo valve, position sensor, and force sensor. Onboard computing power is a ruggedized PC/104 board stack with two computers, one running a Pentium M processor running QNX (used for sensor data processing) and another running a Core Duo processor (used for visual data processing). == Gallery ==

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  • Algorithmic inference

    Algorithmic inference

    Algorithmic inference gathers new developments in the statistical inference methods made feasible by the powerful computing devices widely available to any data analyst. Cornerstones in this field are computational learning theory, granular computing, bioinformatics, and, long ago, structural probability (Fraser 1966). The main focus is on the algorithms which compute statistics rooting the study of a random phenomenon, along with the amount of data they must feed on to produce reliable results. This shifts the interest of mathematicians from the study of the distribution laws to the functional properties of the statistics, and the interest of computer scientists from the algorithms for processing data to the information they process. == The Fisher parametric inference problem == Concerning the identification of the parameters of a distribution law, the mature reader may recall lengthy disputes in the mid 20th century about the interpretation of their variability in terms of fiducial distribution (Fisher 1956), structural probabilities (Fraser 1966), priors/posteriors (Ramsey 1925), and so on. From an epistemology viewpoint, this entailed a companion dispute as to the nature of probability: is it a physical feature of phenomena to be described through random variables or a way of synthesizing data about a phenomenon? Opting for the latter, Fisher defines a fiducial distribution law of parameters of a given random variable that he deduces from a sample of its specifications. With this law he computes, for instance "the probability that μ (mean of a Gaussian variable – omeur note) is less than any assigned value, or the probability that it lies between any assigned values, or, in short, its probability distribution, in the light of the sample observed". == The classic solution == Fisher fought hard to defend the difference and superiority of his notion of parameter distribution in comparison to analogous notions, such as Bayes' posterior distribution, Fraser's constructive probability and Neyman's confidence intervals. For half a century, Neyman's confidence intervals won out for all practical purposes, crediting the phenomenological nature of probability. With this perspective, when you deal with a Gaussian variable, its mean μ is fixed by the physical features of the phenomenon you are observing, where the observations are random operators, hence the observed values are specifications of a random sample. Because of their randomness, you may compute from the sample specific intervals containing the fixed μ with a given probability that you denote confidence. === Example === Let X be a Gaussian variable with parameters μ {\displaystyle \mu } and σ 2 {\displaystyle \sigma ^{2}} and { X 1 , … , X m } {\displaystyle \{X_{1},\ldots ,X_{m}\}} a sample drawn from it. Working with statistics S μ = ∑ i = 1 m X i {\displaystyle S_{\mu }=\sum _{i=1}^{m}X_{i}} and S σ 2 = ∑ i = 1 m ( X i − X ¯ ) 2 , where X ¯ = S μ m {\displaystyle S_{\sigma ^{2}}=\sum _{i=1}^{m}(X_{i}-{\overline {X}})^{2},{\text{ where }}{\overline {X}}={\frac {S_{\mu }}{m}}} is the sample mean, we recognize that T = S μ − m μ S σ 2 m − 1 m = X ¯ − μ S σ 2 / ( m ( m − 1 ) ) {\displaystyle T={\frac {S_{\mu }-m\mu }{\sqrt {S_{\sigma ^{2}}}}}{\sqrt {\frac {m-1}{m}}}={\frac {{\overline {X}}-\mu }{\sqrt {S_{\sigma ^{2}}/(m(m-1))}}}} follows a Student's t distribution (Wilks 1962) with parameter (degrees of freedom) m − 1, so that f T ( t ) = Γ ( m / 2 ) Γ ( ( m − 1 ) / 2 ) 1 π ( m − 1 ) ( 1 + t 2 m − 1 ) m / 2 . {\displaystyle f_{T}(t)={\frac {\Gamma (m/2)}{\Gamma ((m-1)/2)}}{\frac {1}{\sqrt {\pi (m-1)}}}\left(1+{\frac {t^{2}}{m-1}}\right)^{m/2}.} Gauging T between two quantiles and inverting its expression as a function of μ {\displaystyle \mu } you obtain confidence intervals for μ {\displaystyle \mu } . With the sample specification: x = { 7.14 , 6.3 , 3.9 , 6.46 , 0.2 , 2.94 , 4.14 , 4.69 , 6.02 , 1.58 } {\displaystyle \mathbf {x} =\{7.14,6.3,3.9,6.46,0.2,2.94,4.14,4.69,6.02,1.58\}} having size m = 10, you compute the statistics s μ = 43.37 {\displaystyle s_{\mu }=43.37} and s σ 2 = 46.07 {\displaystyle s_{\sigma ^{2}}=46.07} , and obtain a 0.90 confidence interval for μ {\displaystyle \mu } with extremes (3.03, 5.65). == Inferring functions with the help of a computer == From a modeling perspective the entire dispute looks like a chicken-egg dilemma: either fixed data by first and probability distribution of their properties as a consequence, or fixed properties by first and probability distribution of the observed data as a corollary. The classic solution has one benefit and one drawback. The former was appreciated particularly back when people still did computations with sheet and pencil. Per se, the task of computing a Neyman confidence interval for the fixed parameter θ is hard: you do not know θ, but you look for disposing around it an interval with a possibly very low probability of failing. The analytical solution is allowed for a very limited number of theoretical cases. Vice versa a large variety of instances may be quickly solved in an approximate way via the central limit theorem in terms of confidence interval around a Gaussian distribution – that's the benefit. The drawback is that the central limit theorem is applicable when the sample size is sufficiently large. Therefore, it is less and less applicable with the sample involved in modern inference instances. The fault is not in the sample size on its own part. Rather, this size is not sufficiently large because of the complexity of the inference problem. With the availability of large computing facilities, scientists refocused from isolated parameters inference to complex functions inference, i.e. re sets of highly nested parameters identifying functions. In these cases we speak about learning of functions (in terms for instance of regression, neuro-fuzzy system or computational learning) on the basis of highly informative samples. A first effect of having a complex structure linking data is the reduction of the number of sample degrees of freedom, i.e. the burning of a part of sample points, so that the effective sample size to be considered in the central limit theorem is too small. Focusing on the sample size ensuring a limited learning error with a given confidence level, the consequence is that the lower bound on this size grows with complexity indices such as VC dimension or detail of a class to which the function we want to learn belongs. === Example === A sample of 1,000 independent bits is enough to ensure an absolute error of at most 0.081 on the estimation of the parameter p of the underlying Bernoulli variable with a confidence of at least 0.99. The same size cannot guarantee a threshold less than 0.088 with the same confidence 0.99 when the error is identified with the probability that a 20-year-old man living in New York does not fit the ranges of height, weight and waistline observed on 1,000 Big Apple inhabitants. The accuracy shortage occurs because both the VC dimension and the detail of the class of parallelepipeds, among which the one observed from the 1,000 inhabitants' ranges falls, are equal to 6. == The general inversion problem solving the Fisher question == With insufficiently large samples, the approach: fixed sample – random properties suggests inference procedures in three steps: === Definition === For a random variable and a sample drawn from it a compatible distribution is a distribution having the same sampling mechanism M X = ( Z , g θ ) {\displaystyle {\mathcal {M}}_{X}=(Z,g_{\boldsymbol {\theta }})} of X with a value θ {\displaystyle {\boldsymbol {\theta }}} of the random parameter Θ {\displaystyle \mathbf {\Theta } } derived from a master equation rooted on a well-behaved statistic s. === Example === You may find the distribution law of the Pareto parameters A and K as an implementation example of the population bootstrap method as in the figure on the left. Implementing the twisting argument method, you get the distribution law F M ( μ ) {\displaystyle F_{M}(\mu )} of the mean M of a Gaussian variable X on the basis of the statistic s M = ∑ i = 1 m x i {\textstyle s_{M}=\sum _{i=1}^{m}x_{i}} when Σ 2 {\displaystyle \Sigma ^{2}} is known to be equal to σ 2 {\displaystyle \sigma ^{2}} (Apolloni, Malchiodi & Gaito 2006). Its expression is: F M ( μ ) = Φ ( m μ − s M σ m ) , {\displaystyle F_{M}(\mu )=\Phi {\left({\frac {m\mu -s_{M}}{\sigma {\sqrt {m}}}}\right)},} shown in the figure on the right, where Φ {\displaystyle \Phi } is the cumulative distribution function of a standard normal distribution. Computing a confidence interval for M given its distribution function is straightforward: we need only find two quantiles (for instance δ / 2 {\displaystyle \delta /2} and 1 − δ / 2 {\displaystyle 1-\delta /2} quantiles in case we are interested in a confidence interval of level δ symmetric in the tail's probabilities) as indicated on the left in the diagram showing the behavior of

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  • Softwarp

    Softwarp

    Softwarp is a software technique to warp an image so that it can be projected on a curved screen. This can be done in real time by inserting the softwarp as a last step in the rendering cycle. The problem is to know how the image should be warped to look correct on the curved screen. There are several techniques to auto calibrate the warping by projecting a pattern and using cameras and/or sensors. The information from the sensors is sent to the software so that it can analyze the data and calculate the curvature of the projection screen. == Usage == The softwarp can be used to project virtual views on curved walls and domes. These are usually used in vehicle simulators, for instance boat-, car- and airplane simulators. To make it possible to cover a dome with a 360 degree view you need to use several projectors. A problem with using several projectors on the same screen is that the edges between the projected images get about twice the amount of light. This is solved by using a technique called edge blending. With this technique a “filter” is inserted on the edge that fades the image from 100% light strength (luminance) to 0% (the lowest luminance depends on the contrast ratio of the projector). == History == The first warping technologies used a hardware image processing unit to warp the image. This processing unit was inserted between the graphics card and the projector. The problem with this technique is that it depends on the type of signal and the quality of the signal from the graphics card to warp it correctly. The process unit also needs several lines of image information before it can start sending out the warped image. This adds a latency to the display system that could be a problem in simulators that need fast response time, for instance fighter jet simulators. Softwarping eliminates the latency.

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  • Tribute (website)

    Tribute (website)

    Tribute is an American video-sharing website headquartered in Brooklyn. Created in 2014 by Andrew Horn and Rory Petty, the platform lets customers create video montages (called "tributes") for occasions including weddings, birthdays, anniversaries, get well soon, and memorials. Tribute.co allows users to record video messages, request submissions from friends and family, insert photos, add music, and send the resulting video tribute montage to a recipient. == Overview == Tribute's collaborative technology starts with inviting people to contribute via email, SMS or social media. Participants receive a prompt to record a short video via their phone, computer or tablet. The site's video editing software allows users to drag and drop the clips in their desired order without prior video editing experience. == History == When Andrew Horn turned twenty-seven, his girlfriend, Miki Agrawal surprised him with a video montage containing clips of his family and closest friends explaining why they loved him. This resulted in Andrew's idea to create Tribute–a "living eulogy" video-compilation service that he co-founded with software engineer Rory Petty. Founded in 2014, Tribute's activity accelerated in 2020 due to the COVID-19 pandemic, and it had sent over 5 million videos as of December 2021. While social distance restrictions were in effect, the site provided a way for people to connect while in-person celebrations were put on hold. For each video sold, Tribute makes one available to hospitals for free and has partnered with Cleveland Clinic Cancer Center in Ohio, Lurie Children's Hospital in Illinois and CarePoint Health in New Jersey.

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  • ViEWER

    ViEWER

    ViEWER, the Virtual Environment Workbench for Education and Research, is a proprietary, freeware computer program for Microsoft Windows written by researchers at the University of Idaho for the study of visual perception and complex immersive three-dimensional environments. It was created using C++ and OpenGL, and has been used by Dr. Brian Dyre, Dr. Steffen Werner, Dr. Ernesto Bustamante, Dr. Ben Barton, and their undergraduate and graduate researchers in visual perception, signal detection, and child-safety experiments.

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  • Talking Angela

    Talking Angela

    Talking Angela is a mobile game (formerly a chatbot), developed by Slovenian studio Outfit7 as part of the Talking Tom & Friends series. It was released on 13 November 2012 and December 2012 for iPhone, iPod and iPad, January 2013 for Android, and January 2014 for Google Play. The game's successor, the My Talking Angela game, was released in December 2014. The game takes place in a café in Paris and allows players to interact with Angela, an anthropomorphic white cat in different ways. Players can use coins to purchase makeup, accessories and items, as well as drinks that will trigger different visual effects. The fortune cookie button causes Angela to read out a fortune cookie, while the bird icon will prompt birds to fly around the screen, or have Angela feed them. Players can also pet or poke Angela, as well the café's sign. Prior to their removal, the game featured a chat system and a camera button. Users can engage in conversations with Angela, ask for quizzes or initiate a short snippet of the song "That's Falling In Love". If the player was to type in "Who is an idiot?", Angela would respond with a random swear word. Additionally, inquiring Angela about sexual topics would cause her to reply with "Do you want to talk about sex?", though she will quickly change the topic regardless of what the player writes next. A hoax claiming that Angela's eyes were hidden cameras that enabled hackers or paedophiles to watch children was spread. Despite the claims, Snopes and The Guardian found no evidence. Due to the hoax, Angela received a blue dress, as well as an altered eye asset with a different reflection, and later the chat and camera functions were removed altogether. == Hoaxes == In February 2014, Talking Angela was the subject of an Internet hoax alleging that the application was a front for child predators to exploit children. The rumor, which was widely circulated on Facebook and various websites claiming to be dedicated to parenting, claims that a sinister sexual predator or hacker, asked children for private personal information using the game's text-chat feature. Other versions of the rumour even attributed the disappearance of a child to the game; one news report claimed that a seven year old boy disappeared after downloading the app. Another variation included that it was run by a paedophile ring, citing a man that could be seen in Angela's eyes. The app's developers, Outfit7, later gave a statement refuting the hoaxes. The hoax was eventually debunked by Snopes, a fact-checking website. The site's owners, Barbara and David Mikkelson, reported that they had tried to "prompt" it to give responses asking for private information, but were unsuccessful, even when asking it explicitly sexual questions. While it is true that, in the game with child mode off, Angela does ask for the user's name, age and personal preferences to determine conversation topics, Outfit7 has said that this information is all "anonymized" and all personal information is removed from it. It is also impossible for a person to take control of what Angela says in the game, since the game is based on chatbot software. When the mode was turned on, the chat feature was disabled, meaning no personal questions could be asked. In 2015, the hoax was revived on Facebook, which prompted online security company Sophos and The Guardian to debunk it again. Sophos employee Paul Ducklin wrote that the message being posted on Facebook promoting the hoax was "close to 600 rambling, repetitious words, despite claiming at the start that it didn't have words to describe the situation. It's ill-written, and borders on being illiterate and incomprehensible." Bruce Wilcox, one of the game's programmers, attributed the hoax's popularity to the fact that the chatbot program in Talking Angela aimed to sound realistic. Concern was raised that the game's child mode may have been too easy for children to turn off. It allowed them to purchase "coins", premium currency in the game, via iTunes, and enabled the chat feature. While not "connecting your children to paedophiles", this still raised concerns according to The Guardian. === Impact === The scare significantly boosted the game's popularity, and was credited with helping the app enter the top 10 free iPhone apps soon after the hoax became widely known in February 2015,In the truth the reason there is a man in Angela’s eyes is because of pareidoila, the ability to see through diamonds and other minerals and water bodies and shiny objects,which is the reason why players notice a man in her eyes,The truth is that being Angela’s eyes simply serve as a reflective surface,Because of the low quality of this reflection the reflection was mistaken for a humanoid figure. oref>Smith, Josh (19 February 2014). "Talking Angela App Scare Skyrockets App to Top of Charts". GottaBeMobile.com. Archived from the original on 2 April 2016. Retrieved 10 May 2014. and third most popular for all iPhone apps at the start of the following month. In 2016, Outfit7 removed the chat feature along with the camera function from the app due to this controversy, though this decision was met with criticism.

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  • Biorobotics

    Biorobotics

    Biorobotics is an interdisciplinary science that combines the fields of biomedical engineering, cybernetics, and robotics to develop new technologies that integrate biology with mechanical systems to develop more efficient communication, alter genetic information, and create machines that imitate biological systems. == Cybernetics == Cybernetics focuses on the communication and system of living organisms and machines that can be applied and combined with multiple fields of study such as biology, mathematics, computer science, engineering, and much more. This discipline falls under the branch of biorobotics because of its combined field of study between biological bodies and mechanical systems. Studying these two systems allows for advanced analysis on the functions and processes of each system as well as the interactions between them. === History === Cybernetic theory is a concept that has existed for centuries, dating back to the era of Plato where he applied the term to refer to the "governance of people". The term cybernetique is seen in the mid-1800s used by physicist André-Marie Ampère. The term cybernetics was popularized in the late 1940s to refer to a discipline that touched on, but was separate, from established disciplines, such as electrical engineering, mathematics, and biology. === Science === Cybernetics is often misunderstood because of the breadth of disciplines it covers. In the early 20th century, it was coined as an interdisciplinary field of study that combines biology, science, network theory, and engineering. Today, it covers all scientific fields with system related processes. The goal of cybernetics is to analyze systems and processes of any system or systems in an attempt to make them more efficient and effective. === Applications === Cybernetics is used as an umbrella term so applications extend to all systems related scientific fields such as biology, mathematics, computer science, engineering, management, psychology, sociology, art, and more. Cybernetics is used amongst several fields to discover principles of systems, adaptation of organisms, information analysis and much more. == Genetic engineering == Genetic engineering is a field that uses advances in technology to modify biological organisms. Through different methods, scientists are able to alter the genetic material of microorganisms, plants and animals to provide them with desirable traits. For example, making plants grow bigger, better, and faster. Genetic engineering is included in biorobotics because it uses new technologies to alter biology and change an organism's DNA for their and society's benefit. === History === Although humans have modified genetic material of animals and plants through artificial selection for millennia (such as the genetic mutations that developed teosinte into corn and wolves into dogs), genetic engineering refers to the deliberate alteration or insertion of specific genes to an organism's DNA. The first successful case of genetic engineering occurred in 1973 when Herbert Boyer and Stanley Cohen were able to transfer a gene with antibiotic resistance to a bacterium. === Science === There are three main techniques used in genetic engineering: The plasmid method, the vector method and the biolistic method. ==== Plasmid method ==== This technique is used mainly for microorganisms such as bacteria. Through this method, DNA molecules called plasmids are extracted from bacteria and placed in a lab where restriction enzymes break them down. As the enzymes do this, some develop a rough edge that resembles that of a staircase which is considered 'sticky' and capable of reconnecting. These 'sticky' molecules are inserted into another bacteria where they will connect to the DNA rings with the altered genetic material. ==== Vector method ==== The vector method is considered a more precise technique than the plasmid method as it involves the transfer of a specific gene instead of a whole sequence. In the vector method, a specific gene from a DNA strand is isolated through restriction enzymes in a laboratory and is inserted into a vector. Once the vector accepts the genetic code, it is inserted into the host cell where the DNA will be transferred. ==== Biolistic method ==== The biolistic method is typically used to alter the genetic material of plants. This method embeds the desired DNA with a metallic particle such as gold or tungsten in a high speed gun. The particle is then bombarded into the plant. Due to the high velocities and the vacuum generated during bombardment, the particle is able to penetrate the cell wall and inserts the new DNA into the cell. === Applications === Genetic engineering has many uses in the fields of medicine, research and agriculture. In the medical field, genetically modified bacteria are used to produce drugs such as insulin, human growth hormones and vaccines. In research, scientists genetically modify organisms to observe physical and behavioral changes to understand the function of specific genes. In agriculture, genetic engineering is extremely important as it is used by farmers to grow crops that are resistant to herbicides and to insects such as BTCorn. == Bionics == Bionics is a medical engineering field and a branch of biorobotics consisting of electrical and mechanical systems that imitate biological systems, such as prosthetics and hearing aids. It's a portmanteau that combines biology and electronics. === History === The history of bionics goes as far back in time as ancient Egypt. A prosthetic toe made out of wood and leather was found on the foot of a mummy. The time period of the mummy corpse was estimated to be from around the fifteenth century B.C. Bionics can also be witnessed in ancient Greece and Rome. Prosthetic legs and arms were made for amputee soldiers. In the early 16th century, a French military surgeon by the name of Ambroise Pare became a pioneer in the field of bionics. He was known for making various types of upper and lower prosthetics. One of his most famous prosthetics, Le Petit Lorrain, was a mechanical hand operated by catches and springs. During the early 19th century, Alessandro Volta further progressed bionics. He set the foundation for the creation of hearing aids with his experiments. He found that electrical stimulation could restore hearing by inserting an electrical implant to the saccular nerve of a patient's ear. In 1945, the National Academy of Sciences created the Artificial Limb Program, which focused on improving prosthetics since there were a large number of World War II amputee soldiers. Since this creation, prosthetic materials, computer design methods, and surgical procedures have improved, creating modern-day bionics. === Science === ==== Prosthetics ==== The important components that make up modern-day prosthetics are the pylon, the socket, and the suspension system. The pylon is the internal frame of the prosthetic that is made up of metal rods or carbon-fiber composites. The socket is the part of the prosthetic that connects the prosthetic to the person's missing limb. The socket consists of a soft liner that makes the fit comfortable, but also snug enough to stay on the limb. The suspension system is important in keeping the prosthetic on the limb. The suspension system is usually a harness system made up of straps, belts or sleeves that are used to keep the limb attached. The operation of a prosthetic could be designed in various ways. The prosthetic could be body-powered, externally-powered, or myoelectrically powered. Body-powered prosthetics consist of cables attached to a strap or harness, which is placed on the person's functional shoulder, allowing the person to manipulate and control the prosthetic as he or she deems fit. Externally-powered prosthetics consist of motors to power the prosthetic and buttons and switches to control the prosthetic. Myoelectrically powered prosthetics are new, advanced forms of prosthetics where electrodes are placed on the muscles above the limb. The electrodes will detect the muscle contractions and send electrical signals to the prosthetic to move the prosthetic. The downside to this type of prosthetic is that if the sensors are not placed correctly on the limb then the electrical impulses will fail to move the prosthetic. TrueLimb is a specific brand of prosthetics that uses myoelectrical sensors which enable a person to have control of their bionic limb. ==== Hearing aids ==== Four major components make up the hearing aid: the microphone, the amplifier, the receiver, and the battery. The microphone takes in outside sound, turns that sound to electrical signals, and sends those signals to the amplifier. The amplifier increases the sound and sends that sound to the receiver. The receiver changes the electrical signal back into sound and sends the sound into the ear. Hair cells in the ear will sense the vibrations from the sound, convert the vibrations into nerve signals, and send it to the brain so

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  • Voice user interface

    Voice user interface

    A voice user interface (VUI) enables spoken human interaction with computers, using speech recognition to understand spoken commands and answer questions, and typically text to speech to play a reply. A voice command device is a device controlled with a voice user interface. Voice user interfaces have been added to automobiles, home automation systems, computer operating systems, home appliances like washing machines and microwave ovens, and television remote controls. They are the primary way of interacting with virtual assistants on smartphones and smart speakers. Older automated attendants (which route phone calls to the correct extension) and interactive voice response systems (which conduct more complicated transactions over the phone) can respond to the pressing of keypad buttons via DTMF tones, but those with a full voice user interface allow callers to speak requests and responses without having to press any buttons. Newer voice command devices are speaker-independent, so they can respond to multiple voices, regardless of accent or dialectal influences. They are also capable of responding to several commands at once, separating vocal messages, and providing appropriate feedback, accurately imitating a natural conversation. == Overview == A VUI is the interface to any speech application. Only a short time ago, controlling a machine by simply talking to it was only possible in science fiction. Until recently, this area was considered to be artificial intelligence. However, advances in technologies like text-to-speech, speech-to-text, natural language processing, and cloud services contributed to the mass adoption of these types of interfaces. VUIs have become more commonplace, and people are taking advantage of the value that these hands-free, eyes-free interfaces provide in many situations. VUIs rely on the ability to process input reliably, inconsistent performance often leads to decreased user engagement and negative feedback. Designing a good VUI requires interdisciplinary talents of computer science, linguistics and human factors such as psychology. Even with advanced development tools, constructing an effective VUI requires understanding of both the tasks to be performed, as well as the target audience that will use the final system. The closer the VUI matches the user's mental model of the task, the easier it will be to use with little or no training, resulting in both higher efficiency and higher user satisfaction. A VUI designed for the general public should emphasize ease of use and provide a lot of help and guidance for first-time callers. In contrast, a VUI designed for a small group of power users (including field service workers), should focus more on productivity and less on help and guidance. Such applications should streamline the call flows, minimize prompts, eliminate unnecessary iterations and allow elaborate "mixed initiative dialogs", which enable callers to enter several pieces of information in a single utterance and in any order or combination. In short, speech applications have to be carefully crafted for the specific business process that is being automated. Not all business processes render themselves equally well for speech automation. In general, the more complex the inquiries and transactions are, the more challenging they will be to automate, and the more likely they will be to fail with the general public. In some scenarios, automation is simply not applicable, so live agent assistance is the only option. A legal advice hotline, for example, would be very difficult to automate. On the flip side, speech is perfect for handling quick and routine transactions, like changing the status of a work order, completing a time or expense entry, or transferring funds between accounts. == History == Early applications for VUI included voice-activated dialing of phones, either directly or through a (typically Bluetooth) headset or vehicle audio system. In 2007, a CNN business article reported that voice command was over a billion dollar industry and that companies like Google and Apple were trying to create speech recognition features. In the years since the article was published, the world has witnessed a variety of voice command devices. Additionally, Google has created a speech recognition engine called Pico TTS and Apple released Siri. Voice command devices are becoming more widely available, and innovative ways for using the human voice are always being created. For example, Business Week suggests that the future remote controller is going to be the human voice. Currently Xbox Live allows such features and Jobs hinted at such a feature on the new Apple TV. == Voice command software products on computing devices == Both Apple Mac and Windows PC provide built in speech recognition features for their latest operating systems. === Microsoft Windows === Two Microsoft operating systems, Windows 7 and Windows Vista, provide speech recognition capabilities. Microsoft integrated voice commands into their operating systems to provide a mechanism for people who want to limit their use of the mouse and keyboard, but still want to maintain or increase their overall productivity. ==== Windows Vista ==== With Windows Vista voice control, a user may dictate documents and emails in mainstream applications, start and switch between applications, control the operating system, format documents, save documents, edit files, efficiently correct errors, and fill out forms on the Web. The speech recognition software learns automatically every time a user uses it, and speech recognition is available in English (U.S.), English (U.K.), German (Germany), French (France), Spanish (Spain), Japanese, Chinese (Traditional), and Chinese (Simplified). In addition, the software comes with an interactive tutorial, which can be used to train both the user and the speech recognition engine. ==== Windows 7 ==== In addition to all the features provided in Windows Vista, Windows 7 provides a wizard for setting up the microphone and a tutorial on how to use the feature. ==== Mac OS X ==== All Mac OS X computers come pre-installed with the speech recognition software. The software is user-independent, and it allows for a user to, "navigate menus and enter keyboard shortcuts; speak checkbox names, radio button names, list items, and button names; and open, close, control, and switch among applications." However, the Apple website recommends a user buy a commercial product called Dictate. === Commercial products === If a user is not satisfied with the built in speech recognition software or a user does not have a built speech recognition software for their OS, then a user may experiment with a commercial product such as Braina Pro or DragonNaturallySpeaking for Windows PCs, and Dictate, the name of the same software for Mac OS. == Voice command mobile devices == Any mobile device running Android OS, Microsoft Windows Phone, iOS 9 or later, or Blackberry OS provides voice command capabilities. In addition to the built-in speech recognition software for each mobile phone's operating system, a user may download third party voice command applications from each operating system's application store: Apple App store, Google Play, Windows Phone Marketplace (initially Windows Marketplace for Mobile), or BlackBerry App World. === Android OS === Google has developed an open source operating system called Android, which allows a user to perform voice commands such as: send text messages, listen to music, get directions, call businesses, call contacts, send email, view a map, go to websites, write a note, and search Google. The speech recognition software is available for all devices since Android 2.2 "Froyo", but the settings must be set to English. Google allows for the user to change the language, and the user is prompted when he or she first uses the speech recognition feature if he or she would like their voice data to be attached to their Google account. If a user decides to opt into this service, it allows Google to train the software to the user's voice. Google introduced the Google Assistant with Android 7.0 "Nougat". It is much more advanced than the older version. Amazon.com has the Echo that uses Amazon's custom version of Android to provide a voice interface. === Microsoft Windows === Windows Phone is Microsoft's mobile device's operating system. On Windows Phone 7.5, the speech app is user independent and can be used to: call someone from your contact list, call any phone number, redial the last number, send a text message, call your voice mail, open an application, read appointments, query phone status, and search the web. In addition, speech can also be used during a phone call, and the following actions are possible during a phone call: press a number, turn the speaker phone on, or call someone, which puts the current call on hold. Windows 10 introduces Cortana, a voice control system that replaces the formerly used voice control on Windows

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