AI For Business Ualbany

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

  • Web-based simulation

    Web-based simulation

    Web-based simulation (WBS) is the invocation of computer simulation services over the World Wide Web, specifically through a web browser. Increasingly, the web is being looked upon as an environment for providing modeling and simulation applications, and as such, is an emerging area of investigation within the simulation community. == Application == Web-based simulation is used in several contexts: In e-learning, various principles can quickly be illustrated to students by means of interactive computer animations, for example during lecture demonstrations and computer exercises. In distance learning, web-based simulation may provide an alternative to installing expensive simulation software on the student computer, or an alternative to expensive laboratory equipment. In software engineering, web-based emulation allows application development and testing on one platform for other target platforms, for example for various mobile operating systems or mobile web browsers, without the need of target hardware or locally installed emulation software. In online computer games, 3D environments can be simulated, and old home computers and video game consoles can be emulated, allowing the user to play old computer games in the web browser. In medical education, nurse education and allied health education (like sonographer training), web-based simulations can be used for learning and practicing clinical healthcare procedures. Web-based procedural simulations emphasize the cognitive elements such as the steps of the procedure, the decisions, the tools/devices to be used, and the correct anatomical location. == Client-side vs server-side approaches == Web-based simulation can take place either on the server side or on the client side. In server-side simulation, the numerical calculations and visualization (generation of plots and other computer graphics) is carried out on the web server, while the interactive graphical user interface (GUI) often partly is provided by the client-side, for example using server-side scripting such as PHP or CGI scripts, interactive services based on Ajax or a conventional application software remotely accessed through a VNC Java applet. In client-side simulation, the simulation program is downloaded from the server side but completely executed on the client side, for example using Java applets, Flash animations, JavaScript, or some mathematical software viewer plug-in. Server-side simulation is not scalable for many simultaneous users, but places fewer demands on the user computer performance and web-browser plug-ins than client-side simulation. The term on-line simulation sometimes refers to server-side web-based simulation, sometimes to symbiotic simulation, i.e. a simulation that interacts in real-time with a physical system. The upcoming cloud-computing technologies can be used for new server-side simulation approaches. For instance, there are multi-agent-simulation applications which are deployed on cloud-computing instances and act independently. This allows simulations to be highly scalable. == Existing tools == AgentSheets – graphically programmed tool for creating web-based The Sims-like simulation games, and for teaching beginner students programming. AnyLogic – a graphically programmed tool that generates Java code for discrete-event simulation, system dynamics and agent-based models Easy Java Simulations – a tool for modelling and visualization of physical phenomenons, that automatically generates Java code from mathematical expressions. ExploreLearning Gizmos – a large library of interactive online simulations for math and science education in grades 3–12. FreeFem++ Javascript Version – FreeFem++ is a free and open source PDE solver using the finite element method. GNU Octave web interfaces – MATLAB compatible open-source software Lanner Group Ltd L-SIM Server – Java-based discrete-event simulation engine which supports model standards such as BPMN 2.0 Nanohub – web 2.0 in-browser interactive simulation of nanotechnology NetLogo – a multi-agent programming language and integrated modeling environment that runs on the Java Virtual Machine OpenPlaG – PHP-based function graph plotter for the use on websites OpenEpi – web-based packet of tools for biostatistics Recursive Porous Agent Simulation Toolkit (Repast) – agent-based modeling and simulation toolkit implemented in Java and many other languages SageMath – open-source numerical-analysis software with web interface, based on the Python programming language SimScale – web-based simulation platform supporting computational fluid dynamics, solid mechanics, and thermodynamics StarLogo – agent-based simulation language written in Java. VisSim viewer – graphically programmed data-flow diagrams for simulation of dynamical systems webMathematica and Mathematica Player – a computer algebra system and programming language. VisualSim Architect – VisualSim Explorer enables system-level models to be embedded in documents for viewing, simulation and analysis from within a web browser without any local software installation.

    Read more →
  • Computer appliance

    Computer appliance

    A computer appliance is a computer system with a combination of hardware, software, or firmware that is specifically designed to provide a particular computing resource. Such devices became known as appliances because of the similarity in role or management to a home appliance, which are generally closed and sealed, and are not serviceable by the user or owner. The hardware and software are delivered as an integrated product and may even be pre-configured before delivery to a customer, to provide a turn-key solution for a particular application. Unlike general purpose computers, appliances are generally not designed to allow the customers to change the software and the underlying operating system, or to flexibly reconfigure the hardware. Another form of appliance is the virtual appliance, which has similar functionality to a dedicated hardware appliance, but is distributed as a software virtual machine image for a hypervisor-equipped device. == Overview == Traditionally, software applications run on top of a general-purpose operating system, which uses the hardware resources of the computer (primarily memory, disk storage, processing power, and networking bandwidth) to meet the computing needs of the user. The main issue with the traditional model is related to complexity. It is complex to integrate the operating system and applications with a hardware platform, and complex to support it afterwards. By tightly constraining the variations of the hardware and software, the appliance becomes easily deployable, and can be used without nearly as wide (or deep) IT knowledge. Additionally, when problems and errors appear, the supporting staff very rarely needs to explore them deeply to understand the matter thoroughly. The staff needs merely training on the appliance management software to be able to resolve most of problems. In all forms of the computer appliance model, customers benefit from easy operations. The appliance has exactly one combination of hardware and operating system and application software, which has been pre-installed at the factory. This prevents customers from needing to perform complex integration work, and dramatically simplifies troubleshooting. In fact, this "turnkey operation" characteristic is the driving benefit that customers seek when purchasing appliances. To be considered an appliance, the (hardware) device needs to be integrated with software, and both are supplied as a package. This distinguishes appliances from "home grown" solutions, or solutions requiring complex implementations by integrators or value-added resellers (VARs). The appliance approach helps to decouple the various systems and applications, for example in the data center. Once a resource is decoupled, in theory it can be also centralized to become shared among many systems, centrally managed and optimized, all without requiring changes to any other system. == Tradeoffs of the computer appliance approach == The major disadvantage of deploying a computer appliance is that since they are designed to supply a specific resource, they most often include a customized operating system running over specialized hardware, neither of which are likely to be compatible with the other systems previously deployed. Customers lose flexibility. One may believe that a proprietary embedded operating system, or operating system within an application, can make the appliance much more secure from common cyber attacks. However, the opposite is true. Security by obscurity is a poor security decision, and appliances are often plagued by security issues as evidenced by the proliferation of IoT devices. == Types of appliances == The variety of computer appliances reflects the wide range of computing resources they provide to applications. Some examples: Storage appliances provide large amounts of storage, often available to many machines on the network. See Network-attached storage and Storage area network. Network appliances are general purpose routers which may also provide firewall protection, Transport Layer Security (TLS), messaging, access to specialized networking protocols (like the ebXML Message Service) and bandwidth multiplexing for the multiple systems they front-end. Backup and disaster recovery appliances computer appliances that are integrated backup software and backup targets, sometimes with hypervisors to support local DR of protected servers. They are often a gateway to a full DRaaS solution. Firewall and Security appliances Dedicated network appliances that are designed to protect computer networks from unwanted traffic. IIoT and MES Gateway appliances Computer appliances that are designed to translate data bidirectionally between control systems and enterprise systems. Proprietary, embedded, firmware applications running on the appliance use point-to-point connections to translate data between field devices in their native automation protocols and MES systems through their APIs, ODBC, or RESTful interfaces. Anti-spam appliances for e-mail spam Software appliances A single application server appliance, with just enough operating system (JeOS) for it to run. Virtual machine appliances consist of a "hypervisor style" embedded operating system running on appliance hardware. The hypervisor layer is matched to the hardware of the appliance, and cannot be varied by the customer, but the customer may load other operating systems and applications onto the appliance in the form of virtual machines. == Consumer appliances == Aside from its deployment within data centers, many computer appliances are directly used by the general public. These include: Digital video recorder Residential gateway Network-attached storage (NAS) Video game console Consumer uses stress the need for an appliance to have easy installation, configuration, and operation, with little or no technical knowledge being necessary. == Appliances in industrial automation == The world of industrial automation has been rich in appliances. These appliances have been hardened to withstand temperature and vibration extremes. These appliances are also highly configurable, enabling customization to meet a wide variety of applications. The key benefits of an appliance in automation are: Reduced downtime - a failed appliance is typically replaced with a COTS replacement and its task is quickly and easily reloaded from a backup. Highly scalable - appliances are typically targeted solutions for an area of a plant or process. As the requirements change, scalability is achieved through the installation of another appliance. Automation concepts are easily replicated throughout the enterprise by standardizing on appliances to perform the needed tasks, as opposed to the development of custom automation schemes for each task. Low TCO (total cost of ownership) - appliances are developed, tested and supported by automation product vendors and undergo a much broader level of quality testing than custom designed automation solutions. The use of appliances in automation reduce the level of testing needed in each individual application. Reduced design time - appliances perform specific functions and although they are highly configurable, they are typically self documenting. This enables appliance based solutions to be transferred from engineer to engineer with minimal need for training and documentation. Types of automation appliances: PLC (programmable logic controller) - Programmable logic controllers are appliances that are typically used for discrete control and offer a wide range of Input and Output options. They are configured through standardized programming languages such as IEC-1131. PID (proportional–integral–derivative controller) - PID controllers are appliances that monitor a process variable and, based on an error term, effect change on a control output (manipulated variable) to drive the process variable to a setpoint. PAC (programmable automation controller) - Programmable automation controllers are appliances that embody properties of both PLCs and PID controllers enabling the integration of both analog and discrete control. Universal gateway - A universal gateway appliance has the ability to communicate with a variety of devices through their respective communication protocols, and will affect data transactions between them. This in increasingly important as manufacturing strives to improve agility, quality, production rates, production costs and reduce downtime through enhanced M2M (machine to machine) communications. EATMs (Enterprise Appliance Transaction Modules) - Enterprise appliance transaction modules are appliances that affect data transactions from plant floor automation systems to enterprise business systems. They communicate to plant floor equipment through various vendor automation protocols, and communicate to business systems through database communication protocols such as JMS (Java Message Service) and SQL (Structured Query Language). == Internal structure == There are several

    Read more →
  • BBC Own It

    BBC Own It

    The BBC Own It app was a British information site designed to protect and support children using the Internet. The app was launched in 2017 and retired in 2022, though the website retired in 2024 and has since moved to BBC Teach. As part of the BBC's partnership with Internet Matters, the not-for-profit contributed to content on the BBC Own It website. == History == In 2016, The Royal Foundation of The Duke and Duchess of Cambridge established The Royal Foundation Taskforce on the Prevention of Cyberbullying. Work began in 2017 by the BBC to create an app about cyberbullying and online safety (later titled Own It) in response to a call for action from the Taskforce. In December 2017, the BBC launched Own It. In November 2018, work on the BBC Own It App was announced by Prince William. In September 2019, the BBC Own It App was launched into the AppStore and Google Play. In 2022, the BBC discontinued the app, although the website was still active, however in 2024, the website was discontinued, and now any links to the website now redirect to a BBC Teach page. == Awards == UXUK award for Best Education or Learning Experience (2019) Banff World Media Festival Rockies Award for Children & Youth Interactive Content (2020) CogX Award for Best Innovation In Natural Language Processing (2020)

    Read more →
  • PressWise

    PressWise

    PressWise was digital imposition software to quickly and easily impose most any variety of flat and folding layouts. It was acquired by the Aldus Prepress Group affectionately known in the print and publishing industry as the Aldus WiseGuys in August 1991 from Emulation Technologies Inc. of Cleveland, Ohio. It was further developed by the Aldus Press Group and launched as the first of many Aldus prepress products in 1993. It was subsequently owned by Adobe Systems, then Luminous Corporation (Seattle), then Imation, and finally ScenicSoft. PressWise was discontinued by ScenicSoft in 1999 ultimately. == History == In February 2009, the PressWise copyright was acquired by Aethos Technologies and a new print automation product was launched by its creator, Eric Wold of Santa Rosa, California. This new product has no relationship to the old imposition software of the same name. It's notable that Larry Letteney, former President of Creo Americas was a board member and shareholder of Aethos Technologies during its early phase. Datatech SmartSoft acquired exclusive distribution rights to the software in September 2009. In September 2010 Datatech SmartSoft completed the acquisition of the PressWise brand and product.

    Read more →
  • Data-centric AI

    Data-centric AI

    Data-centric AI is an approach within artificial intelligence that emphasizes on improving the quality, consistency and representativeness of the data used to train machine learning models, rather than focusing primarily on optimizing model architectures or algorithms. This idea has gained traction as researchers and practitioners have come to believe that many performance limitations of machine learning systems stem from issues such as noisy labels, biased datasets, and lack of coverage in the data. Data-centric AI involves disciplined approach to data cleaning, augmentation, labeling, and governance that improves model performance and reliability in applications such as computer vision, natural language processing, and further.

    Read more →
  • Chasys Photo

    Chasys Photo

    Chasys Photo (previously called Chasys Draw Artist, then Chasys Draw IES) is a suite of applications including a layer-based raster graphics editor with adjustment layers, linked layers, timeline and frame-based animation, icon editing, image stacking and comprehensive plug-in support (Chasys Draw IES Artist), a fast multi-threaded image file converter (Chasys Draw IES Converter) and a fast image viewer (Chasys Draw IES Viewer), with RAW image support in all components. It supports the native file formats of several competitors including Adobe Photoshop, Affinity Photo, Corel Photo-Paint, GIMP, Krita, Paint.NET and PaintShop Pro, and the whole suite is designed to make effective use of multi-core processors, touch-screens and pen-input devices. The software is developed by John Paul Chacha in Nairobi, Kenya. Chasys Draw IES is currently released as freeware, and is available for computers running Microsoft Windows operating systems. It is available in three distributions: the standard distro, a portable version and a Microsoft Store version. The suite is coded in a blend of C, C++ and assembly language. It runs on x86 processors and supports the MMX, SSE, SSE2, S-SSE3, and SSE4.1 instruction sets. == History == Chasys Draw is a project that was started in November 2001 by John Paul Chacha, mostly as a hobby than anything else. The original Chasys Draw was a rather simple bitmap editor done in Visual Basic, a lot like MS Paint save for its ability to do gradients. This application underwent many changes, eventually leading up to Chasys Draw 5. This was the first version to have its own native format, referred to simply as CD5. Major updates to the graphics code in May 2002 resulted in Chasys Draw DTFx (Direct Tool eFfects). The new graphics code being referred to here was actually a miniature bitmap abstraction engine that allowed for fast per-pixel operations and direct image buffer access (much as the DIB engine does for GDI). The engine was named JpDRAW. This version was also done in VB, but was much faster than all the previous versions. The new graphics code allowed for more tools to be implemented than was ever possible before. Later on in 2002, the developer decided to completely abandon VB as a programming platform and moved all the code to C/C++. The move to C/C++ allowed the development of a full-fledged graphics engine which was named JpDRAW2. Chasys was renamed to Chasys Draw Artist, and the CD5 image format was also updated to reflect the new features. By coincidence, the module that implemented the file format was the fifth module to be added, so the format was called Chasys Draw module 5, retaining the .cd5 file extension. First public release In April 2004, Chasys Draw Artist was released to the public via the internet for the first time (version 1.27). The release was done via betanews). In 2005, Chasys Draw underwent major user interface changes as well as internal changes. By December of that year, the project had reached version 1.63. This was the first version to introduce advanced features such as anti-aliasing. It was also the first version with full support for alpha channels. The CD5 image format was also upgraded to version 2, adding advanced compression, full alpha channels, encryption and metadata. Version 1.63 was the first version to win an IEEE (Kenya chapter) award in ICT. The "chazy-glass" interface, from which the all later versions' user interfaces borrowed, was introduced in version 1.80. Chasys Draw Artist adopted photo editing features in version 2.01. Comprehensive tutorials were added and many features were re-designed to make them easier to use. Multi-threading was introduced to accelerate some tasks, such as the improved auto-save engine. Utilities such as a converter and browser were added. Version 2.43 of Chasys Draw Artist was quietly released to the public in late 2007 without any announcements. It featured many fixes to the formal version 2.42, as well as many new features. The quiet release was due to a decision to re-build Chasys Draw Artist from scratch, while still continuing support for the old architecture. An experimental version 2.45 was released only to beta-testers for the purpose of testing new technologies that would be included in the new architecture and was officially withdrawn in May 2008. During the time when the versions 2.43~2.45 were being released, work was underway to create a new layer-based Chasys Draw, which was released as Chasys Draw IES (Image Editing Suite), with the initial version number 2.50. A new multi-layer tag-based image format was created to support layering and blending modes; this was named CD5 v3. The next version introduced animation and multi-resolution support as editing modes, and the next one brought in an unlimited undo engine, new plug-ins and several internal fixes. Further development led to the introduction of super-resolution and image stacking, support for video and video capture, Anti-aliasing, metadata save and restore, a "Pen and Path" tool, physical measurement specification, and a video sequence composer engine. The user interface was enhanced with adaptive scrolling and the auto-save engine was optimized. Some memory management was added for machines with low RAM. By version 2.60, Chasys Draw IES was capable of loading Photoshop's PSD files, as well as load and save JPEG 2000. This version also had shell integration with thumbnails and application-level support for multi-monitor display setups. Metadata was extended to support save, restore and scaling for text formatting and path data. There was also a new palette with exchangeable swatches, loadable from all kinds of palette files. A slicing tool for web and user interface design was also included. A C++ code module output for inline image generation was added, as was a constrained recolor brush. The concept of a "fully anti-aliased work-flow" was introduced in version 2.62, in which all drawing and selection tools were anti-aliased by default. Support for Photoshop plug-ins using Adobe's 8bf format was added in version 2.66, allowing users to utilize thousands of free plug-ins available online. Equivalents for the Pantone palettes (PMS 100 to 814-2x) were added, and the "Just-in-Time" memory compressor significantly reduced the editor's memory requirements. First freeware release Chasys Draw IES went freeware on 6 June 2009. With the coming of the freeware IES, two blending modes (Hue and Chroma) were added. Textures were improved to allow multiple layer-based textures. The TextArt G3 engine was enhanced with LINK metadata, and alpha shift was improved. IES 2.72 added the Luma Wand tool, fixed PNG and TIFF transparency issues, and fixed Smart-Paste transparency. IES 2.74 introduced alpha protection, and 2.75 followed with a new adjustments engine that faced out many effects implemented by the effects engine. The adjustments engine was designed to appeal to experienced image editors. IES 2.76 introduced a new transform engine and the Resizer for IES plug-in supporting multi-core and 18 scaling methods, including customizable windowed Sinc interpolation. IES 2.77 added Greyscale with Tint adjustment, separated the Lock and Click-Thru layer properties, extended the Cloning Brush with three options (this, below and composite) and also extended the Color Picker with multiple point sampling. IES 3.01 brought a new look and many breakthrough tools to the suite. It was geared toward touch and was fully compatible with Windows 7. The toolbox was reorganized, with some tools being grouped and new ones added. Some message boxes were replaced with a new popup system, and the working of the workspace was changed to use a back-blitter, which enabled the addition of new blending modes, Screen and Mask. The printing interface was modified and given accurate proofing. Alpha Function Adjustment was added and a new Anti-Quantization Engine included for all adjustments to remove the need for 16 bits per channel editing. An internal clipboard was created to cater for copying images that are too large for the Windows clipboard, and translucency full-page gradients added. Some new tutorials were added and keyboard shortcuts made configurable. IES 3.05 brought the power of custom full-page gradients to the suite, supporting .ggr, .grd and .gra gradients. New gradient styles were included, as was support for Adobe color tables (.act), palette previewing, point color editing and a highly improved TextArt engine. Digital lightroom IES 3.11 was introduced on 14 December 2009. It was done on a new development base and added a new application, raw-Input. This was a RAW image format processor based on dcraw. This application allowed the use of Chasys Draw IES in processing digital negatives, which are popular with professional photographers. Chasys Draw IES 3.24 was released with a re-designed user interface, powered by a higher performance graphics core and better memory management. A history palette w

    Read more →
  • 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

    Read more →
  • 3D-Coat

    3D-Coat

    3DCoat is a commercial digital sculpting program from Pilgway designed to create free-form organic and hard surfaced 3D models, with tools which enable users to sculpt, add polygonal topology (automatically or manually), create UV maps (automatically or manually), texture the resulting models with natural painting tools, and render static images or animated "turntable" movies. The program can also be used to modify imported 3D models from a number of commercial 3D software products by means of plugins called Applinks. Imported models can be converted into voxel objects for further refinement and for adding high resolution detail, complete UV unwrapping and mapping, as well as adding PBR textures for displacement, bump maps, specular and diffuse color maps. A live connection to a chosen external 3D application can be established through the Applink pipeline, allowing for the transfer of model and texture information. 3DCoat specializes in voxel sculpting and polygonal sculpting using dynamic patch tessellation technology and polygonal sculpting tools. It includes "auto-retopology", a proprietary skinning algorithm which generates a polygonal mesh skin over any voxel sculpture, composed primarily of quadrangles.

    Read more →
  • WikiTok

    WikiTok

    WikiTok is a web application that shows random Wikipedia articles in an infinite scrolling format similar to TikTok. Created by New York-based civil and software engineer Isaac Gemal in February 2025, the application aims to provide an "anti-algorithmic" alternative to traditional social media platforms while combating doomscrolling. == Development == WikiTok was developed on February 3, 2025, after Gemal saw a viral tweet from developer Tyler Angert proposing "all of wikipedia on a single, scrollable page". Gemal created the initial prototype in approximately two hours, using the Claude LLM and Cursor coding editor, completing it by 2 a.m. that same night. The application was built with React 18, TypeScript, Tailwind CSS, and Vite, consisting of only a few hundred lines of code with no backend infrastructure. Gemal has made the project open-source, with the code publicly available on GitHub. == Functionality == WikiTok serves users completely random Wikipedia article snippets from Wikipedia's nearly 9.5 million entries. Each article preview includes a full-screen image from Wikipedia and a short text excerpt. Users can click "Read More" to access the full Wikipedia article, or continue scrolling to see the next random entry. The application functions as a progressive web app that can be downloaded as a hybrid between an app and a website. It works on both mobile and desktop browsers, and is designed to be responsive whether users scroll with their thumb on mobile devices or use a cursor on desktop computers. As of 2025, WikiTok supports 14 different languages for article translation. == Philosophy == Gemal has explicitly positioned WikiTok as "anti-algorithmic," resisting numerous requests to implement personalized content algorithms. In an interview with Business Insider, Gemal stated: "I have had plenty of people message me and even make issues on my GitHub asking for some insane crazy WikiTok algorithm... we're already ruled by ruthless, opaque algorithms in our everyday life; why can't we just have one little corner in the world without them?" The application aims to combat "doomscrolling" – the practice of mindlessly consuming negative news online that can cause anxiety, helplessness, and anger. Unlike traditional social media platforms, WikiTok deliberately excludes algorithms, advertisements, and user tracking.

    Read more →
  • Behavior-based robotics

    Behavior-based robotics

    Behavior-based robotics (BBR) or behavioral robotics is an approach in robotics that focuses on robots that are able to exhibit complex-appearing behaviors despite little internal variable state to model its immediate environment, mostly gradually correcting its actions via sensory-motor links. == Principles == Behavior-based robotics sets itself apart from traditional artificial intelligence by using biological systems as a model. Classic artificial intelligence typically uses a set of steps to solve problems, it follows a path based on internal representations of events compared to the behavior-based approach. Rather than use preset calculations to tackle a situation, behavior-based robotics relies on adaptability. This advancement has allowed behavior-based robotics to become commonplace in researching and data gathering. Most behavior-based systems are also reactive, which means they need no programming of what a chair looks like, or what kind of surface the robot is moving on. Instead, all the information is gleaned from the input of the robot's sensors. The robot uses that information to gradually correct its actions according to the changes in immediate environment. Behavior-based robots (BBR) usually show more biological-appearing actions than their computing-intensive counterparts, which are very deliberate in their actions. A BBR often makes mistakes, repeats actions, and appears confused, but can also show the anthropomorphic quality of tenacity. Comparisons between BBRs and insects are frequent because of these actions. BBRs are sometimes considered examples of weak artificial intelligence, although some have claimed they are models of all intelligence. == Features == Most behavior-based robots are programmed with a basic set of features to start them off. They are given a behavioral repertoire to work with dictating what behaviors to use and when, obstacle avoidance and battery charging can provide a foundation to help the robots learn and succeed. Rather than build world models, behavior-based robots simply react to their environment and problems within that environment. They draw upon internal knowledge learned from their past experiences combined with their basic behaviors to resolve problems. == History == The school of behavior-based robots owes much to work undertaken in the 1980s at the Massachusetts Institute of Technology by Rodney Brooks, who with students and colleagues built a series of wheeled and legged robots utilizing the subsumption architecture. Brooks' papers, often written with lighthearted titles such as "Planning is just a way of avoiding figuring out what to do next", the anthropomorphic qualities of his robots, and the relatively low cost of developing such robots, popularized the behavior-based approach. Brooks' work builds—whether by accident or not—on two prior milestones in the behavior-based approach. In the 1950s, W. Grey Walter, an English scientist with a background in neurological research, built a pair of vacuum tube-based robots that were exhibited at the 1951 Festival of Britain, and which have simple but effective behavior-based control systems. The second milestone is Valentino Braitenberg's 1984 book, "Vehicles – Experiments in Synthetic Psychology" (MIT Press). He describes a series of thought experiments demonstrating how simply wired sensor/motor connections can result in some complex-appearing behaviors such as fear and love. Later work in BBR is from the BEAM robotics community, which has built upon the work of Mark Tilden. Tilden was inspired by the reduction in the computational power needed for walking mechanisms from Brooks' experiments (which used one microcontroller for each leg), and further reduced the computational requirements to that of logic chips, transistor-based electronics, and analog circuit design. A different direction of development includes extensions of behavior-based robotics to multi-robot teams. The focus in this work is on developing simple generic mechanisms that result in coordinated group behavior, either implicitly or explicitly.

    Read more →
  • Light scanning photomacrography

    Light scanning photomacrography

    Light Scanning Photomacrography (LSP), also known as Scanning Light Photomacrography (SLP) or Deep-Field Photomacrography, is a photographic film technique that allows for high magnification light imaging with exceptional depth of field (DOF). This method overcomes the limitations of conventional macro photography, which typically only keeps a portion of the subject in acceptable focus at high magnifications. == Historical background == The principles of LSP were first documented in the early 1960s by Dan McLachlan Jr., who highlighted its capability for extreme focal depth in microscopy and in 1968 patented the process. The technique was revived and further developed in the 1980s by photographers such as Darwin Dale and Nile Root, a faculty member at the Rochester Institute of Technology. In the early 1990s, William Sharp and Charles Kazilek, both researchers at Arizona State University, also published articles describing their technique and system setup for capturing SLP images. == Predecessor to stack image photography == Light Scanning Photomacrography offered a powerful analog tool for high-detail imaging in the age of film photography. It provided a comprehensive depth of field, making it invaluable in scientific and biomedical photography. As technology and techniques continue to evolve, LSP has been replaced by digital image focus stacking. This technique uses a collection of images captured in series at different focal depths, which are then processed using computer software to create a single image with a greater focus depth than any single image. == LSP technique and results == LSP involves the use of a thin plane of light that scans across the subject, which is mounted on a stage moving perpendicular to the film plane. The technique utilizes traditional optics and is governed by the physical laws of depth of field. By moving the subject through a narrow band of illumination, the entire subject can be recorded in sharp focus from the nearest details to the farthest ones. This analog process produces sharp and detailed images by slowly recording the image on film as the specimen passes through the sheet of light that is thinner than the effective DOF. Because the image is captured at the same relative distance from the camera lens, the resulting images are axonometric rather than perspective projection, which is what the human eye sees and is typically captured by a film camera. Because all parts of an LSP image are captured at the same distance from the lens, relative measurements can be taken from an LSP photograph and can be used for comparison. == Equipment and setup == A typical LSP setup includes: A stage that can move the subject perpendicular to the film plane. Light sources, in some cases modified projectors, are used to project a thin plane of light. A camera mounted on a stable stand such as a tabletop copy stand. In 1991, Sharp and Kazilek described their SLP system that used three Kodak Ektagraphic slide projectors with zoom lenses to create a thin plane of light. The projectors each had a slide mount with two razor blades placed edge-to-edge to create a thin slit for the light to pass through. The image was captured using a Nikon FE-2 SLR camera mounted above the specimen. Kodachrome 25 slide film was used to record the image and to minimize film grain size and maximize image sharpness == Commercial systems == A commercial SLP instrument was produced by the Irvine Optical Corp. Their DYNAPHOT system was based on a photomacroscope and could capture images on 4x5 film. The instrument came with two or three illumination sources and a motorized specimen stage. The system advertised a 2X – 40X magnification range and the ability to capture images in black and white and color. Other systems have been developed by Nile Root and Theodore Clarke and reported higher magnification (up to 100X). == LSP process == Alignment and Focusing: The light sources are aligned and focused to project a thin, consistent plane of light across the subject. Stage Movement: The subject stage moves at a controlled speed, scanning through the plane of light. Image Capture: The camera shutter is set to a long exposure or can be opened and closed manually. As the subject moves through the illuminated plane, it is recorded on the film. This process is very much like painting an image onto the film using photons instead of paint. == Applications == LSP was particularly useful in biomedical photography, where it was used to document magnified subjects with increased depth of field over traditional macro and micro photography. It has been employed to capture detailed images of biological specimens, such as imaging small insects and their parts. SLP has been used to document shell collections for scientific documentation and research. Other applications include forensic science, mineralogy, and the imaging of fractured surfaces and parts == Advantages and challenges of LSP imaging == === Advantages === Exceptional depth of field: Subjects are rendered in sharp focus throughout. High magnification: Detailed images at significant magnification without sacrificing DOF. Analog precision: Provides a non-digital solution with accurate image representation. Versatility: Can be used for a range of subject sizes, from macro to non-macro scales. === Challenges === Technical complexity: Requires precise setup and alignment. Exposure time: Typically requires long exposure times due to the scanning process. Contrast control: The highly directional lighting can create harsh shadows and high contrast, which may need to be managed. Digital competition: Focus stacking has largely replaced LSP in the digital era due to convenience and flexibility. == DIY contributions == Enthusiasts and researchers have contributed to the development and accessibility of LSP by creating and sharing DIY guides. These contributions have enabled others to build their own LSP systems using readily available materials and components. Nile Root's publications provide detailed instructions and recommendations for constructing an LSP setup. These DIY systems have allowed a wider audience to explore and utilize the benefits of LSP imaging in various fields.

    Read more →
  • Human–robot collaboration

    Human–robot collaboration

    Human-Robot Collaboration is the study of collaborative processes in human and robot agents work together to achieve shared goals. Many new applications for robots require them to work alongside people as capable members of human-robot teams. These include robots for homes, hospitals, and offices, space exploration and manufacturing. Human-Robot Collaboration (HRC) is an interdisciplinary research area comprising classical robotics, human-computer interaction, artificial intelligence, process design, layout planning, ergonomics, cognitive sciences, and psychology. Industrial applications of human-robot collaboration involve Collaborative Robots, or cobots, that physically interact with humans in a shared workspace to complete tasks such as collaborative manipulation or object handovers. == Collaborative Activity == Collaboration is defined as a special type of coordinated activity, one in which two or more agents work jointly with each other, together performing a task or carrying out the activities needed to satisfy a shared goal. The process typically involves shared plans, shared norms and mutually beneficial interactions. Although collaboration and cooperation are often used interchangeably, collaboration differs from cooperation as it involves a shared goal and joint action where the success of both parties depend on each other. For effective human-robot collaboration, it is imperative that the robot is capable of understanding and interpreting several communication mechanisms similar to the mechanisms involved in human-human interaction. The robot must also communicate its own set of intents and goals to establish and maintain a set of shared beliefs and to coordinate its actions to execute the shared plan. In addition, all team members demonstrate commitment to doing their own part, to the others doing theirs, and to the success of the overall task. == Theories Informing Human-Robot Collaboration == Human-human collaborative activities are studied in depth in order to identify the characteristics that enable humans to successfully work together. These activity models usually aim to understand how people work together in teams, how they form intentions and achieve a joint goal. Theories on collaboration inform human-robot collaboration research to develop efficient and fluent collaborative agents. === Belief Desire Intention Model === The belief-desire-intention (BDI) model is a model of human practical reasoning that was originally developed by Michael Bratman. The approach is used in intelligent agents research to describe and model intelligent agents. The BDI model is characterized by the implementation of an agent's beliefs (the knowledge of the world, state of the world), desires (the objective to accomplish, desired end state) and intentions (the course of actions currently under execution to achieve the desire of the agent) in order to deliberate their decision-making processes. BDI agents are able to deliberate about plans, select plans and execute plans. === Shared Cooperative Activity === Shared Cooperative Activity defines certain prerequisites for an activity to be considered shared and cooperative: mutual responsiveness, commitment to the joint activity and commitment to mutual support. An example case to illustrate these concepts would be a collaborative activity where agents are moving a table out the door, mutual responsiveness ensures that movements of the agents are synchronized; a commitment to the joint activity reassures each team member that the other will not at some point drop his side; and a commitment to mutual support deals with possible breakdowns due to one team member's inability to perform part of the plan. === Joint Intention Theory === Joint Intention Theory proposes that for joint action to emerge, team members must communicate to maintain a set of shared beliefs and to coordinate their actions towards the shared plan. In collaborative work, agents should be able to count on the commitment of other members, therefore each agent should inform the others when they reach the conclusion that a goal is achievable, impossible, or irrelevant. == Approaches to Human-Robot Collaboration == The approaches to human-robot collaboration include human emulation (HE) and human complementary (HC) approaches. Although these approaches have differences, there are research efforts to develop a unified approach stemming from potential convergences such as Collaborative Control. === Human Emulation === The human emulation approach aims to enable computers to act like humans or have human-like abilities in order to collaborate with humans. It focuses on developing formal models of human-human collaboration and applying these models to human-computer collaboration. In this approach, humans are viewed as rational agents who form and execute plans for achieving their goals and infer other people's plans. Agents are required to infer the goals and plans of other agents, and collaborative behavior consists of helping other agents to achieve their goals. === Human Complementary === The human complementary approach seeks to improve human-computer interaction by making the computer a more intelligent partner that complements and collaborates with humans. The premise is that the computer and humans have fundamentally asymmetric abilities. Therefore, researchers invent interaction paradigms that divide responsibility between human users and computer systems by assigning distinct roles that exploit the strengths and overcome the weaknesses of both partners. == Key Aspects == Specialization of Roles: Based on the level of autonomy and intervention, there are several human-robot relationships including master-slave, supervisor–subordinate, partner–partner, teacher–learner and fully autonomous robot. In addition to these roles, homotopy (a weighting function that allows a continuous change between leader and follower behaviors) was introduced as a flexible role distribution. Establishing shared goal(s): Through direct discussion about goals or inference from statements and actions, agents must determine the shared goals they are trying to achieve. Allocation of Responsibility and Coordination: Agents must decide how to achieve their goals, determine what actions will be done by each agent, and how to coordinate the actions of individual agents and integrate their results. Shared context: Agents must be able to track progress toward their goals. They must keep track of what has been achieved and what remains to be done. They must evaluate the effects of actions and determine whether an acceptable solution has been achieved. Communication: Any collaboration requires communication to define goals, negotiate over how to proceed and who will do what, and evaluate progress and results. Adaptation and learning: Collaboration over time require partners to adapt themselves to each other and learn from one's partner both directly or indirectly. Time and space: The time-space taxonomy divides human-robot interaction into four categories based on whether the humans and robots are using computing systems at the same time (synchronous) or different times (asynchronous) and while in the same place (collocated) or in different places (non-collocated). Ergonomics: Human factors and ergonomics are one of the key aspects for a sustainable human-robot collaboration. The robot control system can use biomechanical models and sensors to optimize various ergonomic metrics, such as muscle fatigue.

    Read more →
  • Object Data Management Group

    Object Data Management Group

    The Object Data Management Group (ODMG) was conceived in the summer of 1991 at a breakfast with object database vendors that was organized by Rick Cattell of Sun Microsystems. In 1998, the ODMG changed its name from the Object Database Management Group to reflect the expansion of its efforts to include specifications for both object database and object–relational mapping products. The primary goal of the ODMG was to put forward a set of specifications that allowed a developer to write portable applications for object database and object–relational mapping products. In order to do that, the data schema, programming language bindings, and data manipulation and query languages needed to be portable. Between 1993 and 2001, the ODMG published five revisions to its specification. The last revision was ODMG version 3.0, after which the group disbanded. == Major components of the ODMG 3.0 specification == Object Model. This was based on the Object Management Group's Object Model. The OMG core model was designed to be a common denominator for object request brokers, object database systems, object programming languages, etc. The ODMG designed a profile by adding components to the OMG core object model. Object Specification Languages. The ODMG Object Definition Language (ODL) was used to define the object types that conform to the ODMG Object Model. The ODMG Object Interchange Format (OIF) was used to dump and load the current state to or from a file or set of files. Object Query Language (OQL). The ODMG OQL was a declarative (nonprocedural) language for query and updating. It used SQL as a basis, where possible, though OQL supports more powerful object-oriented capabilities. C++ Language Binding. This defined a C++ binding of the ODMG ODL and a C++ Object Manipulation Language (OML). The C++ ODL was expressed as a library that provides classes and functions to implement the concepts defined in the ODMG Object Model. The C++ OML syntax and semantics are those of standard C++ in the context of the standard class library. The C++ binding also provided a mechanism to invoke OQL. Smalltalk Language Binding. This defined the mapping between the ODMG ODL and Smalltalk, which was based on the OMG Smalltalk binding for the OMG Interface Definition Language (IDL). The Smalltalk binding also provided a mechanism to invoke OQL. Java Language Binding. This defined the binding between the ODMG ODL and the Java programming language as defined by the Java 2 Platform. The Java binding also provided a mechanism to invoke OQL. == Status == ODMG 3.0 was published in book form in 2000.[1] By 2001, most of the major object database and object-relational mapping vendors claimed conformance to the ODMG Java Language Binding. Compliance to the other components of the specification was mixed.[2] In 2001, the ODMG Java Language Binding was submitted to the Java Community Process as a basis for the Java Data Objects specification. The ODMG member companies then decided to concentrate their efforts on the Java Data Objects specification. As a result, the ODMG disbanded in 2001. In 2004, the Object Management Group (OMG) was granted the right to revise the ODMG 3.0 specification as an OMG specification by the copyright holder, Morgan Kaufmann Publishers. In February 2006, the OMG announced the formation of the Object Database Technology Working Group (ODBT WG) and plans to work on the 4th generation of an object database standard. == ODMG Compliant DBMS == Orient ODBMS: http://www.OrienTechnologies.com Objectivity/DB C++, Java and Smalltalk interfaces.

    Read more →
  • Motor theory of speech perception

    Motor theory of speech perception

    The motor theory of speech perception is the hypothesis that people perceive spoken words by identifying the vocal tract gestures with which they are pronounced rather than by identifying the sound patterns that speech generates. It originally claimed that speech perception is done through a specialized module that is innate and human-specific. Though the idea of a module has been qualified in more recent versions of the theory, the idea remains that the role of the speech motor system is not only to produce speech articulations but also to detect them. The hypothesis has gained more interest outside the field of speech perception than inside. This has increased particularly since the discovery of mirror neurons that link the production and perception of motor movements, including those made by the vocal tract. The theory was initially proposed in the Haskins Laboratories in the 1950s by Alvin Liberman and Franklin S. Cooper, and developed further by Donald Shankweiler, Michael Studdert-Kennedy, Ignatius Mattingly, Carol Fowler and Douglas Whalen. == Origins and development == The hypothesis has its origins in research using pattern playback to create reading machines for the blind that would substitute sounds for orthographic letters. This led to a close examination of how spoken sounds correspond to the acoustic spectrogram of them as a sequence of auditory sounds. This found that successive consonants and vowels overlap in time with one another (a phenomenon known as coarticulation). This suggested that speech is not heard like an acoustic "alphabet" or "cipher," but as a "code" of overlapping speech gestures. === Associationist approach === Initially, the theory was associationist: infants mimic the speech they hear and that this leads to behavioristic associations between articulation and its sensory consequences. Later, this overt mimicry would be short-circuited and become speech perception. This aspect of the theory was dropped, however, with the discovery that prelinguistic infants could already detect most of the phonetic contrasts used to separate different speech sounds. === Cognitivist approach === The behavioristic approach was replaced by a cognitivist one in which there was a speech module. The module detected speech in terms of hidden distal objects rather than at the proximal or immediate level of their input. The evidence for this was the research finding that speech processing was special such as duplex perception. === Changing distal objects === Initially, speech perception was assumed to link to speech objects that were both the invariant movements of speech articulators the invariant motor commands sent to muscles to move the vocal tract articulators This was later revised to include the phonetic gestures rather than motor commands, and then the gestures intended by the speaker at a prevocal, linguistic level, rather than actual movements. === Modern revision === The "speech is special" claim has been dropped, as it was found that speech perception could occur for nonspeech sounds (for example, slamming doors for duplex perception). === Mirror neurons === The discovery of mirror neurons has led to renewed interest in the motor theory of speech perception, and the theory still has its advocates, although there are also critics. == Support == === Nonauditory gesture information === If speech is identified in terms of how it is physically made, then nonauditory information should be incorporated into speech percepts even if it is still subjectively heard as "sounds". This is, in fact, the case. The McGurk effect shows that seeing the production of a spoken syllable that differs from an auditory cue synchronized with it affects the perception of the auditory one. In other words, if someone hears "ba" but sees a video of someone pronouncing "ga", what they hear is different—some people believe they hear "da". People find it easier to hear speech in noise if they can see the speaker. People can hear syllables better when their production can be felt haptically. === Categorical perception === Using a speech synthesizer, speech sounds can be varied in place of articulation along a continuum from /bɑ/ to /dɑ/ to /ɡɑ/, or in voice onset time on a continuum from /dɑ/ to /tɑ/ (for example). When listeners are asked to discriminate between two different sounds, they perceive sounds as belonging to discrete categories, even though the sounds vary continuously. In other words, 10 sounds (with the sound on one extreme being /dɑ/ and the sound on the other extreme being /tɑ/, and the ones in the middle varying on a scale) may all be acoustically different from one another, but the listener will hear all of them as either /dɑ/ or /tɑ/. Likewise, the English consonant /d/ may vary in its acoustic details across different phonetic contexts (the /d/ in /du/ does not technically sound the same as the one in /di/, for example), but all /d/'s as perceived by a listener fall within one category (voiced alveolar plosive) and that is because "linguistic representations are abstract, canonical, phonetic segments or the gestures that underlie these segments." This suggests that humans identify speech using categorical perception, and thus that a specialized module, such as that proposed by the motor theory of speech perception, may be on the right track. === Speech imitation === If people can hear the gestures in speech, then the imitation of speech should be very fast, as in when words are repeated that are heard in headphones as in speech shadowing. People can repeat heard syllables more quickly than they would be able to produce them normally. === Speech production === Hearing speech activates vocal tract muscles, and the motor cortex and premotor cortex. The integration of auditory and visual input in speech perception also involves such areas. Disrupting the premotor cortex disrupts the perception of speech units such as plosives. The activation of the motor areas occurs in terms of the phonemic features which link with the vocal track articulators that create speech gestures. The perception of a speech sound is aided by pre-emptively stimulating the motor representation of the articulators responsible for its pronunciation . Auditory and motor cortical coupling is restricted to a specific range of neuronal firing frequency. === Perception-action meshing === Evidence exists that perception and production are generally coupled in the motor system. This is supported by the existence of mirror neurons that are activated both by seeing (or hearing) an action and when that action is carried out. Another source of evidence is that for common coding theory between the representations used for perception and action. == Criticisms == The motor theory of speech perception is not widely held in the field of speech perception, though it is more popular in other fields, such as theoretical linguistics. As three of its advocates have noted, "it has few proponents within the field of speech perception, and many authors cite it primarily to offer critical commentary".p. 361 Several critiques of it exist. === Multiple sources === Speech perception is affected by nonproduction sources of information, such as context. Individual words are hard to understand in isolation but easy when heard in sentence context. It therefore seems that speech perception uses multiple sources that are integrated together in an optimal way. === Production === The motor theory of speech perception would predict that speech motor abilities in infants predict their speech perception abilities, but in actuality it is the other way around. It would also predict that defects in speech production would impair speech perception, but they do not. However, this only affects the first and already superseded behaviorist version of the theory, where infants were supposed to learn all production-perception patterns by imitation early in childhood. This is no longer the mainstream view of motor-speech theorists. === Speech module === Several sources of evidence for a specialized speech module have failed to be supported. Duplex perception can be observed with door slams. The McGurk effect can also be achieved with nonlinguistic stimuli, such as showing someone a video of a basketball bouncing but playing the sound of a ping-pong ball bouncing. As for categorical perception, listeners can be sensitive to acoustic differences within single phonetic categories. As a result, this part of the theory has been dropped by some researchers. === Sublexical tasks === The evidence provided for the motor theory of speech perception is limited to tasks such as syllable discrimination that use speech units not full spoken words or spoken sentences. As a result, "speech perception is sometimes interpreted as referring to the perception of speech at the sublexical level. However, the ultimate goal of these studies is presumably to understand the neural processes supporting the ability to process spee

    Read more →
  • Kernel-phase

    Kernel-phase

    Kernel-phases are observable quantities used in high resolution astronomical imaging used for superresolution image creation. It can be seen as a generalization of closure phases for redundant arrays. For this reason, when the wavefront quality requirement are met, it is an alternative to aperture masking interferometry that can be executed without a mask while retaining phase error rejection properties. The observables are computed through linear algebra from the Fourier transform of direct images. They can then be used for statistical testing, model fitting, or image reconstruction. == Prerequisites == In order to extract kernel-phases from an image, some requirements must be met: Images are nyquist-sampled (at least 2 pixels per resolution element ( λ D {\displaystyle {\frac {\lambda }{D}}} )) Images are taken in near monochromatic light Exposure time is shorter than the timescale of aberrations Strehl ratio is high (good adaptive optics) Linearity of the pixel response (i.e. no saturation) Deviations from these requirements are known to be acceptable, but lead to observational bias that should be corrected by the observation of calibrators. == Definition == The method relies on a discrete model of the instrument's pupil plane and the corresponding list of baselines to provide corresponding vectors φ {\displaystyle \varphi } of pupil plane errors and Φ {\displaystyle \Phi } of image plane Fourier Phases. When the wavefront error in the pupil plane is small enough (i.e. when the Strehl ratio of the imaging system is sufficiently high), the complex amplitude associated to the instrumental phase in one point of the pupil φ k {\displaystyle \varphi _{k}} , can be approximated by e i φ k ≈ 1 + i φ k {\displaystyle e^{i\varphi _{k}}\approx 1+{\mathit {i}}\varphi _{k}} . This permits the expression of the pupil-plane phase aberrations φ {\displaystyle \varphi } to the image plane Fourier phase as a linear transformation described by the matrix A {\displaystyle A} : Φ = Φ 0 + A ⋅ φ {\displaystyle \Phi =\Phi _{0}+A\cdot \varphi } Where Φ 0 {\displaystyle \Phi _{0}} is the theoretical Fourier phase vector of the object. In this formalism, singular value decomposition can be used to find a matrix K {\displaystyle K} satisfying K ⋅ A = 0 {\displaystyle K\cdot A=0} . The rows of K {\displaystyle K} constitute a basis of the kernel of A T {\displaystyle A^{T}} . K ⋅ Φ = K ⋅ Φ 0 + K ⋅ A ⋅ φ {\displaystyle K\cdot \Phi =K\cdot \Phi _{0}+{\cancel {K\cdot A\cdot \varphi }}} The vector K . Φ {\displaystyle K.\Phi } is called the kernel-phase vector of observables. This equation can be used for model-fitting as it represents the interpretation of a sub-space of the Fourier phase that is immune to the instrumental phase errors to the first order. == Applications == The technique was first used in the re-analysis of archival images from the Hubble Space Telescope where it enabled the discovery of a number of brown dwarf in close binary systems. The technique is used as an alternative to aperture masking interferometry, especially for fainter stars because it does not require the use of masks that typically block 90% of the light, and therefore allows higher throughput. It is also considered to be an alternative to coronagraphy for direct detection of exoplanets at very small separations (below 2 λ D {\displaystyle 2{\frac {\lambda }{D}}} ) where coronagraphs are limited by the wavefront errors of adaptive optics. The same framework can be used for wavefront sensing. In the case of an asymmetric aperture, a pseudo-inverse of A {\displaystyle A} can be used to reconstruct the wavefront errors directly from the image. A Python library called xara is available on GitHub and maintained by Frantz Martinache to facilitate the extraction and interpretation of kernel-phases. The KERNEL project, has received funding from the European Research Council to explore the potential of these observables for a number of use-cases, including direct detection of exoplanets, image reconstruction, and image plane wavefront sensing for adaptive optics.

    Read more →