AI For Business Microsoft

AI For Business Microsoft — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Artificial general intelligence

    Artificial general intelligence

    Artificial general intelligence (AGI) is a hypothetical type of artificial intelligence that matches or surpasses human capabilities across virtually all cognitive tasks. Beyond AGI, artificial superintelligence (ASI) would outperform the best human abilities across every domain by a wide margin. Unlike artificial narrow intelligence (ANI), whose competence is confined to well‑defined tasks, an AGI system can generalise knowledge, transfer skills between domains, and solve novel problems without task‑specific reprogramming. Creating AGI is a stated goal of technology companies such as OpenAI, Google, xAI, and Meta. A 2020 survey identified 72 active AGI research and development projects across 37 countries. AGI is a common topic in science fiction and futures studies. Contention exists over whether AGI represents an existential risk. Some AI experts and industry figures have stated that mitigating the risk of human extinction posed by AGI should be a global priority. Others find the development of AGI to be in too remote a stage to present such a risk. == Terminology == AGI is also known as strong AI, full AI, human-level AI, human-level intelligent AI, or general intelligent action. The term "artificial general intelligence" was used in 1997 by Mark Gubrud in a discussion of the implications of fully automated military production and operations. A mathematical formalism of AGI named AIXI was proposed in 2000 by Marcus Hutter, who defines intelligence as "an agent’s ability to achieve goals or succeed in a wide range of environments". This type of AGI has also been called "universal artificial intelligence". The term AGI was re-introduced and popularized by Shane Legg and Ben Goertzel around 2002. Some academic sources reserve the term "strong AI" for computer programs that will experience sentience or consciousness. In contrast, weak AI (or narrow AI) can solve a specific problem but lacks general cognitive abilities. Some academic sources use "weak AI" to refer more broadly to any programs that neither experience consciousness nor have a mind in the same sense as humans. Related concepts include artificial superintelligence and transformative AI. An artificial superintelligence (ASI) is a hypothetical type of AGI that is much more generally intelligent than humans, while the notion of transformative AI relates to AI having a large impact on society, for example, similar to the agricultural or industrial revolution. A framework for classifying AGI was proposed in 2023 by Google DeepMind researchers. They define five performance levels of AGI: emerging, competent, expert, virtuoso, and superhuman. For example, a competent AGI is defined as an AI that outperforms 50% of skilled adults in a wide range of non-physical tasks, and a superhuman AGI (i.e., an artificial superintelligence) is similarly defined but with a threshold of 100%. They consider large language models like ChatGPT or LLaMA 2 to be instances of emerging AGI (comparable to unskilled humans). Regarding the autonomy of AGI and associated risks, they define five levels: tool (fully in human control), consultant, collaborator, expert, and agent (fully autonomous). == Characteristics == There is no single agreed-upon definition of intelligence as applied to computers. Computer scientist John McCarthy wrote in 2007: "We cannot yet characterize in general what kinds of computational procedures we want to call intelligent." === Intelligence traits === Researchers generally hold that a system is required to do all of the following to be regarded as an AGI: reason, use strategy, solve puzzles, and make judgments under uncertainty, represent knowledge, including common sense knowledge, plan, learn, communicate in natural language, if necessary, integrate these skills in completion of any given goal. Many interdisciplinary approaches (e.g. cognitive science, computational intelligence, and decision making) consider additional traits such as imagination (the ability to form novel mental images and concepts) and autonomy. Computer-based systems exhibiting these capabilities are now widespread, with modern large language models demonstrating computational creativity, automated reasoning, and decision support simultaneously across domains. === Physical traits === Other capabilities are considered desirable in intelligent systems, as they may affect intelligence or aid in its expression. These include: the ability to sense (e.g. see, hear, etc.), and the ability to act (e.g. move and manipulate objects, change location to explore, etc.) This includes the ability to detect and respond to hazard. === Tests for human-level AGI === Several tests meant to confirm human-level AGI have been considered. ==== Turing test ==== The Turing test was proposed by Alan Turing in his 1950 paper "Computing Machinery and Intelligence". This test involves a human judge engaging in natural language conversations with both a human and a machine designed to generate human-like responses. The machine passes the test if it can convince the judge that it is human a significant fraction of the time. Turing proposed this as a practical measure of machine intelligence, focusing on the ability to produce human-like responses rather than on the internal workings of the machine. The idea of the test is that the machine has to try and pretend to be a man, by answering questions put to it, and it will only pass if the pretence is reasonably convincing. A considerable portion of a jury, who should not be experts about machines, must be taken in by the pretence. In 2014, a chatbot named Eugene Goostman, designed to imitate a 13-year-old Ukrainian boy, reportedly passed a Turing Test event by convincing 33% of judges that it was human. However, this claim was met with significant skepticism from the AI research community, who questioned the test's implementation and its relevance to AGI. A 2025 pre‑registered, three‑party Turing‑test study by Cameron R. Jones and Benjamin K. Bergen showed that GPT-4.5 was judged to be the human in 73% of five‑minute text conversations—surpassing the 67% humanness rate of real confederates and meeting the researchers' criterion for having passed the test. ==== Ikea test ==== The "Ikea test", also known as the Flat Pack Furniture Test, involves an AI controlling a robot which attempts to assemble an Ikea flat-pack furniture product after having been shown the parts and instructions. As early as 2013, MIT's IkeaBot demonstrated fully autonomous multi-robot assembly of an IKEA Lack table in ten minutes, with no human intervention and no pre-programmed assembly instructions. The robots inferred the assembly sequence from the geometry of the parts alone. ==== Coffee test ==== Steve Wozniak proposed a test where a machine is required to enter an average American home and figure out how to make coffee. It must find the coffee machine, find the coffee, add water, find a mug, and brew the coffee by pushing the proper buttons. This test has been substantially approached across multiple systems. In January 2024, Figure AI's Figure 01 humanoid learned to operate a Keurig coffee machine autonomously after watching video demonstrations, using end-to-end neural networks to translate visual input into motor actions. In 2025, researchers at the University of Edinburgh published the ELLMER framework in Nature Machine Intelligence, demonstrating a robotic arm that interprets verbal instructions, analyses its surroundings, and autonomously makes coffee in dynamic kitchen environments — adapting to unforeseen obstacles in real time rather than following pre-programmed sequences. ==== Suleyman's test ==== Mustafa Suleyman's test proposes giving an AI model US$100,000 and asking it to obtain US$1 million. ==== Use of video-games ==== Adams, et al. propose that the ability to learn and succeed in a wide range of video games can be used to test AI intelligence. This range would include games unknown to the AGI developers before the test is administered. === AI-complete problems === A problem is informally called "AI-complete" or "AI-hard" if it is believed that AGI would be needed to solve it, because the solution is beyond the capabilities of a purpose-specific algorithm. == History == === Classical AI === Modern AI research began in the mid-1950s. The first generation of AI researchers were convinced that artificial general intelligence was possible and that it would exist in just a few decades. AI pioneer Herbert A. Simon wrote in 1965: "machines will be capable, within twenty years, of doing any work a man can do". Their predictions were the inspiration for Stanley Kubrick and Arthur C. Clarke's fictional character HAL 9000, who embodied what AI researchers believed they could create by the year 2001. AI pioneer Marvin Minsky was a consultant on the project of making HAL 9000 as realistic as possible according to the consensus predictions of the time. He said in 1967, "Within a generation... the problem of

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  • Prosthesis

    Prosthesis

    In medicine, a prosthesis (pl.: prostheses; from Ancient Greek: πρόσθεσις, romanized: prósthesis, lit. 'addition, application, attachment'), or a prosthetic implant, is an artificial device that replaces a missing body part, which may be lost through physical trauma, disease, or a condition present at birth (congenital disorder). Prostheses may restore the normal functions of the missing body part, or may perform a cosmetic function. A person who has undergone an amputation is sometimes referred to as an amputee, Rehabilitation for someone with an amputation is primarily coordinated by a physiatrist as part of an inter-disciplinary team consisting of physiatrists, prosthetists, nurses, physical therapists, and occupational therapists. Prostheses can be created by hand or with computer-aided design (CAD), a software interface that helps creators design and analyze the creation with computer-generated 2-D and 3-D graphics as well as analysis and optimization tools. == Types == A person's prosthetic device should be designed and assembled to meet their individual appearance and functional needs. Depending on personal circumstances, co-morbidities, budget or health insurance coverage, and access to medical care, decisions may need to balance aesthetics and function. In addition, for some individuals, a myoelectric device, a body-powered device, or an activity-specific device may be appropriate options. The person's future goals and vocational aspirations and potential capabilities may help them choose between one or more devices. Craniofacial prostheses include intra-oral and extra-oral prostheses. Extra-oral prostheses are further divided into hemifacial, auricular (ear), nasal, orbital and ocular. Intra-oral prostheses include dental prostheses, such as dentures, obturators, and dental implants. Prostheses of the neck include larynx substitutes, trachea and upper esophageal replacements, Some prostheses of the torso include breast prostheses which may be either single or bilateral, full breast devices or nipple prostheses. Penile prostheses are used to treat erectile dysfunction, perform phalloplasty procedures in men, and to build a new penis in female-to-male gender reassignment surgeries. === Limb prostheses === Limb prostheses include both upper- and lower-extremity prostheses. Upper-extremity prostheses are used at varying levels of amputation: forequarter, shoulder disarticulation, transhumeral prosthesis, elbow disarticulation, transradial prosthesis, wrist disarticulation, full hand, partial hand, finger, partial finger. A transradial prosthesis is an artificial limb that replaces an arm missing below the elbow. Upper limb prostheses can be categorized in three main categories: Passive devices, Body Powered devices, and Externally Powered (myoelectric) devices. Passive devices can either be passive hands, mainly used for cosmetic purposes, or passive tools, mainly used for specific activities (e.g. leisure or vocational). An extensive overview and classification of passive devices can be found in a literature review by Maat et.al. A passive device can be static, meaning the device has no movable parts, or it can be adjustable, meaning its configuration can be adjusted (e.g. adjustable hand opening). Despite the absence of active grasping, passive devices are very useful in bimanual tasks that require fixation or support of an object, or for gesticulation in social interaction. According to scientific data a third of the upper limb amputees worldwide use a passive prosthetic hand. Body Powered or cable-operated limbs work by attaching a harness and cable around the opposite shoulder of the damaged arm. A recent body-powered approach has explored the utilization of the user's breathing to power and control the prosthetic hand to help eliminate actuation cable and harness. The third category of available prosthetic devices comprises myoelectric arms. This particular class of devices distinguishes itself from the previous ones due to the inclusion of a battery system. This battery serves the dual purpose of providing energy for both actuation and sensing components. While actuation predominantly relies on motor or pneumatic systems, a variety of solutions have been explored for capturing muscle activity, including techniques such as Electromyography, Sonomyography, Myokinetic, and others. These methods function by detecting the minute electrical currents generated by contracted muscles during upper arm movement, typically employing electrodes or other suitable tools. Subsequently, these acquired signals are converted into gripping patterns or postures that the artificial hand will then execute. In the prosthetics industry, a trans-radial prosthetic arm is often referred to as a "BE" or below elbow prosthesis. Lower-extremity prostheses provide replacements at varying levels of amputation. These include hip disarticulation, transfemoral prosthesis, knee disarticulation, transtibial prosthesis, Syme's amputation, foot, partial foot, and toe. The two main subcategories of lower extremity prosthetic devices are trans-tibial (any amputation transecting the tibia bone or a congenital anomaly resulting in a tibial deficiency) and trans-femoral (any amputation transecting the femur bone or a congenital anomaly resulting in a femoral deficiency). A transfemoral prosthesis is an artificial limb that replaces a leg missing above the knee. Transfemoral amputees can have a very difficult time regaining normal movement. In general, a transfemoral amputee must use approximately 80% more energy to walk than a person with two whole legs. This is due to the complexities in movement associated with the knee. In newer and more improved designs, hydraulics, carbon fiber, mechanical linkages, motors, computer microprocessors, and innovative combinations of these technologies are employed to give more control to the user. In the prosthetics industry, a trans-femoral prosthetic leg is often referred to as an "AK" or above the knee prosthesis. A transtibial prosthesis is an artificial limb that replaces a leg missing below the knee. A transtibial amputee is usually able to regain normal movement more readily than someone with a transfemoral amputation, due in large part to retaining the knee, which allows for easier movement. Lower extremity prosthetics describe artificially replaced limbs located at the hip level or lower. In the prosthetics industry, a transtibial prosthetic leg is often referred to as a "BK" or below the knee prosthesis. Prostheses are manufactured and fit by clinical prosthetists. Prosthetists are healthcare professionals responsible for making, fitting, and adjusting prostheses and for lower limb prostheses will assess both gait and prosthetic alignment. Once a prosthesis has been fit and adjusted by a prosthetist, a rehabilitation physiotherapist (called physical therapist in America) will help teach a new prosthetic user to walk with a leg prosthesis. To do so, the physical therapist may provide verbal instructions and may also help guide the person using touch or tactile cues. This may be done in a clinic or home. There is some research suggesting that such training in the home may be more successful if the treatment includes the use of a treadmill. Using a treadmill, along with the physical therapy treatment, helps the person to experience many of the challenges of walking with a prosthesis. In the United Kingdom, 75% of lower limb amputations are performed due to inadequate circulation (dysvascularity). This condition is often associated with many other medical conditions (co-morbidities) including diabetes and heart disease that may make it a challenge to recover and use a prosthetic limb to regain mobility and independence. For people who have inadequate circulation and have lost a lower limb, there is insufficient evidence due to a lack of research, to inform them regarding their choice of prosthetic rehabilitation approaches. Lower extremity prostheses are often categorized by the level of amputation or after the name of a surgeon: Transfemoral (Above-knee) Transtibial (Below-knee) Ankle disarticulation (more commonly known as Syme's amputation) Knee disarticulation (also see knee replacement) Hip disarticulation, (also see hip replacement) Hemi-pelvictomy Partial foot amputations (Pirogoff, Talo-Navicular and Calcaneo-cuboid (Chopart), Tarso-metatarsal (Lisfranc), Trans-metatarsal, Metatarsal-phalangeal, Ray amputations, toe amputations). Van Nes rotationplasty ==== Prosthetic raw materials ==== Prosthetic are made lightweight for better convenience for the amputee. Some of these materials include: Plastics: Polyethylene Polypropylene Acrylics Polyurethane Wood (early prosthetics) Rubber (early prosthetics) Lightweight metals: Aluminum Composites: Carbon fiber reinforced polymers Wheeled prostheses have also been used extensively in the rehabilitation of injured domestic animals, including dogs, cats, pigs, rabbits, and

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  • Autonomous aircraft

    Autonomous aircraft

    An autonomous aircraft is an aircraft which flies under the control of on-board autonomous robotic systems and needs no intervention from a human pilot or remote control. Most contemporary autonomous aircraft are unmanned aerial vehicles (drones) with pre-programmed algorithms to perform designated tasks, but advancements in artificial intelligence technologies (e.g. machine learning) mean that autonomous control systems are reaching a point where several air taxis and associated regulatory regimes are being developed. == History == === Unmanned aerial vehicles === The earliest recorded use of an unmanned aerial vehicle for warfighting occurred in July 1849, serving as a balloon carrier (the precursor to the aircraft carrier) Significant development of radio-controlled drones started in the early 1900s, and originally focused on providing practice targets for training military personnel. The earliest attempt at a powered UAV was A. M. Low's "Aerial Target" in 1916. Autonomous features such as the autopilot and automated navigation were developed progressively through the twentieth century, although techniques such as terrain contour matching (TERCOM) were applied mainly to cruise missiles. Before the introduction of the Bayraktar Kızılelma some modern drones have a high degree of autonomy, although they were not fully capable and the regulatory environment prohibits their widespread use in civil aviation. However some limited trials had been undertaken. On December 17, 2025, two Bayraktar Kızılelma performed the world's first autonomous close-formation flight by two unmanned fighter jets, using artificial intelligence. This was the first time in the history of aviation when two unmanned aerial vehicles flew in close formation on their own. === Passengers === As flight, navigation and communications systems have become more sophisticated, safely carrying passengers has emerged as a practical possibility. Autopilot systems are relieving the human pilot of progressively more duties, but the pilot currently remains necessary. A number of air taxis are under development and larger autonomous transports are also being planned. The personal air vehicle is another class where from one to four passengers are not expected to be able to pilot the aircraft and autonomy is seen as necessary for widespread adoption. == Control system architecture == The computing capability of aircraft flight and navigation systems followed the advances of computing technology, beginning with analog controls and evolving into microcontrollers, then system-on-a-chip (SOC) and single-board computers (SBC). === Sensors === Position and movement sensors give information about the aircraft state. Exteroceptive sensors deal with external information like distance measurements, while proprioceptive ones correlate internal and external states. Degrees of freedom (DOF) refers to both the amount and quality of sensors on board: 6 DOF implies 3-axis gyroscopes and accelerometers (a typical inertial measurement unit – IMU), 9 DOF refers to an IMU plus a compass, 10 DOF adds a barometer and 11 DOF usually adds a GPS receiver. === Actuators === UAV actuators include digital electronic speed controllers (which control the RPM of the motors) linked to motors/engines and propellers, servomotors (for planes and helicopters mostly), weapons, payload actuators, LEDs and speakers. === Software === UAV software called the flight stack or autopilot. The purpose of the flight stack is to obtain data from sensors, control motors to ensure UAV stability, and facilitate ground control and mission planning communication. UAVs are real-time systems that require rapid response to changing sensor data. As a result, UAVs rely on single-board computers for their computational needs. Examples of such single-board computers include Raspberry Pis, Beagleboards, etc. shielded with NavIO, PXFMini, etc. or designed from scratch such as NuttX, preemptive-RT Linux, Xenomai, Orocos-Robot Operating System or DDS-ROS 2.0. Civil-use open-source stacks include: Due to the open-source nature of UAV software, they can be customized to fit specific applications. For example, researchers from the Technical University of Košice have replaced the default control algorithm of the PX4 autopilot. This flexibility and collaborative effort has led to a large number of different open-source stacks, some of which are forked from others, such as CleanFlight, which is forked from BaseFlight and from which three other stacks are forked from. === Loop principles === UAVs employ open-loop, closed-loop or hybrid control architectures. Open loop – This type provides a positive control signal (faster, slower, left, right, up, down) without incorporating feedback from sensor data. Closed loop – This type incorporates sensor feedback to adjust behavior (reduce speed to reflect tailwind, move to altitude 300 feet). The PID controller is common. Sometimes, feedforward is employed, transferring the need to close the loop further. == Communications == Most UAVs use a radio for remote control and exchange of video and other data. Early UAVs had only narrowband uplink. Downlinks came later. These bi-directional narrowband radio links carried command and control (C&C) and telemetry data about the status of aircraft systems to the remote operator. For very long range flights, military UAVs also use satellite receivers as part of satellite navigation systems. In cases when video transmission was required, the UAVs will implement a separate analog video radio link. In most modern autonomous applications, video transmission is required. A broadband link is used to carry all types of data on a single radio link. These broadband links can leverage quality of service techniques to optimize the C&C traffic for low latency. Usually, these broadband links carry TCP/IP traffic that can be routed over the Internet. Communications can be established with: Ground control – a military ground control station (GCS). The MAVLink protocol is increasingly becoming popular to carry command and control data between the ground control and the vehicle. Remote network system, such as satellite duplex data links for some military powers. Downstream digital video over mobile networks has also entered consumer markets, while direct UAV control uplink over the cellular mesh and LTE have been demonstrated and are in trials. Another aircraft, serving as a relay or mobile control station – military manned-unmanned teaming (MUM-T). As mobile networks have increased in performance and reliability over the years, drones have begun to use mobile networks for communication. Mobile networks can be used for drone tracking, remote piloting, over the air updates, and cloud computing. Modern networking standards have explicitly considered autonomous aircraft and therefore include optimizations. The 5G standard has mandated reduced user plane latency to 1ms while using ultra-reliable and low-latency communications. == Autonomy == Basic autonomy comes from proprioceptive sensors. Advanced autonomy calls for situational awareness, knowledge about the environment surrounding the aircraft from exteroceptive sensors: sensor fusion integrates information from multiple sensors. Civil aviation regulators and standards bodies have published high-level roadmaps and discussion papers focused on assurance, safety and governance of AI-enabled systems in aviation, particularly as autonomy increases in operations and decision support. === Basic principles === One way to achieve autonomous control employs multiple control-loop layers, as in hierarchical control systems. As of 2016 the low-layer loops (i.e. for flight control) tick as fast as 32,000 times per second, while higher-level loops may cycle once per second. The principle is to decompose the aircraft's behavior into manageable "chunks", or states, with known transitions. Hierarchical control system types range from simple scripts to finite state machines, behavior trees and hierarchical task planners. The most common control mechanism used in these layers is the PID controller which can be used to achieve hover for a quadcopter by using data from the IMU to calculate precise inputs for the electronic speed controllers and motors. Examples of mid-layer algorithms: Path planning: determining an optimal path for vehicle to follow while meeting mission objectives and constraints, such as obstacles or fuel requirements Trajectory generation (motion planning): determining control maneuvers to take in order to follow a given path or to go from one location to another Trajectory regulation: constraining a vehicle within some tolerance to a trajectory Evolved UAV hierarchical task planners use methods like state tree searches or genetic algorithms. === Autonomy features === UAV manufacturers often build in specific autonomous operations, such as: Self-level: attitude stabilization on the pitch and roll axes. Altitude hold: The aircraft maint

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  • Network Abstraction Layer

    Network Abstraction Layer

    The Network Abstraction Layer (NAL) is a part of the H.264/AVC and HEVC video coding standards. The main goal of the NAL is the provision of a "network-friendly" video representation addressing "conversational" (video telephony) and "non conversational" (storage, broadcast, or streaming) applications. NAL has achieved a significant improvement in application flexibility relative to prior video coding standards. == Introduction == An increasing number of services and growing popularity of high definition TV are creating greater needs for higher coding efficiency. Moreover, other transmission media such as cable modem, xDSL, or UMTS offer much lower data rates than broadcast channels, and enhanced coding efficiency can enable the transmission of more video channels or higher quality video representations within existing digital transmission capacities. Video coding for telecommunication applications has diversified from ISDN and T1/E1 service to embrace PSTN, mobile wireless networks, and LAN/Internet network delivery. Throughout this evolution, continued efforts have been made to maximize coding efficiency while dealing with the diversification of network types and their characteristic formatting and loss/error robustness requirements. The H.264/AVC and HEVC standards are designed for technical solutions including areas like broadcasting (over cable, satellite, cable modem, DSL, terrestrial, etc.) interactive or serial storage on optical and magnetic devices, conversational services, video-on-demand or multimedia streaming, multimedia messaging services, etc. Moreover, new applications may be deployed over existing and future networks. This raises the question about how to handle this variety of applications and networks. To address this need for flexibility and customizability, the design covers a NAL that formats the Video Coding Layer (VCL) representation of the video and provides header information in a manner appropriate for conveyance by a variety of transport layers or storage media. The NAL is designed in order to provide "network friendliness" to enable simple and effective customization of the use of VCL for a broad variety of systems. The NAL facilitates the ability to map VCL data to transport layers such as: RTP/IP for any kind of real-time wire-line and wireless Internet services. File formats, e.g., ISO MP4 for storage and MMS. H.32X for wireline and wireless conversational services. MPEG-2 systems for broadcasting services, etc. The full degree of customization of the video content to fit the needs of each particular application is outside the scope of the video coding standardization effort, but the design of the NAL anticipates a variety of such mappings. Some key concepts of the NAL are NAL units, byte stream, and packet formats uses of NAL units, parameter sets, and access units. A short description of these concepts is given below. == NAL units == The coded video data is organized into NAL units, each of which is effectively a packet that contains an integer number of bytes. The first byte of each H.264/AVC NAL unit is a header byte that contains an indication of the type of data in the NAL unit. For HEVC the header was extended to two bytes. All the remaining bytes contain payload data of the type indicated by the header. The NAL unit structure definition specifies a generic format for use in both packet-oriented and bitstream-oriented transport systems, and a series of NAL units generated by an encoder is referred to as a NAL unit stream. == NAL Units in Byte-Stream Format Use == Some systems require delivery of the entire or partial NAL unit stream as an ordered stream of bytes or bits within which the locations of NAL unit boundaries need to be identifiable from patterns within the coded data itself. For use in such systems, the H.264/AVC and HEVC specifications define a byte stream format. In the byte stream format, each NAL unit is prefixed by a specific pattern of three bytes called a start code prefix. The boundaries of the NAL unit can then be identified by searching the coded data for the unique start code prefix pattern. The use of emulation prevention bytes guarantees that start code prefixes are unique identifiers of the start of a new NAL unit. A small amount of additional data (one byte per video picture) is also added to allow decoders that operate in systems that provide streams of bits without alignment to byte boundaries to recover the necessary alignment from the data in the stream. Additional data can also be inserted in the byte stream format that allows expansion of the amount of data to be sent and can aid in achieving more rapid byte alignment recovery, if desired. == NAL Units in Packet-Transport System Use == In other systems (e.g., IP/RTP systems), the coded data is carried in packets that are framed by the system transport protocol, and identification of the boundaries of NAL units within the packets can be established without use of start code prefix patterns. In such systems, the inclusion of start code prefixes in the data would be a waste of data carrying capacity, so instead the NAL units can be carried in data packets without start code prefixes. == VCL and Non-VCL NAL Units == NAL units are classified into VCL and non-VCL NAL units. VCL NAL units contain the data that represents the values of the samples in the video pictures. Non-VCL NAL units contain any associated additional information such as parameter sets (important header data that can apply to a large number of VCL NAL units) and supplemental enhancement information (timing information and other supplemental data that may enhance usability of the decoded video signal but are not necessary for decoding the values of the samples in the video pictures). == Parameter Sets == A parameter set contains shared configuration data that is carried in non-VCL NAL units. Parameter sets are typically reused when decoding many coded pictures within a video sequence. Each VCL NAL unit references a picture parameter set (PPS), which in turn references a sequence parameter set (SPS). There are two types of parameter sets: Sequence parameter set (SPS), which specifies mostly constant configuration such as resolution, bit depth, or chroma format. (For a concrete implementation, see FFmpeg's SPS struct.) Picture parameter set (PPS), which applies on top of an SPS, and specifies configuration such as QP offsets. (For a concrete implementation, see FFmpeg's PPS struct.) The sequence and picture parameter-set mechanism decouples the transmission of infrequently changing information from the transmission of coded representations of the values of the samples in the video pictures. Each VCL NAL unit contains an identifier that refers to the content of the relevant picture parameter set and each picture parameter set contains an identifier that refers to the content of the relevant sequence parameter set. In this manner, a small amount of data (the identifier) can be used to refer to a larger amount of information (the parameter set) without repeating that information within each VCL NAL unit. Sequence and picture parameter sets can be sent well ahead of the VCL NAL units that they apply to, and can be repeated to provide robustness against data loss. In some applications, parameter sets may be sent within the channel that carries the VCL NAL units (termed "in-band" transmission). In other applications, it can be advantageous to convey the parameter sets "out-of-band" using a more reliable transport mechanism than the video channel itself. == Access Units == A set of NAL units in a specified form is referred to as an access unit. The decoding of each access unit results in one decoded picture. Each access unit contains a set of VCL NAL units that together compose a primary coded picture. It may also be prefixed with an access unit delimiter to aid in locating the start of the access unit. Some supplemental enhancement information containing data such as picture timing information may also precede the primary coded picture. The primary coded picture consists of a set of VCL NAL units consisting of slices or slice data partitions that represent the samples of the video picture. Following the primary coded picture may be some additional VCL NAL units that contain redundant representations of areas of the same video picture. These are referred to as redundant coded pictures, and are available for use by a decoder in recovering from loss or corruption of the data in the primary coded pictures. Decoders are not required to decode redundant coded pictures if they are present. Finally, if the coded picture is the last picture of a coded video sequence (a sequence of pictures that is independently decodable and uses only one sequence parameter set), an end of sequence NAL unit may be present to indicate the end of the sequence; and if the coded picture is the last coded picture in the entire NAL unit stream, an end of stream NAL unit may be present to

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  • DAvE (Infineon)

    DAvE (Infineon)

    DAVE, or Digital Application Virtual Engineer, is a software development and code generation tool for microcontroller applications created in C/C++. == Versions == === Version 4 (beta) === The successor of the Eclipse-based development environment for C/C++ and/or graphical user interface (GUI) based development using application software (apps). It generates code for the latest XMC1xxx and XMC4xxx microcontrollers using ARM Cortex-M processors. DAVE software development kit (SDK) is a free integrated development environment to set up its own apps for DAVE. === Version 3 === Automatic code generation is based on the use of case-oriented, configurable, and tested software (SW) components, called DAVE Apps. They are comparable to executable and configurable application notes that can be downloaded from the web. The environment is based on Eclipse. Ordinary program development using C/C++ is also available. The targets for this development are XMC1xxx and XMC4xxx microcontrollers that use Cortex-M processors. === Previous versions === This version targets 32-bit microcontroller units (MCUs) (Infineon TriCore AUDO family), 16-bit MCUs (C166, XC166, XE166, and XC2000 family), and 8-bit MCUs (XC800 family) from Infineon. After the initial setup, the configuration wizard appears and gives an overview of the hardware peripherals, control units, and modules. The microcontroller application can be created by selecting the desired functions. At this step, module-specific functions must be selected for module initializing and control. Finally, the application source files will be generated by DAVE and embedded in a project in the selected development environment, where the code can still be modified or added to an extant project. == DAVE-related software == Infineon also developed additional software that can be used in conjunction with DAVE for specific microcontroller families or additional hardware: DAVE Bench for XC800 is a platform providing free development tools for Infineon's 8-bit microcontroller family, based on the Open Source Eclipse architecture. DAVE Drive is a GUI-based software tool that allows application developers to create embedded software for the control of brushless synchronous three-phase motors. == Alternative software == The Infineon MCUs are directly supported by several commercial products, depending on the selected MCU target. An embedded programming library for MATLAB exists. As a free alternative to DAVE, the developer can use the Keil Microcontroller Development Kit (MDK) Version 5. Code for the XMX1000 series up to 128 kB can be developed this way without purchasing a license from Keil.

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  • International Speech Communication Association

    International Speech Communication Association

    The International Speech Communication Association (ISCA) is a non-profit organization and one of the two main professional associations for speech communication science and technology, the other association being the IEEE Signal Processing Society. == Purpose == The purpose of the International Speech Communication Association (ISCA) is to promote the study and application of automatic speech processing, including speech recognition and synthesis, as well as related areas such as speaker recognition and speech compression. The association's activities cover all aspects of speech processing, including computational, linguistic, and theoretical aspects. The primary goal of the International Speech Communication Association (ISCA) is to advance the field of automatic speech processing and communication technology through research, education, and collaboration. By promoting the study and application of speech technologies such as speech recognition, speech synthesis, speaker recognition, and speech compression, ISCA aims to foster innovation and development in the areas of human-computer interaction, telecommunications, and multimedia applications. ISCA serves as a platform for researchers, academics, industry professionals, and students to exchange knowledge, share best practices, and foster interdisciplinary dialogue in the field of speech communication science. Through conferences, workshops, publications, and educational initiatives, ISCA seeks to enhance the understanding of speech processing mechanisms, improve the accuracy and efficiency of speech technologies, and explore new frontiers in the realm of human language communication. Furthermore, ISCA plays a crucial role in promoting international collaboration and networking among professionals in the speech communication community. By facilitating partnerships and cooperation between individuals and organizations worldwide, ISCA seeks to drive global progress in speech technology research and application, ultimately contributing to the advancement of communication systems, accessibility tools, and interactive interfaces that benefit society as a whole. == Conferences == ISCA organizes yearly the Interspeech conference. Most recent Interspeech: 2013 Lyon, France 2014 Singapore 2015 Dresden, Germany 2016 San Francisco, US 2017 Stockholm, Sweden 2018 Hyderabad, India 2019 Graz, Austria 2020 Shanghai, China (fully virtual) 2021 Brno, Czechia (hybrid) 2022 Incheon, South Korea 2023 Dublin, Ireland 2023 Kos Island, Greece Forthcoming Interspeech: 2025 Rotterdam, the Netherlands == ISCA board == The ISCA president for 2023-2025 is Odette Scharenborg. The vice president is Bhuvana Ramabhadran and the other members are professionals in the field. == History of ISCA == The precursor to Interspeech was a conference called Eurospeech, first held in 1989 and organised by Jean-Pierre Tubach. It was the conference of the European Speech Communication Association (ESCA), itself the precursor of the International Speech Communication Association (ISCA). A year later another conference on speech science and technology was started: the International Conference on Spoken Language Processing (ICSLP), which was founded in 1990 by Hiroya Fujisaki. The first ISCA (vs. ESCA) event was the merging of Eurospeech and ICSLP to create ICSLP-Interspeech, held in Beijing, China in 2000. This was followed by Eurospeech-Interspeech, which was held in Aalborg, Denmark in 2001. In 2007, the Eurospeech and ICSLP parts of the conference names were dropped and Interspeech became the name of the yearly conference (first Interspeech location: Antwerp, Belgium).

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  • Outline of automation

    Outline of automation

    The following outline is provided as an overview of and topical guide to automation: Automation – use of control systems and information technologies to reduce the need for human work in the production of goods and services. In the scope of industrialization, automation is a step beyond mechanization. == Essence of automation == Control system – a device, or set of devices to manage, command, direct or regulate the behavior of other devices or systems. Industrial control system (ICS) – encompasses several types of control systems used in industrial production, including supervisory control and data acquisition (SCADA) systems, distributed control systems (DCS), and other smaller control system configurations such as skid-mounted programmable logic controllers (PLC) often found in industrial sectors and critical infrastructures. Industrialization – period of social and economic change that transforms a human group from an agrarian society into an industrial one. Numerical control (NC) – refers to the automation of machine tools that are operated by abstractly programmed commands encoded on a storage medium, as opposed to controlled manually via handwheels or levers, or mechanically automated via cams alone. Robotics – the branch of technology that deals with the design, construction, operation, structural disposition, manufacture and application of robots and computer systems for their control, sensory feedback, and information processing. == Branches of automation == === General purpose === Autonomous automation – autonomous software agents to adapt the controllers of computer controlled industrial machinery and processes Banking automation Broadcast automation Building automation – advanced functionality provided by the control system of a building. A building automation system (BAS) is an example of a distributed control system. Home automation – control system of a home. Office automation – the varied computer machinery and software used to digitally create, collect, store, manipulate, and relay office information needed for accomplishing basic tasks such as business process automation and robotic process automation. Console automation Database automation Integrated library system Laboratory automation === Specific purpose === Automated attendant Automated guided vehicle Autonomous mobile robot Automated highway system Automated pool cleaner Automated teller machine Automatic painting (robotic) Pop music automation Remotely operated vehicle Robotic lawn mower Telephone switchboard Vending machine == Fields contributing to automation == Cybernetics – the interdisciplinary study of the structure of regulatory systems. Cognitive science – interdisciplinary scientific study of the mind and its processes. It examines what cognition is, what it does and how it works. Robotics – the branch of technology that deals with the design, construction, operation, structural disposition, manufacture and application of robots and computer systems for their control, sensory feedback, and information processing. == History of automation == History of mass production – Prerequisites of mass production were interchangeable parts, machine tools and power, especially in the form of electricity. Mass production was popularized in the 1910s and 1920s by Henry Ford's Ford Motor Company, which introduced electric motors to the then-well-known technique of chain or sequential production. History of home automation == Automated machines == Machine to Machine OLE for process control (OPC) Process control – a statistics and engineering discipline that deals with architectures, mechanisms and algorithms for maintaining the output of a specific process within a desired range. Run Book Automation (RBA) Robot – a mechanical or virtual intelligent agent that can perform tasks automatically or with guidance, typically by remote control. == Automated machine components == Artificial intelligence – the intelligence of machines and the branch of computer science that aims to create it. Friendly artificial intelligence – an artificial intelligence that has a positive rather than negative effect on humanity, and the field of knowledge required to build such an artificial intelligence. === Automation tools === Artificial neural network (ANN) – mathematical model or computational model that is inspired by the structure or functional aspects of biological neural networks. Human machine interface (HMI) – operator level local control panel that monitors field devices Laboratory information management system (LIMS) – software package that offers a set of key features that support a modern laboratory's operations. Industrial control system – encompasses several types of control systems used in industrial production, including supervisory control and data acquisition (SCADA) systems, distributed control systems (DCS), and other smaller control system configurations such as skid-mounted programmable logic controllers (PLC) often found in the industrial sectors and critical infrastructures. Distributed control system (DCS) – control system usually of a manufacturing system, process or any kind of dynamic system, in which the controller elements are not central in location (like the brain) but are distributed throughout the system with each component sub-system controlled by one or more controllers. Manufacturing execution system (MES) – system that manages manufacturing operations in a factory, including management of resources, scheduling production processes, dispatching production orders, execution of production orders, etc. Programmable automation controller (PAC) – digital computer used for automation of electromechanical processes, such as control of machinery on factory assembly lines, amusement rides, or light fixtures. Programmable logic controller (PLC)A Programmable Logic Controller, PLC or Programmable Controller is a digital computer used for automation of electromechanical processes, such as control of machinery on factory assembly lines, amusement rides, or light fixtures. The abbreviation "PLC" and the term "Programmable Logic Controller" are registered trademarks of the Allen-Bradley Company (Rockwell Automation). PLCs are used in many industries and machines. Unlike general-purpose computers, the PLC is designed for multiple inputs and output arrangements, extended temperature ranges, immunity to electrical noise, and resistance to vibration and impact. Programs to control machine operation are typically stored in battery-backed-up or non-volatile memory. A PLC is an example of a hard real time system since output results must be produced in response to input conditions within a limited time, otherwise unintended operation will result. Supervisory control and data acquisition (SCADA) – generally refers to industrial control systems (ICS): computer systems that monitor and control industrial, infrastructure, or facility-based processes, as described below: Industrial processes include those of manufacturing, production, power generation, fabrication, and refining, and may run in continuous, batch, repetitive, or discrete modes. Simulation § Engineering Technology simulation or Process simulation == Social movements == Automation-related social movement – a movement that advocates semi- or fully automatic systems to provide for human needs globally. For example, automation of farming and food distribution throughout the world so that no one will go hungry. One goal is to automate all mundane labor, to free humans to engage in more creative activities (or less work). The Technocracy movement – social movement active from the Great Depression (1930s) to date that proposes replacing politicians and business people with scientists and engineers who have the technical expertise to manage the economy. The Zeitgeist Movement – movement advocating the replacement of the market economy with an economy in which all resources are equitably, commonly and sustainably shared. == Automation in the future == Android – a robot or synthetic organism designed to look and act like a human, and with a body having a flesh-like resemblance Technological singularity – the hypothetical future emergence of greater-than-human intelligence through technological means Semi-automation – using a centralized computer controller to orchestrate the activities of man and machine. == Automation-related publications == IEEE Spectrum – the flagship publication of the Institute of Electrical and Electronics Engineers (IEEE), explores the development, applications and implications of new technologies, and provides a forum for understanding, discussion and leadership in these areas. IEEE Transactions on Information Theory – peer-reviewed scientific journal published by the Institute of Electrical and Electronics Engineers (IEEE), focused on the study of information theory, the mathematics of communications, including computer communications, robotics communications, etc. IEEE Transactions on Control S

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  • Graphics suite

    Graphics suite

    A graphics suite is a software suite for graphics work that are distributed together. The programs are usually able to interact with each other on a higher level than the operating system would normally allow. There is no hard, fast rule regarding the programs to be included in a graphics application suite, but most will include at least a bitmap graphics editor and a vector graphics editor. In addition to these, the suite may contain VRML editors, animation editors, and morphing tools.

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  • Medical imaging

    Medical imaging

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

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  • Kai's Power Tools

    Kai's Power Tools

    Kai's Power Tools (KPT) are a set of API plugins created by the German computer scientist Kai Krause in 1992 that were designed for use with Adobe Photoshop and Corel Photo-Paint. Kai's Power Tools were sold to Corel in 2000 when MetaCreations was closed. There are various versions of Kai's Power Tools. KPT 3, 5, 6, and X sets are compilations of different filters. The program interface features a reward-based function in which a bonus function is revealed as the user moves towards more complex aspects of the tool. == Filters == The KPT Convolver is a mathematics based filter; the level of precision and varying effects can be achieved by using numerical values of colour, tint, hue, saturation, contrast, brightness, luminosity, and posterize. The KPT Projector takes the current image or selection and offers a number of interactive perspective warp effects. To a large extent, with its draggable distortion handles and its moving, scaling and rotating options, this simply duplicates Adobe Photoshop's Free Transform capabilities. What is completely different is the ability to rotate the bitmap image in 3D space and to tile the results if desired. It can also animate the distortions by dragging keyframes from the preview window into an animation palette. KPT 6 will then preview the animation and output it to various sizes in avi or mov format. This animation capability is even more useful with the KPT Turbulence filter. This is another distortion filter, but one that treats the image as if it was completely liquid. The preview panel shows the animation in real time. The KPT Goo filter is used to produce a single frame freeform liquid distortion. This filter is available both with KPT 6 and the standalone version. It works by effectively turning a bitmap image into a liquid that can be interactively smeared, smudged, twirled, and pinched with the range of tools on offer. The obvious use is to distort photographic portraits into caricatures. KPT Materializer can create advanced surface textures based on bump maps that define troughs and peaks. It can use any external image for the basis of the bump map or alternatively the user can pick out the hue, saturation, luminance or red, green, or blue channel of the current image. It can then offset, scale and rotate the texture map, control its lighting, and even blend in a reflection map. The filter can be used for anything from providing an oil-painting feel to an entire image, to giving the illusion of depth to a selection. Also producing the impression of depth is the KPT Gel filter which uses various paint tools to synthesize photo-realistic 3D materials such as metals, liquids, or plastics. Gel painting is very different from traditional 2D painting as the brush strokes pool together when they touch and refract the underlying image. It can also manipulate 3D paint—once it has been added—by twirling, pinching, and carving it. The opposite is true of the Equalizer filter, which is used for applying variations on sharpening effects. The filter has three modes. The first mode, Equalizer, looks and works rather like the graphic equalizer on a stereo system, enabling adjustment of the level of pixel contrast within nine bands of different visual frequencies. The second mode, Contrast Sharpen, allows for increasing the contrast between light and dark areas in an image. The third mode, Bounded Sharpen, can sharpen an image without causing oversharpening, which can lead to halo effects. This feature is particularly useful when pulling out the detail in an image softened by resizing. KPT SceneBuilder is used for producing photorealistic 3D scenes by importing and rendering 3DS files. The main image window offers three tabs for editing in 2D and 3D mode and for setting up the object's final texture. Many users regard this filter as being the most impressive because it acts as a standalone 3D rendering tool and provides control over everything from transparency, reflection, refraction, bump mapping through to multiple light sources, and so on but without the ability to create or edit objects. The final filter, KPT SkyEffects, also has its roots in Metacreations' experience with 3D programs such as Bryce and RayDream. This filter is designed to simulate the interaction between the light from the sun or moon with no less than six atmospheric layers of haze, fog and cloud. The filter is typical of the KPT 6 collection as a whole: at times the interface is inspired and offers the ability to create beautiful reddening sunsets simply by interactively dragging the sun toward the horizon, producing realistic sunsets and moonscapes. == Other effects == Kai's Power Tools 6 features a lens flare effect for precisely managing the type of glow, halo, streaks, and reflection. The addition of a library of preset effects helps to overcome this by allowing the user to choose a standard effect and then interactively position the flare in the image preview. KPT 6 provides a new engine in the form of the KPT Reaction, which takes a reaction seed and turns it into a seamlessly tiling pattern based on a reaction diffusion process. It offers random noise, regular dots or reticulated voronoi patterns or a bitmap image itself as the seed. Corel has no plans for any updates.

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  • Adobe Presenter Video Express

    Adobe Presenter Video Express

    Adobe Presenter Video Express is screencasting and video editing software developed by Adobe Systems. == Description == Adobe Presenter Video Express is primarily used as a software by video creators, to record and mix webcam and screen video feeds. It allows users to simultaneously record video from their webcam and the screen, and easily mix the 2 tracks with a simple user interface. Users can change the background in their recorded video without needing equipment like a green screen. This is unlike other video tools which rely on chroma keying technology, and only work with green or blue screens. They can also add annotations and quizzes to their content and publish the video to MP4 or HTML5 formats. == List of notable features == === Record and mix, screen and webcam === Support for simultaneous recording of screen and webcam video feeds, with a simple editing interface to mix the two video streams. This lets the author rapidly create screencasts, software demos, etc. === Make my background awesome === This feature allows authors to change the background of their webcam recording without needing a green screen, provided they use a solid-colored backdrop which contrasts well against them. Authors can select images, videos or even the screen recording as their background. === In-video quizzing === Authors can insert quizzes within their video content. On success/failure attempts, the author can decide what message to display, and can also configure the video to jump to a certain point and play. Quizzes are published as part of the interactive HTML 5 player, which cannot be hosted on YouTube and Vimeo. === LMS Reporting === Authors can publish to any SCORM compliant LMS (Learning Management System) for quiz reporting, or to Adobe Captivate Prime. === In-app assets and branding === Adobe Presenter Video Express ships with a large number of branding videos, backgrounds and video filters to help authors create studio quality videos. === MP4 and HTML5 Output === The tool publishes a single MP4 video file containing all the video content, within an HTML 5 wrapper that contains the interactive player. The interactive HTML 5 player can be hosted on any website. == Common uses == === Screencasting === Screencasting is the process of recording one's computer screen as a video, usually with an audio voice over, to create a software demonstration, tutorial, presentation, etc. Adobe Presenter Video Express supports simultaneous recording of full screen video and microphone audio for creating screencasts. === Product marketing and demos === The ability to record the webcam video in addition to everything that is visible on the screen in Adobe Presenter Video Express, allows the author to add their personality to their screencasts. Features like video mixing and 'make my background awesome' further enhance the presentation, allowing effortless creation of marketing and demo videos. === Education === Adobe Presenter Video Express supports in-video quizzes and LMS reporting, along with screencasting and webcam recording. These features make it a powerful tool for creating educational content. == Differences from Adobe Presenter and Adobe Captivate == Adobe Presenter is a Microsoft PowerPoint plug-in for converting PowerPoint slides into interactive eLearning content, available only on Windows. Starting with Adobe Presenter 8, the video creation tool Adobe Presenter Video Express was bundled with every purchase of Adobe Presenter. From September 2015, Adobe Presenter Video Express 11 was also made available as a stand-alone product on Windows and Mac. A subscription license for Adobe Presenter Video Express, valid on Windows and Mac, is available for $9.99/month. Adobe Presenter Video Express continues to be bundled with purchases of Adobe Presenter on Windows as well. Adobe Captivate is an authoring tool for creating numerous forms of interactive eLearning content. Unlike Adobe Presenter, it uses a proprietary editing interface instead of Microsoft PowerPoint. While it is possible to create screen captures with Adobe Captivate, you cannot record the webcam feed. Adobe Captivate does not bundle Adobe Presenter or Adobe Presenter Video Express.

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  • Sorenson Squeeze

    Sorenson Squeeze

    Sorenson Squeeze was a software video encoding tool used to compress and convert video and audio files on Mac OS X or Windows operating systems. It was sold as a standalone tool and has also long been bundled with Avid Media Composer. == History == Sorenson Squeeze was first announced on July 17, 2001, as the first variable bit rate (VBR) compression application for Mac OS X, and was released on October 29 of that same year. By March 2002, Sorenson Squeeze became available for Windows OS. Sorenson Squeeze was originally released as a tool for encoding videos for the Web and QuickTime playback but began adding new codecs as more versions were released. The software was discontinued by Sorenson in January 2019, and correspondingly was no longer offered as part of Avid Media Composer. == Features == Squeeze included a number of features to improve video & audio quality. Features included: GPU accelerated H.264 encoding, adaptive bitrate encoding, HD encoding and Dolby certified AC3 Audio. Intelligent encoding presets available in Squeeze included: x265 (H.265) MainConcept H.264 and MainConcept H.264 CUDA. Adaptive bitrate encoding allows for optimal bitrate and error resilience based on network conditions, resulting in a dynamic adjustment of the video bitstream being delivered. It encoded to multiple formats including QuickTime, Windows Media, Flash Video, Silverlight, WebM & WMV. It uses multiple codecs, including the Sorenson codecs SV3 Pro and Spark, H.265, H.264, H.263, VP6, VC1, MPEG2, and many others. Squeeze operates on the Apple Macintosh and Microsoft Windows operating systems. Squeeze offers native plugins to Avid, Apple Final Cut Pro and Adobe Premiere (CS4, CS5) NLEs. Each copy of Squeeze included the Dolby Certified AC3 Consumer encoder. Squeeze also included a simplified review and approval process, which allows the user to automatically send secure, password protected videos for immediate review. Instant feedback is received via Web or mobile. == Versions == Sorenson Squeeze was released on October 29, 2001. Sorenson Squeeze for Macromedia Flash MX was released on March 14, 2002. Sorenson Squeeze 3 for MPEG-4 was released in January 2003. Sorenson Squeeze 3 Compression Suite was released in January 2003. Sorenson Squeeze 5 was released on March 31, 2008. Sorenson Squeeze was updated to version 5.1 on May 11, 2009. Sorenson Squeeze 6 was released on November 3, 2009. Sorenson Squeeze 7 was released January 25, 2011. Sorenson Squeeze 11 was released August 27, 2016. == Awards == Streaming Media magazine Readers’ Choice Award for Encoding Software for 2007, 2008, 2009 and 2010. 2008 Vanguard Award from Digital Content Producer magazine == Squeeze 7 system requirements == Windows Pentium IV-based computer or greater Windows XP, Vista or 7 32- and 64-bit compatible (including AVID 64-bit update); Faster performance on 64-bit systems 512 MB RAM 120 MB available hard drive space QuickTime 7.2 or later DirectX 9.0b or later Macintosh Intel-based processor Mac OS 10.4 or later 32- and 64-bit compatible; Faster performance on 64-bit systems 512 MB RAM 120 MB available hard drive space QuickTime 7.2 or later

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  • Language Computer Corporation

    Language Computer Corporation

    Language Computer Corporation (LCC) is a natural language processing research company based in Richardson, Texas. The company develops a variety of natural language processing products, including software for question answering, information extraction, and automatic summarization. Since its founding in 1995, the low-profile company has landed significant United States Government contracts, with $8,353,476 in contracts in 2006-2008. While the company has focused primarily on the government software market, LCC has also used its technology to spin off three start-up companies. The first spin-off, known as Lymba Corporation, markets the PowerAnswer question answering product originally developed at LCC. In 2010, LCC's CEO, Andrew Hickl, co-founded two start-ups which made use of the company's technology. These included Swingly, an automatic question answering start-up, and Extractiv, an information extraction service that was founded in partnership with Houston, Texas-based 80legs.

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  • Automated restaurant

    Automated restaurant

    An automated restaurant or robotic restaurant is a restaurant that uses robots to do tasks such as delivering food and drink to the tables or cooking the food. Restaurant automation means the use of a restaurant management system to automate some or occasionally all of the major operations of a restaurant establishment. More recently, restaurants are opening that have completely or partially automated their services. These may include: taking orders, preparing food, serving, and billing. A few fully automated restaurants operate without any human intervention whatsoever. Robots are designed to help and sometimes replace human labour (such as waiters and chefs). The automation of restaurants may also allow for the option for greater customization of an order. == History == === Vending machines === In the late 19th and early 20th century a number of restaurants served food solely through vending machines. These restaurants were called automats or, in Japan, shokkenki. Customers ordered their food directly through the machines. === Sushi conveyors === Yoshiaki Shiraishi is a Japanese innovator who is known for the creation of conveyor belt sushi. He had the idea following difficulty staffing his small sushi restaurant and managing the restaurant on his own. He was inspired seeing beer bottles on a conveyor belt in an Asahi brewery. Yoshiaki's restaurants are an early example of restaurant automation; they used a conveyor belt to distribute dishes around the restaurant, eliminating the need for waiters. This example of automation dates back to the Japanese economic miracle; the first of Yoshiaki's conveyor belt sushi restaurants was opened under the name Mawaru Genroku Sushi in 1958, in Osaka. === Partial automation === As of 2011, across Europe, McDonald's had already begun implementing 7,000 touch screen kiosks that could handle cashiering duties. From 2015 to 2020, Zume had an automated pizza parlor. Later companies would try to produce smaller, less ambitious devices, with one robotics company producing a machine that could automate the slowest and most repetitive parts of assembling a pizza, such as spreading pizza sauce or placing slices of pepperoni, while leaving other customizations to employees. In 2020, a restaurant in the Netherlands began trialling the use of a robot to serve guests. In September 2021, Karakuri's 'Semblr' food service robot served personalised lunches for the 4,000 employees of grocery technology solutions provider ocado Group's head offices in Hatfield, UK. 2,700 different combinations of dishes were on offer. Customers could specify in grams what hot and cold items, proteins, sauces and fresh toppings they wanted. In 2021, Columbia University School of Engineering and Applied Science engineers developed a method of cooking 3D printed chicken with software-controlled robotic lasers. The “Digital Food” team exposed raw 3D printed chicken structures to both blue and infrared light. They then assessed the cooking depth, colour development, moisture retention and flavour differences of the laser-cooked 3D printed samples in comparison to stove-cooked meat. In June 2022 a California nonprofit chain of residential communities, Front Porch, experimented with robots in dining rooms at two locations to supplement wait staff by carrying plated food and drink to tables, and removing dishes. 65% of residents found the robots helpful, with 51% saying they let the staff spend more quality time with diners. 51% of staff were "excited" and 58% said they enabled more quality time with diners. The chain has 19 senior living communities (and 35 affordable housing communities), so it has potential to expand robots to more dining rooms. It is shifting to memory care, which may affect plans. == Rationales == === Advantages === Efficiency: Automated restaurants can significantly enhance operational efficiency by minimizing human error and reducing service time. With automated ordering, payment, and food preparation systems, customers can enjoy faster service and reduced waiting times. Cost savings: By reducing the need for human staff, automated restaurants can potentially lower labor costs. This can be particularly beneficial in areas with high labor expenses, as it allows for better resource allocation and cost management. Consistency: Automation ensures consistency in food quality and presentation. With precise portion control and standardized cooking methods, customers can expect the same quality and taste in their meals every time they visit. Enhanced customer experience: Self-service kiosks and automated systems provide customers with control and convenience. They can customize their orders, browse through menu options, and pay seamlessly, creating a more interactive and satisfying dining experience. === Disadvantages === Lack of personal touch: Automated restaurants may lack the personal interaction and warmth that traditional restaurants provide. Some customers prefer the human touch, personalized recommendations, and the social aspect of dining out. Technical issues: Reliance on technology means that technical glitches and malfunctions can occur, resulting in service disruptions or delays. Maintenance and technical support become critical in ensuring smooth operations. Limited menu complexity: The automation process may be better suited for standardized menu items rather than complex or customized dishes. The ability to cater to unique dietary preferences or accommodate special requests may be limited. Employment implications: Automated restaurants may result in job losses for traditional restaurant staff, potentially impacting the local workforce. It is important to consider the social and economic implications of adopting such technology. == Locations == Automated restaurants have been opening in many countries. Examples include: Nala Restaurant in Naperville, Illinois Fritz's Railroad Restaurant in Kansas City, Kansas Výtopna, a Railway Restaurant using model trains: franchise of various restaurants and coffeehouses in the Czech Republic Bagger's Restaurant in Nuremberg, Germany FuA-Men Restaurant, a ramen restaurant located in Nagoya, Japan Fōster Nutrition in Buenos Aires, Argentina Dalu Robot Restaurant in Jinan, China Haohai Robot Restaurant in Harbin, China Robot Kitchen Restaurant in Hong Kong Robo-Chef restaurant in Tehran, Iran, started in 2017, is the first robotic and "waiterless" restaurant of the Middle East. MIT graduates opened Spyce Kitchens in downtown Boston, Massachusetts, in 2018 Foodom, under Country Garden Holdings, opened January 12, 2020, in Guangzhou, China Robot Chacha, the first robot restaurant of India, is planning to open in the capital city of New Delhi. Kura Revolving Sushi Bar, with a number of locations in the United States, uses a tablets at tables for ordering, a conveyor belt to deliver food, and robots to deliver drinks and condiments. Chipotle Mexican Grill is beginning to deploy the Hyphen Makeline, which assembles up to 350 bowls and salads automatically per hour, and Chippy, an automatic tortilla chip fryer made by Miso Robotics. Serious Dumplings in Boca Raton, Florida

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  • KoalaPad

    KoalaPad

    The KoalaPad is a graphics tablet, released in 1983 by US company Koala Technologies Corporation, for the Apple II, TRS-80 Color Computer (as the TRS-80 Touch Pad), Atari 8-bit computers, Commodore 64, and IBM PC compatibles. Originally designed by Dr. David Thornburg as a low-cost computer drawing tool for schools, the Koala Pad and the bundled drawing program, KoalaPainter, was popular with home users as well. KoalaPainter was called KoalaPaint in some versions for the Apple II, and PC Design for the IBM PC. A program called Graphics Exhibitor was included for creating slideshow presentations from KoalaPainter drawings. == Description == The pad was four inches square (i.e. roughly 10×10 cm) and mounted on a slightly inclined base with the back of the pad higher than the front. At the top, "behind" the pad, were two buttons. The pad hooked into the computer using the analog signals of the joystick ports (the so-called paddle inputs), which meant that it had a low resolution and tended to jostle the cursor if moved during use. As an alternative to the drawing stylus, the pad could as easily be operated by the user's fingers for tasks that demanded less precision, such as selecting between menu items (thus using the pad as a kind of "indirect touch screen"). The top-mounted buttons tended to be somewhat frustrating to use, as the user had to "reach around" the stylus to push the buttons in order to start or stop drawing. A similar tablet from Atari, the Atari CX77 Touch Tablet, addressed this with a built-in button on the stylus, which some enterprising users adapted for use with their KoalaPad. == KoalaPainter == The pad shipped with a simple bitmap graphics editor developed by Audio Light called KoalaPainter, PC Design or Micro Illustrator depending on the target machine (see release history). Although bundled with the pad, KoalaPainter could also be operated using an ordinary digital joystick. One unique feature of the program, for its time, was that it held two pictures in the computer's memory, allowing the user to flip from one to the other—a function commonly used in order to study the differences between an original and a modified picture, and to copy and paste between two different pictures. Some third-party bitmap editors could also be used with the KoalaPad, such as Broderbund's Dazzle Draw for the Apple II. === Release history === KoalaPainter for Commodore 64 (1983) and Atari 8-bit computers (1983) PC Design for the IBM PC (1983) Micro Illustrator for the Apple II (1983), Atari 8-bit computers (1983) and Commodore Plus/4 (1984) KoalaPainter II for Commodore 64 (1984) === Reception === Ahoy! called KoalaPainter "a very powerful and effective color drawing package", and concluded that it and the KoalaPad were "excellent in ease of use, a fine choice for a beginner as well as young children". BYTE's reviewer stated in December 1984 that he made far fewer errors when using an Apple Mouse with MousePaint than with a KoalaPad and its software. He found that MousePaint was easier to use and more efficient, predicting that the mouse would receive more software support than the pad. Cassie Stahl in InfoWorld's Essential Guide to Atari Computers praised the tablet and its documentation, rating it "Excellent" among all categories and stating that "Playing with the KoalaPad becomes addictive. It does everything it claims to, and it does it well". She also liked Micro Illustrator, rating it "Excellent" except for "Good" for Performance. While criticizing the limited erase function, Stahl reported an undocumented feature enabling exporting pictures to other software. === File format === The Commodore 64 version of KoalaPainter used a fairly simple file format corresponding directly to the way bitmapped graphics are handled on the computer: A two-byte load address, followed immediately by 8,000 bytes of raw bitmap data, 1,000 bytes of raw "Video Matrix" data, 1,000 bytes of raw "Color RAM" data, and a one-byte Background Color field. == KoalaWare == Koala Technologies offered more software beyond the bundled KoalaPainter and Graphics Exhibitor for use with the pad. Among these applications, marketed under the moniker KoalaWare (like KoalaPainter itself), was educational software for use with customized keypads and overlays, such as spelling tools, music programs, and mathematics instruction software, as well as software for "translating" graphical designs into Logo programs.

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