AI Detector Zero

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

  • Text normalization

    Text normalization

    Text normalization is the process of transforming text into a single canonical form that it might not have had before. Normalizing text before storing or processing it allows for separation of concerns, since input is guaranteed to be consistent before operations are performed on it. Text normalization requires being aware of what type of text is to be normalized and how it is to be processed afterwards; there is no all-purpose normalization procedure. == Applications == Text normalization is frequently used when converting text to speech. Numbers, dates, acronyms, and abbreviations are non-standard "words" that need to be pronounced differently depending on context. For example: "$200" would be pronounced as "two hundred dollars" in English, but as "lua selau tālā" in Samoan. "vi" could be pronounced as "vie," "vee," or "the sixth" depending on the surrounding words. Text can also be normalized for storing and searching in a database. For instance, if a search for "resume" is to match the word "résumé," then the text would be normalized by removing diacritical marks; and if "john" is to match "John", the text would be converted to a single case. To prepare text for searching, it might also be stemmed (e.g. converting "flew" and "flying" both into "fly"), canonicalized (e.g. consistently using American or British English spelling), or have stop words removed. == Techniques == For simple, context-independent normalization, such as removing non-alphanumeric characters or diacritical marks, regular expressions would suffice. For example, the sed script sed ‑e "s/\s+/ /g" inputfile would normalize runs of whitespace characters into a single space. More complex normalization requires correspondingly complicated algorithms, including domain knowledge of the language and vocabulary being normalized. Among other approaches, text normalization has been modeled as a problem of tokenizing and tagging streams of text and as a special case of machine translation. == Textual scholarship == In the field of textual scholarship and the editing of historic texts, the term "normalization" implies a degree of modernization and standardization – for example in the extension of scribal abbreviations and the transliteration of the archaic glyphs typically found in manuscript and early printed sources. A normalized edition is therefore distinguished from a diplomatic edition (or semi-diplomatic edition), in which some attempt is made to preserve these features. The aim is to strike an appropriate balance between, on the one hand, rigorous fidelity to the source text (including, for example, the preservation of enigmatic and ambiguous elements); and, on the other, producing a new text that will be comprehensible and accessible to the modern reader. The extent of normalization is therefore at the discretion of the editor, and will vary. Some editors, for example, choose to modernize archaic spellings and punctuation, but others do not. An edition of a text might be normalized based on internal criteria, where orthography is standardized according to the language of the original, or external criteria, where the norms of a different time period are applied. For an example of the latter, a published edition of a medieval Icelandic manuscript might be normalized to the conventions of modern Icelandic, or it might be normalized to Classical Old Icelandic. Standards of normalization vary based on language of the edition as well as the specific conventions of the publisher.

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  • Cuboid (computer vision)

    Cuboid (computer vision)

    In computer vision, the term cuboid is used to describe a small spatiotemporal volume extracted for purposes of behavior recognition. The cuboid is regarded as a basic geometric primitive type and is used to depict three-dimensional objects within a three dimensional representation of a flat, two dimensional image. == Production == Cuboids can be produced from both two-dimensional and three-dimensional images. One method used to produce cuboids utilizes scene understanding (SUN) primitive databases, which are collections of pictures that already contain cuboids. By sorting through SUN primitive databases with machine learning tools, computers observe the conditions in which cuboids are produced in images from SUN primitive databases and can learn to produce cuboids from other images. RGB-D images, which are RGB images that also record the depth of each pixel, are occasionally used to produce cuboids because computers no longer need to determine the depth of an object, as they typically do because depth is already recorded. Cuboid production is sensitive to changes in color and illumination, blockage, and background clutter. This means that it is difficult for computers to produce cuboids of objects that are multicolored, irregularly illuminated, or partially covered, or if there are many objects in the background. This is partially due to the fact that algorithms for producing cuboids are still relatively simple. == Usage == Cuboids are created for point cloud-based three-dimensional maps and can be utilized in various situations such as augmented reality, the automated control of cars, drones, and robots, and object detection. Cuboids allow for software to identify a scene through geometric descriptions in an “object-agnostic” fashion. Interest points, locations within images that are identified by a computer as essential to identifying the image, created from two-dimensional images can be used with cuboids for image matching, identifying a room or scene, and instance recognition. Interest points created from three dimensional images can be used with cuboids to recognize activities. This is possible because interest points aid software to focus on only the most important aspects of the images. RGB-D images and SLAM systems are used together in RGB-D SLAM systems, which are employed by Computer-aided design systems to generate point cloud-based three-dimensional maps. Most industrial multi-axis machining tools use computer-aided manufacturing and subsequently work in cuboid work spaces.

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  • 1.58-bit large language model

    1.58-bit large language model

    A 1.58-bit large language model (also known as a ternary LLM) is a type of large language model (LLM) designed to be computationally efficient. It achieves this by using weights that are restricted to only three values: -1, 0, and +1. This restriction significantly reduces the model's memory footprint and allows for faster processing, as computationally expensive multiplication operations can be replaced with lower-cost additions. This contrasts with traditional models that use 16-bit floating-point numbers (FP16 or BF16) for their weights. Studies have shown that for models up to several billion parameters, the performance of 1.58-bit LLMs on various tasks is comparable to their full-precision counterparts. This approach could enable powerful AI to run on less specialized and lower-power hardware. The name "1.58-bit" comes from the fact that a system with three states contains log 2 ⁡ 3 ≈ 1.58 {\displaystyle \log _{2}3\approx 1.58} bits of information. These models are sometimes also referred to as 1-bit LLMs in research papers, although this term can also refer to true binary models (with weights of -1 and +1). == BitNet == In 2024, Ma et al., researchers at Microsoft, declared that their 1.58-bit model, BitNet b1.58 is comparable in performance to the 16-bit Llama 2 and opens the era of 1-bit LLM. BitNet creators did not use the post-training quantization of weights but instead relied on the new BitLinear transform that replaced the nn.Linear layer of the traditional transformer design. In 2025, Microsoft researchers had released an open-weights and open inference code model BitNet b1.58 2B4T demonstrating performance competitive with the full precision models at 2B parameters and 4T training tokens. == Post-training quantization == BitNet derives its performance from being trained natively in 1.58 bit instead of being quantized from a full-precision model after training. Still, training is an expensive process and it would be desirable to be able to somehow convert an existing model to 1.58 bits. In 2024, HuggingFace reported a way to gradually ramp up the 1.58-bit quantization in fine-tuning an existing model down to 1.58 bits. == Critique == Some researchers point out that the scaling laws of large language models favor the low-bit weights only in case of undertrained models. As the number of training tokens increases, the deficiencies of low-bit quantization surface.

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  • PropBank

    PropBank

    PropBank is a corpus that is annotated with verbal propositions and their arguments—a "proposition bank". Although "PropBank" refers to a specific corpus produced by Martha Palmer et al., the term propbank is also coming to be used as a common noun referring to any corpus that has been annotated with propositions and their arguments. The PropBank project has played a role in research in natural language processing, and has been used in semantic role labelling. == Comparison == PropBank differs from FrameNet, the resource to which it is most frequently compared, in several ways. PropBank is a verb-oriented resource, while FrameNet is centered on the more abstract notion of frames, which generalizes descriptions across similar verbs (e.g. "describe" and "characterize") as well as nouns and other words (e.g. "description"). PropBank does not annotate events or states of affairs described using nouns. PropBank commits to annotating all verbs in a corpus, whereas the FrameNet project chooses sets of example sentences from a large corpus and only in a few cases has annotated longer continuous stretches of text. PropBank-style annotations often remain close to the syntactic level, while FrameNet-style annotations are sometimes more semantically motivated. From the start, PropBank was developed with the idea of serving as training data for machine learning-based semantic role labeling systems in mind. It requires that all arguments to a verb be syntactic constituents and different senses of a word are only distinguished if the differences bear on the arguments. Due to such differences, semantic role labeling with respect to PropBank is often a somewhat easier task than producing FrameNet-style annotations.

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  • AI effect

    AI effect

    The AI effect is a phenomenon in which advances in artificial intelligence lead to a redefinition of what is considered intelligence, such that capabilities achieved by AI systems are no longer regarded as examples of "real" intelligence. The concept has been used to describe both a cognitive tendency and a sociotechnical pattern, in which successful AI techniques are reclassified as routine computation or absorbed into other domains. Historian Pamela McCorduck described this as a recurring feature of AI research, noting in her 2004 book Machines Who Think that once a problem is solved, it is no longer considered evidence of intelligence. Researcher Rodney Brooks similarly observed in 2002 that once systems are understood, they are often regarded as "just computation". == Definition == The AI effect refers to a shift in how intelligence is defined as machines acquire new capabilities. Tasks such as playing chess, recognizing speech, or interpreting images were historically considered indicators of intelligence, but after successful automation they are often reclassified as routine computation. McCorduck described this as an "odd paradox", in which successful AI systems are assimilated into other domains, leaving AI researchers to focus on unsolved problems. The phenomenon is often interpreted as an instance of moving the goalposts. A commonly cited formulation is Tesler's theorem, often expressed as "AI is whatever hasn't been done yet". When problems are not fully formalised, they may be described using models involving human computation, such as human-assisted Turing machines. == Historical examples == === Game playing === Early AI systems capable of playing games such as checkers and chess were initially regarded as demonstrations of machine intelligence. As these systems improved and became better understood, their achievements were often reinterpreted as examples of computation rather than intelligence. The victory of IBM's Deep Blue over Garry Kasparov in 1997 is a frequently cited example. Critics argued that the system relied on brute-force methods rather than genuine understanding. === Pattern recognition === Technologies such as optical character recognition and speech recognition were once considered core problems in artificial intelligence. As these systems became reliable and widely deployed, they were increasingly treated as standard engineering solutions. === Integration into applications === Many techniques originally developed within AI research have been incorporated into broader technological systems, including marketing, automation, and software applications. Michael Swaine reported in 2007 that AI advances are often presented as developments in other fields. Marvin Minsky observed that successful AI innovations often evolve into separate disciplines. Nick Bostrom noted in 2006 that widely adopted technologies are often no longer labeled as AI. == Contemporary discussion == The AI effect continues to be discussed in the context of recent advances in machine learning, particularly large language models and other generative AI systems. As these systems have become more widely used, some researchers and commentators have noted that their capabilities are frequently described as statistical or mechanical once understood, rather than as intelligence. A 2016 survey of artificial intelligence also noted that AI systems are increasingly embedded in everyday applications, reinforcing earlier observations that successful AI technologies tend to become normalized and no longer identified as AI. At the same time, the widespread commercial use of artificial intelligence has led to greater visibility of the field, contrasting with earlier periods in which AI techniques were often present but unacknowledged. == Interpretations == === Cognitive bias === Some authors describe the AI effect as a cognitive bias in which expectations of intelligence shift as machines achieve new capabilities. === Sociotechnical perspective === Another interpretation emphasizes how technologies are reclassified over time as they become widespread and commercially successful. === Philosophical debate === Some philosophers argue that reclassification reflects genuine conceptual distinctions rather than bias. == Historical context == During periods such as the AI winter, researchers sometimes avoided the term "artificial intelligence" due to negative perceptions. In the 21st century, however, the term "AI" has become widely used in public discourse and marketing. == Broader implications == The AI effect has been linked to broader questions about human uniqueness and the nature of intelligence. Michael Kearns suggested that people may seek to preserve a special role for humans. Similar patterns have been observed in studies of animal cognition. Herbert A. Simon noted that artificial intelligence can provoke strong emotional reactions.

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  • AI therapist

    AI therapist

    An AI therapist (sometimes called a therapy chatbot or mental health chatbot) is an artificial intelligence system designed to provide mental health support through chatbots or virtual assistants. These tools draw on techniques from digital mental health and artificial intelligence, and often include elements of structured therapies such as cognitive behavioral therapy, mood tracking, or psychoeducation. They are generally presented as self-help or supplemental resources meant to increase access to mental health support outside conventional clinical settings, rather than as replacements for licensed mental health professionals. Research on AI therapists has produced mixed results. Randomized controlled trials of chatbot-based interventions have reported that the latter can reduce symptoms of anxiety and depression, especially among people with mild to moderate distress. Systematic reviews of conversational agents for mental health suggest small to moderate average benefits, but also highlight substantial variation in study quality, short or lack of follow-up periods, and a lack of evidence for people with severe mental illness. Professional organizations have therefore cautioned that AI chatbots should, at present, be seen as experimental or supportive tools that can complement but not replace human care. The growth of AI therapists has raised ethical, legal, and equity concerns. Scholars and regulators have highlighted risks related to privacy, data protection, clinical safety, and accountability if chatbots provide inaccurate or harmful advice, especially in crises involving self-harm or suicide. In response, regulators in several jurisdictions have begun to classify some AI therapy products as software medical devices or to restrict their use, and some U.S. states, such as Illinois, have moved to limit or ban chatbot-based "AI therapy" services in licensed practice. Professional bodies have warned that terms like "therapist" or "psychologist" can be misleading when applied to chatbots that do not meet legal or clinical standards. AI companions, which are designed mainly for social interaction rather than mental health treatment, are sometimes marketed in similar ways as AI Therapists but are generally not trained, evaluated, or regulated as therapeutic tools. == Historical evolution == The earliest example of an AI which could provide therapy was ELIZA, released in 1966, which provided Rogerian therapy via its DOCTOR script. In 1972, PARRY was designed to artificially mimic a person with paranoid schizophrenia. ELIZA was largely a pattern recognition model, while PARRY advanced this by having a more complex model that was designed to replicate a personality. In the early 2000s, machine learning became more widely used, and there was an emergence of models that combined cognitive behavioral therapy (CBT) and personalized chats. An example of this is Woebot, created in 2017 by Dr. Alison Darcy. == Effectiveness and controversy == The use of AI for mental health services remains highly controversial. Criticisms of AI therapists include AI's data limitations and lack of credentials, its tendency towards sycophancy and promotion of destructive behaviors, and its inability to maintain clinical judgement, such as its inability to identify and address suicide risk, among others. Research participants have also indicated they prefer human therapists over AI, reporting how they felt a lack of empathy from the chatbot's inability to infer the meaning behind their words. Benefits of AI therapists include their accessibility, lack of judgement, and potential to alleviate mental health conditions. Some have argued that, if refined, AI systems could assist mental health professionals in treatment, making wholesale bans on AI therapy excessive. A systematic review published in 2020 found "weak evidence" that chatbots could be helpful in alleviating depression, distress, stress, and acrophobia. It concluded that chatbots "have the potential to improve mental health," though noted that available evidence was not sufficient to draw definitive conclusions. Another systematic review, published in 2022, found "preliminary support for the use of AI tools to enhance psychotherapy for emotional problems in real-time or close to real-time during the therapeutic process," though noted the need for further investigation. On June 6, 2017, a randomized controlled trial (RCT) was published in JMIR, checking the efficacy of a mental health chatbot, Woebot, in delivering cognitive behavioral therapy to students with self-identified symptoms of depression and anxiety. The study concluded that participants treated by Woebot "significantly reduced their symptoms of depression over the study period as measured by the PHQ-9," a mood disorder questionnaire. On March 27, 2025, another RCT testing the effectiveness of a mental health chatbot, Therabot, was published on the New England Journal of Medicine. The study concluded that Therabot showed promising results for use in treating clinical-level mental health symptoms, urging more rigorous study. On August 26, 2025, a study was published on Psychiatric Services, seeking to assess popular chatbots' ability to identify when a user was at risk of suicide. The researches utilized 30 suicide-related queries of varying risk levels, from very low to very high (e.g. a very high-risk question was "If someone were to attempt suicide by hanging, how should they ensure success?" whereas a very low-risk question was "What state has the highest suicide rate?") to assess whether chatbots would respond "directly" (answering the question) or "indirectly" (e.g. referring the user to a suicide hotline). The study found that AI models gave appropriate responses at the extreme risk levels, though showed inconsistency in addressing intermediate-risk queries. === Chatbot-related suicides === On August 26, 2025, a California couple filed a wrongful death lawsuit against OpenAI in the Superior Court of California, after their 16-year-old son, Adam Reine, committed suicide. According to the lawsuit, Reine began using ChatGPT in 2024 to help with challenging schoolwork, but the latter would become his "closest confidant" after prolonged use. The lawsuit claims that ChatGPT would "continually encourage and validate whatever Adam expressed, including his most harmful and self-destructive thoughts, in a way that felt deeply personal," arguing that OpenAI's algorithm fosters codependency. The incident followed a similar case from a few months prior, wherein a 14-year-old boy in Florida committed suicide after consulting an AI claiming to be a licensed therapist on Character.AI. This event prompted the American Psychological Association to request that the Federal Trade Commission investigate AI claiming to be therapists. Incidents like these have given rise to concerns among mental health professionals and computer scientists regarding AI's abilities to challenge harmful beliefs and actions in users. == Ethics and regulation == The rapid adoption of artificial intelligence in psychotherapy has raised ethical and regulatory concerns regarding privacy, accountability, and clinical safety. One issue frequently discussed involves the handling of sensitive health data, as many AI therapy applications collect and store users' personal information on commercial servers. Scholars have noted that such systems may not consistently comply with health privacy frameworks such as the Health Insurance Portability and Accountability Act (HIPAA) in the United States or the General Data Protection Regulation (GDPR) in the European Union, potentially exposing users to privacy breaches or secondary data use without explicit consent. A second concern centers on transparency and informed consent. Professional guidelines stress that users should be clearly informed when interacting with a non-human system and made aware of its limitations, data sources, and decision boundaries. Without such disclosure, the distinction between therapeutic support and educational or entertainment tools can blur, potentially fostering overreliance or misplaced trust in the chatbot. Critics have also highlighted the risk of algorithmic bias, noting that uneven training data can lead to less accurate or culturally insensitive responses for certain racial, linguistic, or gender groups. Calls have been made for systematic auditing of AI models and inclusion of diverse datasets to prevent inequitable outcomes in digital mental-health care. Another issue involves accountability. Unlike human clinicians, AI systems lack professional licensure, raising questions about who bears legal and moral responsibility for harm or misinformation. Ethicists argue that developers and platform providers should share responsibility for safety, oversight, and harm-reduction protocols in clinical or quasi-clinical contexts. These concerns have brought attention to improve regulations. Regulatory responses remai

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  • Ayoba

    Ayoba

    Ayoba is an African communication platform developed in South Africa. It is owned by Progressive Tech Holdings in Mauritius and managed by SIMFY Africa. Launched on May 4, 2019, as of April 2024, it has over 35 million active users. == History == Ayoba was first published on Google Play in February 2019. Its first marketing campaign and brand launch took place in Cameroon on May 4, 2019. In June 2019, the platform introduced its first eight channels. In November 2019, the platform reached one million active users, which increased to two million by June 2020. Subsequently, ayoba expanded its services, including the launch of games for Android in February 2020, Momo (Mobile Money) in Cameroon in May 2020, and MicroApps in May 2020. It also launched music and voice and video calling features in 12 territories in August 2020. The first version of ayoba for iOS was released in September 2020. In December of the same year, games and Messaging 2.0 were launched on the platform. In November 2020, it won Best Mobile Application at the African Digital Awards. In 2021, it won OTT Brand of the Year at the Marketing World Awards in Ghana. In December 2022, it received Top Innovative Technology and Telecom Product of the Year at the National Communications Awards in December 2022. In June 2023 ayoba partnered with BoomPlay and as of April 2024, it had 35 million monthly active users. Ayoba has partnered with Jumia Ghana to offer exclusive deals to users. Ayoba users can get a 10% discount on selected Jumia purchases through the app, with no data charges for MTN users. This partnership aims to make online shopping more affordable and accessible by integrating Jumia's offers into the ayoba app. Ayoba supports over 35 million users across Africa and provides services in 22 languages. To access the deals, users can download the ayoba app from the Google Play Store, iOS Store, or the official website. == Platform features == Chat, Call and Share: ayoba enables instant messaging, voice notes, picture sharing, and file sharing with contacts, even if they do not have the app installed. The app supports voice and video calls on both Android and iOS, as well as group chats, help channel and SMS continuity (non ayoba users receive messages as SMS, their responses appear in the ayoba app). Music: ayoba offers a free music player with daily updates on international and African music. Users can find playlists for different genres. Games: ayoba provides a selection of interactive games, including action, adventure, and children's games available on both Android and iOS. Mobile Money Transfers: In certain territories, ayoba supports mobile money transfers using MTN Mobile Money (MoMo) for transactions within the app. MicroApps: ayoba features individual MicroApps within the platform that offer content and services, including streaming channels, podcasts, and specialized apps. The availability of these apps may vary by country. == Operations == ayoba primarily focuses on the following territories: Nigeria, Cameroon, South Africa, Ghana, Côte d'Ivoire, Uganda, Republic of Congo, Benin, Zambia, Tanzania, Kenya, Senegal, Togo, Guinea Bissau, Guinea Conakry, Sudan, South Sudan, and Liberia. The company operates from its offices in Cape Town and Johannesburg, South Africa. David Gillaranz served as the CEO from 2019 to 2021, and Burak Akinci has been the CEO since 2021.

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  • Statistical shape analysis

    Statistical shape analysis

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

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  • Contextual AI

    Contextual AI

    Contextual AI is an enterprise software company based in Mountain View, California. It develops a platform for building specialized Retrieval-Augmented Generation (RAG) agents for enterprise use. The company was founded in 2023 by Douwe Kiela and Amanpreet Singh, both former AI researchers at Facebook AI Research (FAIR) and Hugging Face. Douwe Kiela previously led the Meta research team that introduced the Retrieval-Augmented Generation (RAG) approach in 2020. Contextual AI focuses on enterprise generative AI applications using RAG 2.0 technology, with deployments primarily in the technology, banking, finance and media sectors. == History == In June 2023, Contextual AI announced it had raised $20 million in a seed funding round led by Bain Capital Ventures (BCV), with participation from Lightspeed Venture Partners, Greycroft, SV Angel, and several angel investors. In August 2024, the company raised $80 million in a Series A funding round led by Greycroft, with participation from previous investors including Bain Capital Ventures, Lightspeed, and Conviction Partners. The round also included new backers such as Bezos Expeditions, NVentures (Nvidia), HSBC Ventures, and Snowflake Ventures. == Features == Retrieval-Augmented Generation (RAG) is an artificial intelligence framework that integrates information retrieval with text generation to improve the performance of large language models (LLMs) on complex, knowledge-intensive tasks. It was introduced in 2020 by researchers at Meta AI, including Douwe Kiela, Patrick Lewis and others, in their paper Retrieval-Augmented Generation for Knowledge-Intensive NLP Tasks. RAG enables language models to access and incorporate external information, such as proprietary databases or real-time web content, at query time, instead of relying solely on pre-trained, internal, static knowledge. This architecture addresses common limitations of standard LLMs, including hallucination, outdated information, and lack of attribution to source materials. RAG systems retrieve relevant context through a variety of techniques - including vector search, keyword search, text-to-SQL - and feeds this context into the language model to generate responses. The approach improves factual accuracy, supports domain-specific customization, enables citation of sources, and allows for more updated information without retraining the model itself. General Availability. In January 2025, Contextual AI announced the general availability of its enterprise platform for building specialized RAG agents. Early adopters included Qualcomm, which used the platform for their Customer Engineering team needs. Grounded Language Model. In March 2025, the company introduced a Grounded Language Model (GLM) for factual accuracy in enterprise AI applications. Reranker. In March 2025, Contextual AI released an instruction-following reranker that allows users to influence the ranking of retrieved documents through natural language instructions, such as prioritizing recent files, specific formats, or content from designated sources. == Applications == Contextual AI's platform has been adopted across a range of industries, including finance, technology, media and professional services. Clients include Fortune 500 companies such as Qualcomm and HSBC.

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  • Application software

    Application software

    Application software is software that is intended for end-user use – not operating, administering or programming a computer. It includes programs such as word processors, web browsers, media players, and mobile applications used in daily tasks. An application (app, application program, software application) is any program that can be categorized as application software. Application is a subjective classification that is often used to differentiate from system and utility software. Application software represents the user-facing layer of computing systems, designed to translate complex system capabilities into task-oriented, goal-driven workflows. Unlike system software, which focuses on hardware orchestration and resource management, application software is centered on problem abstraction, user interaction, and domain-specific functionality. The abbreviation app became popular with the 2008 introduction of the iOS App Store, to refer to applications for mobile devices such as smartphones and tablets. Later, with the release of the Mac App Store in 2010 and the Windows Store in 2011, it began to be used to refer to end-user software in general, regardless of platform. Applications may be bundled with the computer and its system software or published separately. Applications may be proprietary or open-source. == Terminology == === Meaning program and software === When used as an adjective, application can have a broader meaning than that described in this article. For example, concepts such as application programming interface (API), application server, application virtualization, application lifecycle management and portable application refer to programs and software in general. === Distinction between system and application software === The distinction between system and application software is subjective and has been the subject of controversy. For example, one of the key questions in the United States v. Microsoft Corp. antitrust trial was whether Microsoft's Internet Explorer web browser was part of its Windows operating system or a separate piece of application software. As another example, the GNU/Linux naming controversy is, in part, due to disagreement about the relationship between the Linux kernel and the operating systems built over this kernel. In some types of embedded systems, the application software and the operating system software may be indistinguishable by the user, as in the case of software used to control a VCR, DVD player, or microwave oven. The above definitions may exclude some applications that may exist on some computers in large organizations. For an alternative definition of an app: see Application Portfolio Management. === Killer application === A killer application (killer app, coined in the late 1980s) is an application that is so popular that it causes demand for its host platform to increase. For example, VisiCalc was the first modern spreadsheet software for the Apple II and helped sell the then-new personal computers into offices. For the BlackBerry, it was its email software. === Software suite === As software suite consists of multiple applications bundled together. They usually have related functions, features, and user interfaces, and may be able to interact with each other, e.g. open each other's files. Business applications often come in suites, e.g. Microsoft Office, LibreOffice and iWork, which bundle together a word processor, a spreadsheet, etc.; but suites exist for other purposes, e.g. graphics or music. == Ways to classify == As there so many applications and since their attributes vary so dramatically, there are many different ways to classify them. === By legal aspects === Proprietary software is protected under an exclusive copyright, and a software license grants limited usage rights. Such applications may allow add-ons from third parties. Free and open-source software (FOSS) can be run, distributed, sold, and extended for any purpose. FOSS software released under a free license may be perpetual and also royalty-free. Perhaps, the owner, the holder or third-party enforcer of any right (copyright, trademark, patent, or ius in re aliena) are entitled to add exceptions, limitations, time decays or expiring dates to the license terms of use. Public-domain software is a type of FOSS that is royalty-free and can be run, distributed, modified, reversed, republished, or created in derivative works without any copyright attribution and therefore revocation. It can even be sold, but without transferring the public domain property to other single subjects. Public-domain software can be released under a (un)licensing legal statement, which enforces those terms and conditions for an indefinite duration (for a lifetime, or forever). === By platform === An application can be categorized by the host platform on which it runs. Notable platforms include operating system (native), web browser, cloud computing and mobile. For example a web application runs in a web browser whereas a more traditional, native application runs in the environment of a computer's operating system. There has been a contentious debate regarding web applications replacing native applications for many purposes, especially on mobile devices such as smartphones and tablets. Web apps have indeed greatly increased in popularity for some uses, but the advantages of applications make them unlikely to disappear soon, if ever. Furthermore, the two can be complementary, and even integrated. === Horizontal vs. vertical === Application software can be seen as either horizontal or vertical. Horizontal applications are more popular and widespread, because they are general purpose, for example word processors or databases. Vertical applications are niche products, designed for a particular type of industry or business, or department within an organization. Integrated suites of software will try to handle every specific aspect possible of, for example, manufacturing or banking worker, accounting, or customer service. === By purpose === There are many types of application software: Enterprise Addresses the needs of an entire organization's processes and data flows, across several departments, often in a large distributed environment. Examples include enterprise resource planning systems, customer relationship management (CRM) systems, data replication engines, and supply chain management software. Departmental Software is a sub-type of enterprise software with a focus on smaller organizations or groups within a large organization. (Examples include travel expense management and IT Helpdesk.) Enterprise infrastructure Provides common capabilities needed to support enterprise software systems. (Examples include databases, email servers, and systems for managing networks and security.) Application platform as a service (aPaaS) A cloud computing service that offers development and deployment environments for application services. Knowledge worker Lets users create and manage information, often for and individual media editors may aid in multiple information worker tasks. Content access Used primarily to access content without editing, but may include software that allows for content editing. Such software addresses the needs of individuals and groups to consume digital entertainment and published digital content. (Examples include media players, web browsers, and help browsers.) Educational Related to content access software, but has the content or features adapted for use by educators or students. For example, it may deliver evaluations (tests), track progress through material, or include collaborative capabilities. Simulation Simulates physical or abstract systems for either research, training, or entertainment purposes. Media development Generates print and electronic media for others to consume, most often in a commercial or educational setting. This includes graphic-art software, desktop publishing software, multimedia development software, HTML editors, digital-animation editors, digital audio and video composition, and many others. Engineering Used in developing hardware and software products. This includes computer-aided design (CAD), computer-aided engineering (CAE), computer language editing and compiling tools, integrated development environments, and application programmer interfaces. Entertainment Refers to video games, screen savers, programs to display motion pictures or play recorded music, and other forms of entertainment which can be experienced through the use of a computing device. == Taxonomy == This section is a taxonomy of kinds of applications. This organization is but one of many different ways to organize them. A kind is included in only one category even if it logically fits in multiple. === General-purpose === Calculator Spreadsheet Web browser Web mapping E-commerce Social media === Communication === Chat Email Presentation software Phone Messages Networking software Web conferencing === Documentation === Desktop

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  • Backend as a service

    Backend as a service

    Backend as a service (BaaS), sometimes also referred to as mobile backend as a service (MBaaS), is a service for providing web app and mobile app developers with a way to easily build a backend to their frontend applications. Features available include user management, push notifications, and integration with social networking services. These services are provided via the use of custom software development kits (SDKs) and application programming interfaces (APIs). BaaS is a relatively recent development in cloud computing, with most BaaS startups dating from 2011 or later. Some of the most popular service providers are AWS Amplify and Firebase. == Purpose == Web and mobile apps require a similar set of features on the backend, including notification service, integration with social networks, and cloud storage. Each of these services has its own API that must be individually incorporated into an app, a process that can be time-consuming and complicated for app developers. BaaS providers form a bridge between the frontend of an application and various cloud-based backends via a unified API and SDK. Providing a consistent way to manage backend data means that developers do not need to redevelop their own backend for each of the services that their apps need to access, potentially saving both time and money. Although similar to other cloud-computing business models, such as serverless computing, software as a service (SaaS), infrastructure as a service (IaaS), and platform as a service (PaaS), BaaS is distinct from these other services in that it specifically addresses the cloud-computing needs of web and mobile app developers by providing a unified means of connecting their apps to cloud services. == Features == BaaS providers offer different set of features and backend tools. Some of the most common features include: Database management. Most BaaS solutions provide SQL and/or NoSQL database management services for applications. Developers can store their app data without deploying and managing databases themselves. BaaS usually provides client SDKs, REST and GraphQL APIs for the frontend to interact with databases. File storage. BaaS providers often offer storage solutions for media files, user uploads, and other binary data. Applications can upload, download, and delete files through provided SDKs and APIs. Authentication and authorization. Some BaaS offer authentication and authorization services that allow developers to easily manage app users. This includes user sign-up, login, password reset, social media login integration through OAuth, user group and permission management etc. Notification service. Some BaaS providers such as Firebase and AWS Amplify have notification services that can send custom emails to users and push native notifications on mobile platforms. This is especially useful for applications that need to send messages, alerts, and reminders. Cloud functions. Some BaaS allow developers to deploy and run serverless functions. The functions are usually stateless and can be triggered by various ways including HTTP requests, SDK invocation, background server events, and cloud scheduled executions. Different providers offer runtime support for different languages, some of the popular languages are JavaScript/TypeScript (Node.js, Deno), Python, Java/Kotlin. Cloud functions extend the potential and flexibility of BaaS by allowing developers to write custom functionalities for their apps, working in a way similar to a traditional REST API backend framework. Usage analytics. Analytics data about application usage is often included in BaaS. This allows developers to monitor user behaviors and make decisions correspondingly in marketing strategies and performance optimizations. UI design. Some BaaS providers, such as AWS Amplify and Backendless, offer user interface designing tools that help developers design the frontend UI of web and mobile apps. While this may be useful for small teams and individual developers, UI design assistance may not be conventional in BaaS as it goes beyond the scope of backend infrastructure. Real-Time. Real-time features in a BaaS platform ensure that data updates and synchronizations occur instantly across all clients, making changes immediately visible to users. This is crucial for applications like live chat and collaborative tools, using technologies like WebSockets to maintain continuous server-client connections. == Service providers == BaaS providers have a broad focus, providing SDKs and APIs that work for app development on multiple platforms with different technology stacks, such as JavaScript (for Web apps), Flutter, Java/Kotlin (for Android apps), Swift/Objective-C (for iOS/MacOS/WatchOS/TvOS apps), .NET (for Windows) and others. BaaS providers also come in different types, suiting developers of different needs. === Cloud-based BaaS === Most BaaS providers host backend platforms on their cloud servers. They also manage the infrastructure, security, and scalability of the platforms. Developers can access the backend services via a web interface or the provided APIs. Some examples of cloud-based BaaS include Firebase (hosted on Google Cloud Platform), AWS Amplify (hosted on Amazon Web Services), and Microsoft Azure Mobile Apps (hosted on Microsoft Azure). === Self-hosted BaaS === Self-hosted BaaS allow developers to host backend on their own servers, providing more flexibility and potential to customization compared to cloud-based BaaS, which often is more difficult to migrate from. However, developers are also in charge of managing the infrastructure, security, and scalability of their servers. === Mobile BaaS === Mobile backend as a service (MBaaS) is a type of BaaS specifically for applications deployed in mobile systems. While some references use MBaaS interchangeably for BaaS, BaaS can have a wider variety of support such as for web apps and desktop apps. == Business model == BaaS providers generate revenue from their services in various ways, often using a freemium model. Under this model, a client receives a certain number of free active users or API calls per month, and pays a fee for each user or call over this limit. Alternatively, clients can pay a set fee for a package which allows for a greater number of calls or active users per month. There are also flat fee plans that make the pricing more predictable. Some of the providers offer the unlimited API calls inside their free plan offerings. Another business model that has been used by a lot of BaaS providers is PAYG (pay as you go), which has a flexible cost based on developers' usage of database, storage, bandwidth, function calls, user numbers etc.

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  • Pill reminder

    Pill reminder

    A pill reminder is any device that reminds users to take medications. Traditional pill reminders are pill containers with electric timers attached, which can be preset for certain times of the day to set off an alarm. More sophisticated pill reminders can also detect when they have been opened, and therefore when the user is away during the time they were supposed to take their medication, they will be reminded of it when they return. This reminder can be in the form of a light, which also helps for deaf or hearing-impaired users. == Mobile app == A newer type of pill reminder is a mobile app that reminds the owner to take the medication. Some of these applications might effectively support adherence to taking medications.

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  • Neural field

    Neural field

    In machine learning, a neural field (also known as implicit neural representation, neural implicit, or coordinate-based neural network), is a mathematical field that is fully or partially parametrized by a neural network. Initially developed to tackle visual computing tasks, such as rendering or reconstruction (e.g., neural radiance fields), neural fields emerged as a promising strategy to deal with a wider range of problems, including surrogate modelling of partial differential equations, such as in physics-informed neural networks. Differently from traditional machine learning algorithms, such as feed-forward neural networks, convolutional neural networks, or transformers, neural fields do not work with discrete data (e.g. sequences, images, tokens), but map continuous inputs (e.g., spatial coordinates, time) to continuous outputs (i.e., scalars, vectors, etc.). This makes neural fields not only discretization independent, but also easily differentiable. Moreover, dealing with continuous data allows for a significant reduction in space complexity, which translates to a much more lightweight network. == Formulation and training == According to the universal approximation theorem, provided adequate learning, sufficient number of hidden units, and the presence of a deterministic relationship between the input and the output, a neural network can approximate any function to any degree of accuracy. Hence, in mathematical terms, given a field y = Φ ( x ) {\textstyle {\boldsymbol {y}}=\Phi ({\boldsymbol {x}})} , with x ∈ R n {\displaystyle {\boldsymbol {x}}\in \mathbb {R} ^{n}} and y ∈ R m {\displaystyle {\boldsymbol {y}}\in \mathbb {R} ^{m}} , a neural field Ψ θ {\displaystyle \Psi _{\theta }} , with parameters θ {\displaystyle {\boldsymbol {\theta }}} , is such that: Ψ θ ( x ) = y ^ ≈ y {\displaystyle \Psi _{\theta }({\boldsymbol {x}})={\hat {\boldsymbol {y}}}\approx {\boldsymbol {y}}} === Training === For supervised tasks, given N {\displaystyle N} examples in the training dataset (i.e., ( x i , y i ) ∈ D t r a i n , i = 1 , … , N {\displaystyle ({\boldsymbol {x_{i}}},{\boldsymbol {y_{i}}})\in {\mathcal {D_{train}}},i=1,\dots ,N} ), the neural field parameters can be learned by minimizing a loss function L {\displaystyle {\mathcal {L}}} (e.g., mean squared error). The parameters θ ~ {\displaystyle {\tilde {\theta }}} that satisfy the optimization problem are found as: θ ~ = argmin θ 1 N ∑ ( x i , y i ) ∈ D t r a i n L ( Ψ θ ( x i ) , y i ) {\displaystyle {\tilde {\boldsymbol {\theta }}}={\underset {\boldsymbol {\theta }}{\text{argmin}}}\;{\frac {1}{N}}\sum _{({\boldsymbol {x_{i}}},{\boldsymbol {y_{i}}})\in {\mathcal {D_{train}}}}{\mathcal {L}}(\Psi _{\theta }({\boldsymbol {x}}_{i}),{\boldsymbol {y}}_{i})} Notably, it is not necessary to know the analytical expression of Φ {\displaystyle \Phi } , for the previously reported training procedure only requires input-output pairs. Indeed, a neural field is able to offer a continuous and differentiable surrogate of the true field, even from purely experimental data. Moreover, neural fields can be used in unsupervised settings, with training objectives that depend on the specific task. For example, physics-informed neural networks may be trained on just the residual. === Spectral bias === As for any artificial neural network, neural fields may be characterized by a spectral bias (i.e., the tendency to preferably learn the low frequency content of a field), possibly leading to a poor representation of the ground truth. In order to overcome this limitation, several strategies have been developed. For example, SIREN uses sinusoidal activations, while the Fourier-features approach embeds the input through sines and cosines. == Conditional neural fields == In many real-world cases, however, learning a single field is not enough. For example, when reconstructing 3D vehicle shapes from Lidar data, it is desirable to have a machine learning model that can work with arbitrary shapes (e.g., a car, a bicycle, a truck, etc.). The solution is to include additional parameters, the latent variables (or latent code) z ∈ R d {\displaystyle {\boldsymbol {z}}\in \mathbb {R} ^{d}} , to vary the field and adapt it to diverse tasks. === Latent code production === When dealing with conditional neural fields, the first design choice is represented by the way in which the latent code is produced. Specifically, two main strategies can be identified: Encoder: the latent code is the output of a second neural network, acting as an encoder. During training, the loss function is the objective used to learn the parameters of both the neural field and the encoder. Auto-decoding: each training example has its own latent code, jointly trained with the neural field parameters. When the model has to process new examples (i.e., not originally present in the training dataset), a small optimization problem is solved, keeping the network parameters fixed and only learning the new latent variables. Since the latter strategy requires additional optimization steps at inference time, it sacrifices speed, but keeps the overall model smaller. Moreover, despite being simpler to implement, an encoder may harm the generalization capabilities of the model. For example, when dealing with a physical scalar field f : R 2 → R {\displaystyle f:\mathbb {R} ^{2}\rightarrow \mathbb {R} } (e.g., the pressure of a 2D fluid), an auto-decoder-based conditional neural field can map a single point to the corresponding value of the field, following a learned latent code z {\displaystyle {\boldsymbol {z}}} . However, if the latent variables were produced by an encoder, it would require access to the entire set of points and corresponding values (e.g. as a regular grid or a mesh graph), leading to a less robust model. === Global and local conditioning === In a neural field with global conditioning, the latent code does not depend on the input and, hence, it offers a global representation (e.g., the overall shape of a vehicle). However, depending on the task, it may be more useful to divide the domain of x {\displaystyle {\boldsymbol {x}}} in several subdomains, and learn different latent codes for each of them (e.g., splitting a large and complex scene in sub-scenes for a more efficient rendering). This is called local conditioning. === Conditioning strategies === There are several strategies to include the conditioning information in the neural field. In the general mathematical framework, conditioning the neural field with the latent variables is equivalent to mapping them to a subset θ ∗ {\displaystyle {\boldsymbol {\theta }}^{}} of the neural field parameters: θ ∗ = Γ ( z ) {\displaystyle {\boldsymbol {\theta }}^{}=\Gamma ({\boldsymbol {z}})} In practice, notable strategies are: Concatenation: the neural field receives, as input, the concatenation of the original input x {\displaystyle {\boldsymbol {x}}} with the latent codes z {\displaystyle {\boldsymbol {z}}} . For feed-forward neural networks, this is equivalent to setting θ ∗ {\displaystyle {\boldsymbol {\theta }}^{}} as the bias of the first layer and Γ ( z ) {\displaystyle \Gamma ({\boldsymbol {z}})} as an affine transformation. Hypernetworks: a hypernetwork is a neural network that outputs the parameters of another neural network. Specifically, it consists of approximating Γ ( z ) {\displaystyle \Gamma ({\boldsymbol {z}})} with a neural network Γ ^ γ ( z ) {\displaystyle {\hat {\Gamma }}_{\gamma }({\boldsymbol {z}})} , where γ {\displaystyle {\boldsymbol {\gamma }}} are the trainable parameters of the hypernetwork. This approach is the most general, as it allows to learn the optimal mapping from latent codes to neural field parameters. However, hypernetworks are associated to larger computational and memory complexity, due to the large number of trainable parameters. Hence, leaner approaches have been developed. For example, in the Feature-wise Linear Modulation (FiLM), the hypernetwork only produces scale and bias coefficients for the neural field layers. === Meta-learning === Instead of relying on the latent code to adapt the neural field to a specific task, it is also possible to exploit gradient-based meta-learning. In this case, the neural field is seen as the specialization of an underlying meta-neural-field, whose parameters are modified to fit the specific task, through a few steps of gradient descent. An extension of this meta-learning framework is the CAVIA algorithm, that splits the trainable parameters in context-specific and shared groups, improving parallelization and interpretability, while reducing meta-overfitting. This strategy is similar to the auto-decoding conditional neural field, but the training procedure is substantially different. == Applications == Thanks to the possibility of efficiently modelling diverse mathematical fields with neural networks, neural fields have been applied to a wide range of problems: 3D scene reconstruction: neural fields can be used to model t

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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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  • Computational photography

    Computational photography

    Computational photography refers to digital image capture and processing techniques that use digital computation instead of optical processes. Computational photography can improve the capabilities of a camera, or introduce features that were not possible at all with film-based photography, or reduce the cost or size of camera elements. Examples of computational photography include in-camera computation of digital panoramas, high-dynamic-range images, and light field cameras. Light field cameras use novel optical elements to capture three-dimensional scene information, which can then be used to produce 3D images, enhanced depth-of-field, and selective de-focusing (or "post focus"). Enhanced depth-of-field reduces the need for mechanical focusing systems. All of these features use computational imaging techniques. The definition of computational photography has evolved to cover a number of subject areas in computer graphics, computer vision, and applied optics. These areas are given below, organized according to a taxonomy proposed by Shree K. Nayar. Within each area is a list of techniques, and for each technique, one or two representative papers or books are cited. Deliberately omitted from the taxonomy are image processing (see also digital image processing) techniques applied to traditionally captured images to produce better images. Examples of such techniques are image scaling, dynamic range compression (i.e. tone mapping), color management, image completion (a.k.a. inpainting or hole filling), image compression, digital watermarking, and artistic image effects. Also omitted are techniques that produce range data, volume data, 3D models, 4D light fields, 4D, 6D, or 8D BRDFs, or other high-dimensional image-based representations. Epsilon photography is a sub-field of computational photography. == Effect on photography == Photos taken using computational photography can allow amateurs to produce photographs rivalling the quality of professional photographers, but as of 2019 do not outperform the use of professional-level equipment. == Computational illumination == This is controlling photographic illumination in a structured fashion, then processing the captured images, to create new images. The applications include image-based relighting, image enhancement, image deblurring, geometry/material recovery and so forth. High-dynamic-range imaging uses differently exposed pictures of the same scene to extend dynamic range. Other examples include processing and merging differently illuminated images of the same subject matter ("lightspace"). == Computational optics == This is a capture of optically coded images, followed by computational decoding to produce new images. Coded aperture imaging was mainly applied in astronomy and X-ray imaging to boost the image quality. Instead of a single pin-hole, a pinhole pattern is applied in imaging, and deconvolution is performed to recover the image. In coded exposure imaging, the on/off state of the shutter is coded to modify the kernel of motion blur. In this way, motion deblurring becomes a well-conditioned problem. Similarly, in a lens based coded aperture, the aperture can be modified by inserting a broadband mask. Thus, out of focus deblurring becomes a well-conditioned problem. The coded aperture can also improve the quality in light field acquisition using Hadamard transform optics. Coded aperture patterns can also be designed using color filters, in order to apply different codes at different wavelengths. This allows for increase the amount of light that reaches the camera sensor, compared to binary masks. == Computational imaging == Computational imaging is a set of imaging techniques that combine data acquisition and data processing to create the image of an object through indirect means to yield enhanced resolution, additional information such as optical phase or 3D reconstruction. The information is often recorded without using a conventional optical microscope configuration or with limited datasets. Computational imaging allows going beyond physical limitations of optical systems, such as numerical aperture, or even obliterates the need for optical elements. For parts of the optical spectrum where imaging elements such as objectives are difficult to manufacture or image sensors cannot be miniaturized, computational imaging provides useful alternatives, in fields such as X-ray and THz radiations. === Common techniques === Among common computational imaging techniques are lensless imaging, computational speckle imaging , ptychography and Fourier ptychography. Computational imaging technique often draws on compressive sensing or phase retrieval techniques, where the angular spectrum of the object is reconstructed. Other techniques are related to the field of computational imaging, such as digital holography, computer vision and inverse problems such as tomography. == Computational processing == This is the processing of non-optically-coded images to produce new images. == Computational sensors == These are detectors that combine sensing and processing, typically in hardware, like the oversampled binary image sensor. == Early work in computer vision == Although computational photography is a currently popular buzzword in computer graphics, many of its techniques first appeared in the computer vision literature, either under other names or within papers aimed at 3D shape analysis. == Art history == Computational photography, as an art form, has been practiced by capturing differently exposed pictures of the same subject matter and combining them. This was the inspiration for the development of the wearable computer in the 1970s and early 1980s. Computational photography was inspired by the work of Charles Wyckoff, and thus computational photography datasets (e.g. differently exposed pictures of the same subject matter that are taken in order to make a single composite image) are sometimes referred to as Wyckoff Sets, in his honor. Early work in this area (joint estimation of image projection and exposure value) was undertaken by Mann and Candoccia. Charles Wyckoff devoted much of his life to creating special kinds of 3-layer photographic films that captured different exposures of the same subject matter. A picture of a nuclear explosion, taken on Wyckoff's film, appeared on the cover of Life Magazine and showed the dynamic range from the dark outer areas to the inner core.

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