AI Generator Letter

AI Generator Letter — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Granular computing

    Granular computing

    Granular computing is an emerging computing paradigm of information processing that concerns the processing of complex information entities called "information granules", which arise in the process of data abstraction and derivation of knowledge from information or data. Generally speaking, information granules are collections of entities that usually originate at the numeric level and are arranged together due to their similarity, functional or physical adjacency, indistinguishability, coherency, or the like. At present, granular computing is more a theoretical perspective than a coherent set of methods or principles. As a theoretical perspective, it encourages an approach to data that recognizes and exploits the knowledge present in data at various levels of resolution or scales. In this sense, it encompasses all methods which provide flexibility and adaptability in the resolution at which knowledge or information is extracted and represented. == Types of granulation == As mentioned above, granular computing is not an algorithm or process; there is no particular method that is called "granular computing". It is rather an approach to looking at data that recognizes how different and interesting regularities in the data can appear at different levels of granularity, much as different features become salient in satellite images of greater or lesser resolution. On a low-resolution satellite image, for example, one might notice interesting cloud patterns representing cyclones or other large-scale weather phenomena, while in a higher-resolution image, one misses these large-scale atmospheric phenomena but instead notices smaller-scale phenomena, such as the interesting pattern that is the streets of Manhattan. The same is generally true of all data: At different resolutions or granularities, different features and relationships emerge. The aim of granular computing is to try to take advantage of this fact in designing more effective machine-learning and reasoning systems. There are several types of granularity that are often encountered in data mining and machine learning, and we review them below: === Value granulation (discretization/quantization) === One type of granulation is the quantization of variables. It is very common that in data mining or machine-learning applications the resolution of variables needs to be decreased in order to extract meaningful regularities. An example of this would be a variable such as "outside temperature" (temp), which in a given application might be recorded to several decimal places of precision (depending on the sensing apparatus). However, for purposes of extracting relationships between "outside temperature" and, say, "number of health-club applications" (club), it will generally be advantageous to quantize "outside temperature" into a smaller number of intervals. ==== Motivations ==== There are several interrelated reasons for granulating variables in this fashion: Based on prior domain knowledge, there is no expectation that minute variations in temperature (e.g., the difference between 80–80.7 °F (26.7–27.1 °C)) could have an influence on behaviors driving the number of health-club applications. For this reason, any "regularity" which our learning algorithms might detect at this level of resolution would have to be spurious, as an artifact of overfitting. By coarsening the temperature variable into intervals the difference between which we do anticipate (based on prior domain knowledge) might influence number of health-club applications, we eliminate the possibility of detecting these spurious patterns. Thus, in this case, reducing resolution is a method of controlling overfitting. By reducing the number of intervals in the temperature variable (i.e., increasing its grain size), we increase the amount of sample data indexed by each interval designation. Thus, by coarsening the variable, we increase sample sizes and achieve better statistical estimation. In this sense, increasing granularity provides an antidote to the so-called curse of dimensionality, which relates to the exponential decrease in statistical power with increase in number of dimensions or variable cardinality. Independent of prior domain knowledge, it is often the case that meaningful regularities (i.e., which can be detected by a given learning methodology, representational language, etc.) may exist at one level of resolution and not at another. For example, a simple learner or pattern recognition system may seek to extract regularities satisfying a conditional probability threshold such as p ( Y = y j | X = x i ) ≥ α . {\displaystyle p(Y=y_{j}|X=x_{i})\geq \alpha .} In the special case where α = 1 , {\displaystyle \alpha =1,} this recognition system is essentially detecting logical implication of the form X = x i → Y = y j {\displaystyle X=x_{i}\rightarrow Y=y_{j}} or, in words, "if X = x i , {\displaystyle X=x_{i},} then Y = y j {\displaystyle Y=y_{j}} ". The system's ability to recognize such implications (or, in general, conditional probabilities exceeding threshold) is partially contingent on the resolution with which the system analyzes the variables. As an example of this last point, consider the feature space shown to the right. The variables may each be regarded at two different resolutions. Variable X {\displaystyle X} may be regarded at a high (quaternary) resolution wherein it takes on the four values { x 1 , x 2 , x 3 , x 4 } {\displaystyle \{x_{1},x_{2},x_{3},x_{4}\}} or at a lower (binary) resolution wherein it takes on the two values { X 1 , X 2 } . {\displaystyle \{X_{1},X_{2}\}.} Similarly, variable Y {\displaystyle Y} may be regarded at a high (quaternary) resolution or at a lower (binary) resolution, where it takes on the values { y 1 , y 2 , y 3 , y 4 } {\displaystyle \{y_{1},y_{2},y_{3},y_{4}\}} or { Y 1 , Y 2 } , {\displaystyle \{Y_{1},Y_{2}\},} respectively. At the high resolution, there are no detectable implications of the form X = x i → Y = y j , {\displaystyle X=x_{i}\rightarrow Y=y_{j},} since every x i {\displaystyle x_{i}} is associated with more than one y j , {\displaystyle y_{j},} and thus, for all x i , {\displaystyle x_{i},} p ( Y = y j | X = x i ) < 1. {\displaystyle p(Y=y_{j}|X=x_{i})<1.} However, at the low (binary) variable resolution, two bilateral implications become detectable: X = X 1 ↔ Y = Y 1 {\displaystyle X=X_{1}\leftrightarrow Y=Y_{1}} and X = X 2 ↔ Y = Y 2 {\displaystyle X=X_{2}\leftrightarrow Y=Y_{2}} , since every X 1 {\displaystyle X_{1}} occurs iff Y 1 {\displaystyle Y_{1}} and X 2 {\displaystyle X_{2}} occurs iff Y 2 . {\displaystyle Y_{2}.} Thus, a pattern recognition system scanning for implications of this kind would find them at the binary variable resolution, but would fail to find them at the higher quaternary variable resolution. ==== Issues and methods ==== It is not feasible to exhaustively test all possible discretization resolutions on all variables in order to see which combination of resolutions yields interesting or significant results. Instead, the feature space must be preprocessed (often by an entropy analysis of some kind) so that some guidance can be given as to how the discretization process should proceed. Moreover, one cannot generally achieve good results by naively analyzing and discretizing each variable independently, since this may obliterate the very interactions that we had hoped to discover. A sample of papers that address the problem of variable discretization in general, and multiple-variable discretization in particular, is as follows: Chiu, Wong & Cheung (1991), Bay (2001), Liu et al. (2002), Wang & Liu (1998), Zighed, Rabaséda & Rakotomalala (1998), Catlett (1991), Dougherty, Kohavi & Sahami (1995), Monti & Cooper (1999), Fayyad & Irani (1993), Chiu, Cheung & Wong (1990), Nguyen & Nguyen (1998), Grzymala-Busse & Stefanowski (2001), Ting (1994), Ludl & Widmer (2000), Pfahringer (1995), An & Cercone (1999), Chiu & Cheung (1989), Chmielewski & Grzymala-Busse (1996), Lee & Shin (1994), Liu & Wellman (2002), Liu & Wellman (2004). === Variable granulation (clustering/aggregation/transformation) === Variable granulation is a term that could describe a variety of techniques, most of which are aimed at reducing dimensionality, redundancy, and storage requirements. We briefly describe some of the ideas here, and present pointers to the literature. ==== Variable transformation ==== A number of classical methods, such as principal component analysis, multidimensional scaling, factor analysis, and structural equation modeling, and their relatives, fall under the genus of "variable transformation." Also in this category are more modern areas of study such as dimensionality reduction, projection pursuit, and independent component analysis. The common goal of these methods in general is to find a representation of the data in terms of new variables, which are a linear or nonlinear transformation of the original variables, and in which important stati

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  • Augment (app)

    Augment (app)

    Augment is an augmented reality SaaS platform that allows users to visualize their products in 3D in real environment and in real-time through tablets or smartphones. The software can be used for retail, e-commerce, architecture, and other purposes. Augment created a mobile app of the same name, used to visualize 3D models in augmented reality and a web application called Augment Manager for 3D content management. The company is based in Paris, France, and was founded in October 2011 by Jean-François Chianetta, Cyril Champier, and Mickaël Jordan. In March 2016, Augment announced €3 million in its series-A round from Salesforce Ventures, which bringing the total funding since launch to $4.7 million. Augment lets businesses and 3D professionals visualize projects in their actual size and environment, on iPhone, iPad, and Android, using the power of augmented reality. Users can print the Augment tracker or create their own tracker to place the 3D models in space and at scale in real time. Common uses of the technology include product presentations, interactive print campaigns and e-Commerce product visualization. Augment has just released its augmented reality SDK solutions for retail and augmented commerce. The SDK solutions, available for both native mobile app and web integrations, allow companies to embed augmented reality product visualization in their existing eCommerce platforms. == Technology == Augment uses the following 3D technologies: Vuforia Augmented Reality SDK OpenGL == Customer cases == Companies such as Coca-Cola, Siemens, Nokia, Nestle, and Boeing are using Augment's solutions. == History == Augment was first created by Jean-François Chianetta in October 2011. Chianetta later teamed up with Cyril Champier and Mickaël Jordan for further development. The co-founding team was among the 12 startups of Season 3 of French accelerator Le Camping. The team raised one million euros (US$1,300,000) in April 2013 and moved its office to Paris. In March 2016, Augment raised US$3M Series A funding from Salesforce and other investors. In 2013, Augment's first service, Boost Business Catalog, was made available to help businesses catalogue and display their product models. Customers can rotate the images in 3D and view augmented content before deciding what to buy. == Awards == "Best Innovation" at Ecommerce Mag Trophy 2013

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  • Nona-binning

    Nona-binning

    Nona-binning is a pixel binning technique used in high-resolution image sensors, primarily in smartphone cameras. The method is based on merging groups of nine neighbouring pixels arranged in a 3×3 pattern. This configuration allows a sensor with very small individual pixels to increase its effective light sensitivity when operating in low-light conditions, while still maintaining high nominal resolution in bright environments. == Overview == Nona-binning is most commonly implemented in sensors with a resolution of 108 megapixels and higher. As pixel counts grew, the physical dimensions of individual pixels continued to shrink, reducing the amount of light captured by each. The 3×3 binning structure enables a sensor to operate in two modes. In well-lit scenes, each pixel is processed separately, providing the full resolution of the sensor. In darker settings, nine pixels with identical colour filters are combined into a single output unit, increasing signal strength and reducing noise. == Technical principles == Unlike the traditional Bayer colour filter array, which alternates colours on a per-pixel basis, nona-binning uses a grouped layout. The sensor forms blocks of nine pixels with matching colour filters — typically within a Quad Bayer–derived arrangement extended to 3×3 regions. When operating in the binning mode, the sensor aggregates the charge generated by all nine pixels in each block. This increases effective sensitivity but lowers the final image resolution. When lighting conditions allow, the sensor returns to processing pixel data individually. == Applications == Nona-binning is primarily used in: Smartphone photography, particularly in devices equipped with sensors exceeding 100 megapixels. Low-light imaging, where increased sensitivity improves exposure stability and reduces noise. Computational photography systems, such as multi-frame processing and HDR capture. == Related technologies == Nona-binning belongs to the broader group of pixel-binning approaches used in modern sensors. Other implementations include Tetracell, which merges four pixels in a 2×2 block, and hexa-binning, which combines six pixels, though it is less common. All of these methods aim to balance the high nominal resolution of mobile sensors with the need for improved low-light performance.

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  • Comparison of raster graphics editors

    Comparison of raster graphics editors

    Raster graphics editors can be compared by many variables, including availability. == List == == General information == Basic general information about the editor: creator, company, license, etc. == Operating system support == The operating systems on which the editors can run natively, that is, without emulation, virtual machines or compatibility layers. In other words, the software must be specifically coded for the operation system; for example, Adobe Photoshop for Windows running on Linux with Wine does not fit. == Features == == Color spaces == == File support ==

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  • Elowan

    Elowan

    Elowan is a plant-robot cyborg. Using its own internal bioelectrical signals, The plant has a robotic extension that makes it move towards light sources. Electrodes are inserted into the leaves, stem, and ground to detect the faint bioelectrical signals the plant produces. Then they are amplified so the robot can read them. So when the plant "wants" to go to light, the cyborg automatically goes to the nearest light source. Future extensions of the robot could provide: Protection, growth frameworks, and nutrients. Other factors that could make the cyborg move are temperature, soil, and gravity conditions Elowan is one in a series of plant-electronic hybrid experiments.

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  • Boris FX

    Boris FX

    Boris FX is a visual effects, video editing, photography, and audio software plug-in developer based in Miami, Florida, USA. The developer is known for its flagship products, Continuum (formerly Boris Continuum Complete/BCC), Sapphire, Mocha, and Silhouette. Boris FX creates plug-in tools for feature film, broadcast television, and multimedia post-production workflows. The plug-ins are compatible with various NLEs, including Adobe After Effects and Premiere Pro, Avid Media Composer, Apple Final Cut Pro, and OFX hosts such as Autodesk Flame, Foundry Nuke, Blackmagic Design DaVinci Resolve and Fusion, and VEGAS Pro. Boris FX has incorporated artificial intelligence into its software, introducing features for noise reduction, rotoscoping, upscaling, and masking. The company has acquired technologies via mergers and acquisitions from Imagineer Systems, GenArts, Silhouette FX, Digital Film Tools, CrumplePop and Andersson Technologies to expand its visual effects, editing, photography, and audio tools. == History == Boris FX was founded in 1995 by Boris Yamnitsky. The former Media 100 engineer (a member of the original Media 100 launch team in 1993) released “Boris FX,” the first plug-in-based digital video effects (DVE) for Adobe Premiere and Media 100, in 1995. The plug-in won Best of Show at Apple Macworld in Boston, MA that same year. The Boris FX Suite includes a range of visual effects and post-production tools, such as Sapphire, Continuum, Mocha Pro, Silhouette, SynthEyes, CrumplePop, Optics, and Particle Illusion. == Media 100 == In October 2005, Yamnitsky acquired Media 100 the company that launched his plug-in career. Boris FX had a long relationship with Media 100 which bundled Boris RED software as its main titling and compositing solution. Media 100's video editing software is available as freeware for macOS. == Continuum == Continuum is a visual effect and compositing plugin suite that includes a library of over 300 effects and more than 40 transitions, including tools for image restoration, compositing, titling, particle generation, and stylized effects, along with features such as lens flares, lighting effects, and cinematic color grading presets. A key component of Continuum is its integration with the Mocha planar tracking and masking system, enabling advanced tracking and rotoscoping within the effects. The suite also includes Particle Illusion, a real-time particle generator used for creating visual effects such as explosions, smoke, and abstract motion graphics, as well as Primatte Studio, a chroma keying and compositing toolset for green screen and blue screen workflows. Continuum supports GPU acceleration and offers compatibility with HDR and 360/VR content. Regular updates introduce new effects, presets, and performance enhancements to expand its capabilities. In October 2018, Continuum relaunched Particle Illusion, a Mocha Essentials workflow with magnetic edge-snapping, and updates to Title Studio. In October 2019, Continuum introduced Corner Pin Studio with built-in Mocha tracking for quick screen replacement and inserts, 6 stylized transitions, and 4 creative effects. In October 2020, Continuum released an update that included over 80 GPU-accelerated effects such as film stocks, color grades, optical filter simulations, and a digital gobo library. The update also introduced a custom FX Editor interface, real-time particles, and more than 1,000 drag-and-drop presets. In November 2021, it added multi-frame rendering for After Effects, native Apple M1 support, fluid dynamics in Particle Illusion, and 60 color-grade presets. In October 2022, the software introduced 10 additional transitions, a revised Particle Illusion workflow, an atmospheric glow effect, and more than 250 curated presets. Continuum plugins have been used in television, streaming, and film projects, including A Black Lady Sketch Show (HBO/HBO Max), Star Trek: Discovery (CBS), Andor (Disney+), The Curse of Oak Island (History Channel), Keeping up with the Kardashians (E!), This Old House (PBS), Ms. Marvel (Disney+), MasterChef (Fox), WipeOut (TBS), The Boys (Prime Video), and The Today Show (NBC). == Mocha Pro == In December 2014, Boris FX merged with Imagineer Systems, the UK-based developer of the Academy Award-winning planar motion tracking software, Mocha Pro. Mocha Pro's features include planar tracking (motion tracking), rotoscoping, image stabilization, 3D camera tracking, and object removal. In June 2016, Mocha released (v5) which introduced Mocha Pro's tools as plug-ins for Adobe After Effects and Premiere Pro, Avid Media Composer, and OFX hosts Foundry's NUKE, Blackmagic Design Fusion, VEGAS Pro, and HitFilm. A simplified version, Mocha AE, is included with Adobe After Effects Creative Cloud and has been bundled with the software since CS4. A similar version is also available with HitFilm Pro from FXhome and VEGAS Pro. Mocha's tracking SDK is integrated into other visual effects tools, including SAM Quantel Pablo Rio, Silhouette FX, CoreMelt, and Motion VFX. Mocha Pro has been used in various film and television productions, including Birdman, Black Swan, the Harry Potter series, The Hobbit, Star Wars, The Mandalorian, Star Trek: Discovery, and The Umbrella Academy. It has also been employed in projects such as Gone Girl, The Hunger Games: Mockingjay – Part 1, Game of Thrones, and House of Cards. == Sapphire == GenArts, founded by Karl Sims in 1996, developed visual effects plug-ins that were used by studios and post-production facilities. In September 2016, Boris FX merged with former competitor, GenArts, Inc., developer of Sapphire high-end visual effects plug-ins, to expand its suite of motion graphics and VFX tools. The merger brought Sapphire alongside Boris Continuum Complete (BCC) and Mocha Pro, integrating these tools for film and television post-production. The Sapphire suite includes a library of over 270 effects and transitions, organized into categories such as lighting, stylization, distortions, textures, and transitions. Commonly used effects include glows, lens flares, film looks, and blurs. The plug-ins are designed to be GPU-accelerated, allowing for improved rendering performance and real-time previews in supported host applications. A central feature of Sapphire is the Builder tool, a node-based workspace that allows users to create custom effects and transitions by combining multiple Sapphire plug-ins. This enables a high level of creative flexibility and reusability, making it a popular tool for both editors and VFX artists. Sapphire also integrates with Mocha, Boris FX's planar tracking and masking system, allowing for advanced control of visual elements within an effect. In October 2017, Boris FX released its first new version of Sapphire since the GenArts acquisition. Sapphire (v11) now includes integrated Mocha tracking and masking tools. Sapphire is available for Adobe, Avid, the Autodesk Flame family, and OFX hosts including Blackmagic DaVinci Resolve and Fusion, and Foundry's NUKE. As part of the merger, Boris FX acquired the rights to Particle Illusion. In 2018, Boris FX reintroduced the product to the larger NLE/Compositing market. Sapphire's plug-ins transitioned from C to C++ to improve performance and support higher-resolution visual effects. This update enhanced floating-point calculations, compatibility with film editing APIs, and integration with NVIDIA's CUDA for faster rendering. The plug-ins have been used in various films, including Avatar, the Harry Potter and the Prisoner of Azkaban, Iron Man, The Lord of the Rings, The Matrix trilogy, Titanic, and X-Men. == Particle Illusion == As part of the merger with GenArts in 2016, Boris FX acquired the rights to the Particle Illusion (formerly particleIllusion) product, a storied particle system from the original developer Alan Lorence, the founder of Wondertouch. In 2018, Boris FX released a redesigned version of the product to a larger NLE/compositing market as part of Continuum (2019). The new Particle Illusion plug-in supports Adobe, Avid, and many OFX hosts. == Silhouette == In September 2019, Boris FX merged with SilhouetteFX, Academy Award-winning developer of Silhouette, a high-end digital paint, advanced rotoscoping, motion tracking, and node-based compositing application for visual effects in film post-production. The acquisition integrated Silhouette's advanced rotoscoping and paint technology, recognized by the Academy of Motion Pictures, into Boris FX's suite of products, alongside Sapphire, Continuum, and Mocha Pro. In May 2021, Boris FX released Silhouette 2021, the first version of Silhouette released by Boris FX to function both as a standalone application and as a plug-in for Adobe, Autodesk, Nuke, and other OFX hosts. Silhouette has been used in the visual effects of films such as Avatar, Avengers: Infinity War, Blade Runner 2049, Ex Machina, and Interstellar. == Optics == In June 2020, Boris FX launched Optics, its first plugin deve

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  • Google Tasks

    Google Tasks

    Google Tasks is a task management application developed by Google and included with Google Workspace. Included initially as a feature in Gmail and Google Calendar, Google Tasks launched as a core product with a standalone app in 2018. It is available for Android and iOS, as well as in the right-hand side panel on Google Workspace apps on the web and in Google Calendar. == History and development == Google Tasks began as an integration within other apps in G Suite (now Google Workspace), allowing to-do items to be created in Calendar and Gmail. Upon graduating to a core service on June 28, 2018, Google Tasks launched as a dedicated mobile app in which tasks can be sorted into lists, managed, and completed. Google Tasks launched the ability to create tasks from Google Chat messages in 2022.

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  • Interactions Corporation

    Interactions Corporation

    Interactions LLC (also known as Interactions Corporation) is an American software company that develops voice and text-based virtual assistant applications for customer-service contact centers. Since September 2025, it has been a subsidiary of SoundHound AI. == History == Interactions was founded in 2004. In July 2011, the company announced a $12 million venture-capital funding round led by Sigma Partners. In November 2014, AT&T sold its "Watson" speech recognition platform and related patents to Interactions in exchange for equity. In May 2017, Interactions acquired the social media customer-engagement company Digital Roots; financial terms were not disclosed. On September 3, 2025, SoundHound AI completed its acquisition of Interactions Corporation, with the acquired company becoming a wholly owned subsidiary. == Products and services == Interactions' products have been described as automated voice portals and intelligent virtual assistants used for customer-service tasks. In 2011, Humana expanded the use of an Interactions voice portal for Medicare Part D enrollment.

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  • Web intelligence

    Web intelligence

    Web intelligence is the area of scientific research and development that explores the roles and makes use of artificial intelligence and information technology for new products, services and frameworks that are empowered by the World Wide Web. The term was coined in a paper written by Ning Zhong, Jiming Liu Yao and Y.Y. Ohsuga in the Computer Software and Applications Conference in 2000. == Research == The research about the web intelligence covers many fields – including data mining (in particular web mining), information retrieval, pattern recognition, predictive analytics, the semantic web, web data warehousing – typically with a focus on web personalization and adaptive websites.

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  • Coolgorilla

    Coolgorilla

    Coolgorilla was one of the earliest software developers that created 3rd party native applications for Apple iPod devices. Coolgorilla was an early adopter of using a sponsorship business model to enable mobile applications to be given away freely. Coolgorilla developed a series of Talking Phrasebooks for iPods in 2006. They partnered with online travel company lastminute.com who sponsored the applications enabling them to be made available to download completely free of charge. As mobile devices became more sophisticated, Coolgorilla developed the Talking Phrasebooks for Sony Ericsson and Nokia Mobile Devices which at the time were considerably noteworthy since the applications used real voice audio translations. With Apple's introduction of the iPhone in 2007, Coolgorilla developed a Web App before having four of the iPhone Talking Phrasebooks available to download from Apple's App Store on the day it opened in 2008. == Almanac in Chronological Order == On 23 December 2005, CoolGorilla, a new start-up, launched a trivia game for the iPod. It was titled "Rock and Pop Quiz". It was a quiz game that tested users' knowledge on bands such as U2, Metallica, Beyonce, and the Beatles. The quiz contained twenty megabytes of audible trivia questions. The free game was compatible with 3rd, 4th and 5th generation iPods, iPod mini and nano. In March 2006, Coolgorilla released "Movie Quiz for iPods" with a price of $5. It was an audio game narrated by New York's DJ Thomas, a radio and television host, voice over artist and event Master of Ceremonies. There were questions on Star Wars, Spiderman, The Godfather, Pulp Fiction, The Matrix, James Bond, and others. The user could keep track of their score. The game included a secret code for players who answered all questions correctly which enabled users to enter their name on the Coolgorilla Hall of Fame. In May 2006, Coolgorilla launched a World Cup Encyclopedia which was released prior to the 2006 FIFA World Cup. It had information on the World Cup schedule, details of every player from every team, every score from every world cup game ever played, stadium details, and manager profiles. It was a free download. In June 2006, Coolgorilla released a series of iPod Phrasebooks in German, Greek, French and Spanish. They were sponsored by lastminute.com and were free. The phrasebooks included common words and phrases for tourists with 750 sound files. They were accessed through the iPod's Notes feature. In April 2007, Coolgorilla released a downloadable version of the Talking Phrasebooks for Nokia and Sony Ericsson mobile devices. French, Spanish, German, Greek, Italian, and Portuguese were produced. The application provided real voice translations. They initially sold for £3 but 3 months later were offered for free. The branding was lastminute.com branding. Apple's iPhone was released at the end of June 2007. Soon after, Coolgorilla released an online all-in-one version of their Talking Phrasebooks for iPhone (Web App). The Phrasebooks were made available online in the form of a web app as iPhone did not yet allow for the download of additional apps. The app provided both text and audio translations in French, Spanish, Portuguese, Italian, German, and Greek. The iPhone translated the phrases using the recordings of real, native voice-over artists. A text translation on screen was also displayed. Apple's App Store opened in July 2008 with approximately 500 native apps available. Four of these Apps were Coolgorilla's Talking Phrasebooks for iPhone (Native Apps). There was French, German, Italian, and Spanish. These Apps carried lastminute.com branding and were available for free download. In the first three weeks following their release, the phrasebooks had over 350,000 downloads. Subsequently, Dutch, Arabic, Mandarin and Cantonese were also released. In October 2008, Coolgorilla released an iPhone London Travel Guide. Coolgorilla featured on NBC News in August 2009. In 2010, FIAT used the Italian Phrasebook to help promote the release of their FIAT 500 in the US. There has been no further activity since.

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  • Framebuffer

    Framebuffer

    A framebuffer (frame buffer, or sometimes framestore) is a portion of random-access memory (RAM) containing a bitmap that drives a video display. It is a memory buffer containing data representing all the pixels in a complete video frame. Modern video cards contain framebuffer circuitry in their cores. This circuitry converts an in-memory bitmap into a video signal that can be displayed on a computer monitor. In computing, a screen buffer is a part of computer memory used by a computer application for the representation of the content to be shown on the computer display. The screen buffer may also be called the video buffer, the regeneration buffer, or regen buffer for short. The phrase "screen buffer” refers to a logical function, while video memory refers to a hardware storage location. In particular, the screen buffer may be placed in the main RAM, the video memory, or some other hardware location. To reduce latency and avoid screen tearing, multiple frames can be buffered, and this technique is called multiple buffering. When this is so, at any time, only one frame would be visible, and the others would not be. The currently invisible frames are located in the off-screen buffer. The information in the buffer typically consists of color values for every pixel to be shown on the display. Color values are commonly stored in 1-bit binary (monochrome), 4-bit palettized, 8-bit palettized, 16-bit high color and 24-bit true color formats. An additional alpha channel is sometimes used to retain information about pixel transparency. The total amount of memory required for the framebuffer depends on the resolution of the output signal, and on the color depth or palette size. == History == Computer researchers had long discussed the theoretical advantages of a framebuffer but were unable to produce a machine with sufficient memory at an economically practicable cost. In 1947, the Manchester Baby computer used a Williams tube, later the Williams-Kilburn tube, to store 1024 bits on a cathode-ray tube (CRT) memory and displayed on a second CRT. Other research labs were exploring these techniques with MIT Lincoln Laboratory achieving a 4096 display in 1950. A color-scanned display was implemented in the late 1960s, called the Brookhaven RAster Display (BRAD), which used a drum memory and a television monitor. In 1969, A. Michael Noll of Bell Telephone Laboratories, Inc. implemented a scanned display with a frame buffer, using magnetic-core memory. A year or so later, the Bell Labs system was expanded to display an image with a color depth of three bits on a standard color TV monitor. The vector graphics used in the computer had to be converted for the scanned graphics of a TV display. In the early 1970s, the development of MOS memory (metal–oxide–semiconductor memory) integrated-circuit chips, particularly high-density DRAM (dynamic random-access memory) chips with at least 1 kb memory, made it practical to create, for the first time, a digital memory system with framebuffers capable of holding a standard video image. This led to the development of the SuperPaint system by Richard Shoup at Xerox PARC in 1972. Shoup was able to use the SuperPaint framebuffer to create an early digital video-capture system. By synchronizing the output signal to the input signal, Shoup was able to overwrite each pixel of data as it shifted in. Shoup also experimented with modifying the output signal using color tables. These color tables allowed the SuperPaint system to produce a wide variety of colors outside the range of the limited 8-bit data it contained. This scheme would later become commonplace in computer framebuffers. In 1974, Evans & Sutherland released the first commercial framebuffer, the Picture System, costing about $15,000. It was capable of producing resolutions of up to 512 by 512 pixels in 8-bit grayscale, and became a boon for graphics researchers who did not have the resources to build their own framebuffer. The New York Institute of Technology would later create the first 24-bit color system using three of the Evans & Sutherland framebuffers. Each framebuffer was connected to an RGB color output (one for red, one for green and one for blue), with a Digital Equipment Corporation PDP 11/04 minicomputer controlling the three devices as one. In 1975, the UK company Quantel produced the first commercial full-color broadcast framebuffer, the Quantel DFS 3000. It was first used in TV coverage of the 1976 Montreal Olympics to generate a picture-in-picture inset of the Olympic flaming torch while the rest of the picture featured the runner entering the stadium. The rapid improvement of integrated-circuit technology made it possible for many of the home computers of the late 1970s to contain low-color-depth framebuffers. Today, nearly all computers with graphical capabilities utilize a framebuffer for generating the video signal. Amiga computers, created in the 1980s, featured special design attention to graphics performance and included a unique Hold-And-Modify framebuffer capable of displaying 4096 colors. Framebuffers also became popular in high-end workstations and arcade system boards throughout the 1980s. SGI, Sun Microsystems, HP, DEC and IBM all released framebuffers for their workstation computers in this period. These framebuffers were usually of a much higher quality than could be found in most home computers, and were regularly used in television, printing, computer modeling and 3D graphics. Framebuffers were also used by Sega for its high-end arcade boards, which were also of a higher quality than on home computers. == Display modes == Framebuffers used in personal and home computing often had sets of defined modes under which the framebuffer can operate. These modes reconfigure the hardware to output different resolutions, color depths, memory layouts and refresh rate timings. In the world of Unix machines and operating systems, such conveniences were usually eschewed in favor of directly manipulating the hardware settings. This manipulation was far more flexible in that any resolution, color depth and refresh rate was attainable – limited only by the memory available to the framebuffer. An unfortunate side-effect of this method was that the display device could be driven beyond its capabilities. In some cases, this resulted in hardware damage to the display. More commonly, it simply produced garbled and unusable output. Modern CRT monitors fix this problem through the introduction of protection circuitry. When the display mode is changed, the monitor attempts to obtain a signal lock on the new refresh frequency. If the monitor is unable to obtain a signal lock or if the signal is outside the range of its design limitations, the monitor will ignore the framebuffer signal and possibly present the user with an error message. LCD monitors tend to contain similar protection circuitry, but for different reasons. Since the LCD must digitally sample the display signal (thereby emulating an electron beam), any signal that is out of range cannot be physically displayed on the monitor. == Color palette == Framebuffers have traditionally supported a wide variety of color modes. Due to the expense of memory, most early framebuffers used 1-bit (2 colors per pixel), 2-bit (4 colors), 4-bit (16 colors) or 8-bit (256 colors) color depths. The problem with such small color depths is that a full range of colors cannot be produced. The solution to this problem was indexed color, which adds a lookup table to the framebuffer. Each color stored in framebuffer memory acts as a color index. The lookup table serves as a palette with a limited number of different colors, while the rest is used as an index table. Here is a typical indexed 256-color image and its own palette (shown as a rectangle of swatches): In some designs, it was also possible to write data to the lookup table (or switch between existing palettes) on the fly, allowing dividing the picture into horizontal bars with their own palette and thus rendering an image that had a far wider palette. For example, viewing an outdoor shot photograph, the picture could be divided into four bars: the top one with emphasis on sky tones, the next with foliage tones, the next with skin and clothing tones, and the bottom one with ground colors. This required each palette to have overlapping colors, but, carefully done, allowed great flexibility. == Memory access == While framebuffers are commonly accessed via a memory mapping directly to the CPU memory space, this is not the only method by which they may be accessed. Framebuffers have varied widely in the methods used to access memory. Some of the most common are: Mapping the entire framebuffer to a given memory range. Port commands to set each pixel, range of pixels or palette entry. Mapping a memory range smaller than the framebuffer memory, then bank switching as necessary. The framebuffer organization may be packed pixel or planar. The framebuffer may be all

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  • Parasolid

    Parasolid

    Parasolid is a geometric modeling kernel originally developed by Shape Data Limited, now owned and developed by Siemens Digital Industries Software. It can be licensed by other companies for use in their 3D computer graphics software products. Parasolid's abilities include model creation and editing utilities such as Boolean modeling operators, feature modeling support, advanced surfacing, thickening and hollowing, blending and filleting, and sheet modeling. It also incorporates modeling with mesh surfaces and lattices. Parasolid also includes tools for direct model editing, including tapering, offsetting, geometry replacement and removing feature details with automated regeneration of surrounding data. Parasolid also provides wide-ranging graphical and rendering support, including hidden-line, wireframe and drafting, tessellation, and model data inquiries. To use Parasolid effectively, software developers need knowledge of CAD in general, computational geometry, and topology. Parasolid is available for Windows (32-bit, 64-bit and AArch64), Linux (64-bit and AArch64), macOS (Apple silicon and Intel), iOS, and Android. == Parasolid XT format == Parasolid parts are normally saved in XT format, which usually has the file extension .X_T. The format is documented and open. There is also a binary version of the format, usually with an .X_B extension, which is somewhat more compact. Both .X_T and .X_B are used for parts files. == Applications == It is used in many computer-aided design (CAD), computer-aided manufacturing (CAM), computer-aided engineering (CAE), product visualization, and CAD data exchange packages. Notable uses include:

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  • Case-based reasoning

    Case-based reasoning

    Case-based reasoning (CBR), broadly construed, is the process of solving new problems based on the solutions of similar past problems. In everyday life, an auto mechanic who fixes an engine by recalling another car that exhibited similar symptoms is using case-based reasoning. A lawyer who advocates a particular outcome in a trial based on legal precedents or a judge who creates case law is using case-based reasoning. So, too, an engineer copying working elements of nature (practicing biomimicry) is treating nature as a database of solutions to problems. Case-based reasoning is a prominent type of analogy solution making. It has been argued that case-based reasoning is not only a powerful method for computer reasoning, but also a pervasive behavior in everyday human problem solving; or, more radically, that all reasoning is based on past cases personally experienced. This view is related to prototype theory, which is most deeply explored in cognitive science. == Process == Case-based reasoning has been formalized for purposes of computer reasoning as a four-step process: Retrieve: Given a target problem, retrieve cases relevant to solving it from memory. A case consists of a problem, its solution, and, typically, annotations about how the solution was derived. For example, suppose Fred wants to prepare blueberry pancakes. Being a novice cook, the most relevant experience he can recall is one in which he successfully made plain pancakes. The procedure he followed for making the plain pancakes, together with justifications for decisions made along the way, constitutes Fred's retrieved case. Reuse: Map the solution from the previous case to the target problem. This may involve adapting the solution as needed to fit the new situation. In the pancake example, Fred must adapt his retrieved solution to include the addition of blueberries. Revise: Having mapped the previous solution to the target situation, test the new solution in the real world (or a simulation) and, if necessary, revise. Suppose Fred adapted his pancake solution by adding blueberries to the batter. After mixing, he discovers that the batter has turned blue – an undesired effect. This suggests the following revision: delay the addition of blueberries until after the batter has been ladled into the pan. Retain: After the solution has been successfully adapted to the target problem, store the resulting experience as a new case in memory. Fred, accordingly, records his new-found procedure for making blueberry pancakes, thereby enriching his set of stored experiences, and better preparing him for future pancake-making demands. == Comparison to other methods == At first glance, CBR may seem similar to the rule induction algorithms of machine learning. Like a rule-induction algorithm, CBR starts with a set of cases or training examples; it forms generalizations of these examples, albeit implicit ones, by identifying commonalities between a retrieved case and the target problem. If for instance a procedure for plain pancakes is mapped to blueberry pancakes, a decision is made to use the same basic batter and frying method, thus implicitly generalizing the set of situations under which the batter and frying method can be used. The key difference, however, between the implicit generalization in CBR and the generalization in rule induction lies in when the generalization is made. A rule-induction algorithm draws its generalizations from a set of training examples before the target problem is even known; that is, it performs eager generalization. For instance, if a rule-induction algorithm were given recipes for plain pancakes, Dutch apple pancakes, and banana pancakes as its training examples, it would have to derive, at training time, a set of general rules for making all types of pancakes. It would not be until testing time that it would be given, say, the task of cooking blueberry pancakes. The difficulty for the rule-induction algorithm is in anticipating the different directions in which it should attempt to generalize its training examples. This is in contrast to CBR, which delays (implicit) generalization of its cases until testing time – a strategy of lazy generalization. In the pancake example, CBR has already been given the target problem of cooking blueberry pancakes; thus it can generalize its cases exactly as needed to cover this situation. CBR therefore tends to be a good approach for rich, complex domains in which there are myriad ways to generalize a case. In law, there is often explicit delegation of CBR to courts, recognizing the limits of rule based reasons: limiting delay, limited knowledge of future context, limit of negotiated agreement, etc. While CBR in law and cognitively inspired CBR have long been associated, the former is more clearly an interpolation of rule based reasoning, and judgment, while the latter is more closely tied to recall and process adaptation. The difference is clear in their attitude toward error and appellate review. Another name for case-based reasoning in problem solving is symptomatic strategies. It does require à priori domain knowledge that is gleaned from past experience which established connections between symptoms and causes. This knowledge is referred to as shallow, compiled, evidential, history-based as well as case-based knowledge. This is the strategy most associated with diagnosis by experts. Diagnosis of a problem transpires as a rapid recognition process in which symptoms evoke appropriate situation categories. An expert knows the cause by virtue of having previously encountered similar cases. Case-based reasoning is the most powerful strategy, and that used most commonly. However, the strategy won't work independently with truly novel problems, or where deeper understanding of whatever is taking place is sought. An alternative approach to problem solving is the topographic strategy which falls into the category of deep reasoning. With deep reasoning, in-depth knowledge of a system is used. Topography in this context means a description or an analysis of a structured entity, showing the relations among its elements. Also known as reasoning from first principles, deep reasoning is applied to novel faults when experience-based approaches aren't viable. The topographic strategy is therefore linked to à priori domain knowledge that is developed from a more a fundamental understanding of a system, possibly using first-principles knowledge. Such knowledge is referred to as deep, causal or model-based knowledge. Hoc and Carlier noted that symptomatic approaches may need to be supported by topographic approaches because symptoms can be defined in diverse terms. The converse is also true – shallow reasoning can be used abductively to generate causal hypotheses, and deductively to evaluate those hypotheses, in a topographical search. == Criticism == Critics of CBR argue that it is an approach that accepts anecdotal evidence as its main operating principle. Without statistically relevant data for backing and implicit generalization, there is no guarantee that the generalization is correct. However, all inductive reasoning where data is too scarce for statistical relevance is inherently based on anecdotal evidence. == History == CBR traces its roots to the work of Roger Schank and his students at Yale University in the early 1980s. Schank's model of dynamic memory was the basis for the earliest CBR systems: Janet Kolodner's CYRUS and Michael Lebowitz's IPP. Other schools of CBR and closely allied fields emerged in the 1980s, which directed at topics such as legal reasoning, memory-based reasoning (a way of reasoning from examples on massively parallel machines), and combinations of CBR with other reasoning methods. In the 1990s, interest in CBR grew internationally, as evidenced by the establishment of an International Conference on Case-Based Reasoning in 1995, as well as European, German, British, Italian, and other CBR workshops. CBR technology has resulted in the deployment of a number of successful systems, the earliest being Lockheed's CLAVIER, a system for laying out composite parts to be baked in an industrial convection oven. CBR has been used extensively in applications such as the Compaq SMART system and has found a major application area in the health sciences, as well as in structural safety management. There is recent work that develops CBR within a statistical framework and formalizes case-based inference as a specific type of probabilistic inference. Thus, it becomes possible to produce case-based predictions equipped with a certain level of confidence. One description of the difference between CBR and induction from instances is that statistical inference aims to find what tends to make cases similar while CBR aims to encode what suffices to claim similarly.

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  • Ordered dithering

    Ordered dithering

    Ordered dithering is any image dithering algorithm which uses a pre-set threshold map tiled across an image. It is commonly used to display a continuous image on a display of smaller color depth. For example, Microsoft Windows uses it in 16-color graphics modes. With the most common "Bayer" threshold map, the algorithm is characterized by noticeable crosshatch patterns in the result. == Threshold map == The algorithm reduces the number of colors by applying a threshold map M to the pixels displayed, causing some pixels to change color, depending on the distance of the original color from the available color entries in the reduced palette. The first threshold maps were designed by hand to minimise the perceptual difference between a grayscale image and its two-bit quantisation for up to a 4x4 matrix. An optimal threshold matrix is one that for any possible quantisation of color has the minimum possible texture so that the greatest impression of the underlying feature comes from the image being quantised. It can be proven that for matrices whose side length is a power of two there is an optimal threshold matrix. The map may be rotated or mirrored without affecting the effectiveness of the algorithm. This threshold map (for sides with length as power of two) is also known as a Bayer matrix or, when unscaled, an index matrix. For threshold maps whose dimensions are a power of two, the map can be generated recursively via: M 2 n = 1 ( 2 n ) 2 [ 4 M n 4 M n + 2 J n 4 M n + 3 J n 4 M n + J n ] = J 2 ⊗ M n + 1 n 2 M 2 ⊗ J n , {\displaystyle \mathbf {M} _{2n}={\frac {1}{(2n)^{2}}}{\begin{bmatrix}4\mathbf {M} _{n}&4\mathbf {M} _{n}+2\mathbf {J} _{n}\\4\mathbf {M} _{n}+3\mathbf {J} _{n}&4\mathbf {M} _{n}+\mathbf {J} _{n}\end{bmatrix}}=\mathbf {J} _{2}\otimes \mathbf {M} _{n}+{\frac {1}{n^{2}}}\mathbf {M} _{2}\otimes \mathbf {J} _{n},} where J n {\displaystyle \mathbf {J} _{n}} are n × n {\displaystyle n\times n} matrices of ones and ⊗ {\displaystyle \otimes } is the Kronecker product. While the metric for texture that Bayer proposed could be used to find optimal matrices for sizes that are not a power of two, such matrices are uncommon as no simple formula for finding them exists, and relatively small matrix sizes frequently give excellent practical results (especially when combined with other modifications to the dithering algorithm). This function can also be expressed using only bit arithmetic: M(i, j) = bit_reverse(bit_interleave(bitwise_xor(i, j), i)) / n ^ 2 == Pre-calculated threshold maps == Rather than storing the threshold map as a matrix of n {\displaystyle n} × n {\displaystyle n} integers from 0 to n 2 {\displaystyle n^{2}} , depending on the exact hardware used to perform the dithering, it may be beneficial to pre-calculate the thresholds of the map into a floating point format, rather than the traditional integer matrix format shown above. For this, the following formula can be used: Mpre(i,j) = Mint(i,j) / n^2 This generates a standard threshold matrix. for the 2×2 map: this creates the pre-calculated map: Additionally, normalizing the values to average out their sum to 0 (as done in the dithering algorithm shown below) can be done during pre-processing as well by subtracting 1⁄2 of the largest value from every value: Mpre(i,j) = Mint(i,j) / n^2 – 0.5 maxValue creating the pre-calculated map: == Algorithm == The ordered dithering algorithm renders the image normally, but for each pixel, it offsets its color value with a corresponding value from the threshold map according to its location, causing the pixel's value to be quantized to a different color if it exceeds the threshold. For most dithering purposes, it is sufficient to simply add the threshold value to every pixel (without performing normalization by subtracting 1⁄2), or equivalently, to compare the pixel's value to the threshold: if the brightness value of a pixel is less than the number in the corresponding cell of the matrix, plot that pixel black, otherwise, plot it white. This lack of normalization slightly increases the average brightness of the image, and causes almost-white pixels to not be dithered. This is not a problem when using a gray scale palette (or any palette where the relative color distances are (nearly) constant), and it is often even desired, since the human eye perceives differences in darker colors more accurately than lighter ones, however, it produces incorrect results especially when using a small or arbitrary palette, so proper normalization should be preferred. In other words, the algorithm performs the following transformation on each color c of every pixel: c ′ = n e a r e s t _ p a l e t t e _ c o l o r ( c + r × ( M ( x mod n , y mod n ) − 1 / 2 ) ) {\displaystyle c'=\mathrm {nearest\_palette\_color} {\mathopen {}}\left(c+r\times \left(M(x{\bmod {n}},y{\bmod {n}})-1/2\right){\mathclose {}}\right)} where M(i, j) is the threshold map on the i-th row and j-th column, c′ is the transformed color, and r is the amount of spread in color space. Assuming an RGB palette with 23N evenly distanced colors where each color (a triple of red, green and blue values) is represented by an octet from 0 to 255, one would typically choose r ≈ 255 N {\textstyle r\approx {\frac {255}{N}}} . (1⁄2 is again the normalizing term.) Because the algorithm operates on single pixels and has no conditional statements, it is very fast and suitable for real-time transformations. Additionally, because the location of the dithering patterns always stays the same relative to the display frame, it is less prone to jitter than error-diffusion methods, making it suitable for animations. Because the patterns are more repetitive than error-diffusion method, an image with ordered dithering compresses better. Ordered dithering is more suitable for line-art graphics as it will result in straighter lines and fewer anomalies. The values read from the threshold map should preferably scale into the same range as the minimal difference between distinct colors in the target palette. Equivalently, the size of the map selected should be equal to or larger than the ratio of source colors to target colors. For example, when quantizing a 24 bpp image to 15 bpp (256 colors per channel to 32 colors per channel), the smallest map one would choose would be 4×2, for the ratio of 8 (256:32). This allows expressing each distinct tone of the input with different dithering patterns. === A variable palette: pattern dithering === == Non-Bayer approaches == The above thresholding matrix approach describes the Bayer family of ordered dithering algorithms. A number of other algorithms are also known; they generally involve changes in the threshold matrix, which changes the distribution of the "noise" introduced by all kinds of dithering (the difference between the original image and the dithered image). === Halftone === Halftone dithering performs a form of clustered dithering, creating a look similar to halftone patterns, using a specially crafted matrix. === Void and cluster === The Void and cluster algorithm uses a pre-generated blue noise as the matrix for the dithering process. The blue noise matrix keeps the Bayer's good high frequency content, but with a more uniform coverage of all the frequencies involved shows a much lower amount of patterning. The "voids-and-cluster" method gets its name from the matrix generation procedure, where a black image with randomly initialized white pixels is gaussian-blurred to find the brightest and darkest parts, corresponding to voids and clusters. After a few swaps have evenly distributed the bright and dark parts, the pixels are numbered by importance. It takes significant computational resources to generate the blue noise matrix: on a modern computer a 64×64 matrix requires a couple seconds using the original algorithm. This algorithm can be extended to make animated dither masks which also consider the axis of time. This is done by running the algorithm in three dimensions and using a kernel which is a product of a two-dimensional gaussian kernel on the XY plane, and a one-dimensional Gaussian kernel on the Z axis. === Simulated Annealing === Simulated annealing can generate dither masks by starting with a flat histogram and swapping values to optimize a loss function. The loss function controls the spectral properties of the mask, allowing it to make blue noise or noise patterns meant to be filtered by specific filters. The algorithm can also be extended over time for animated dither masks with chosen temporal properties.

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  • AARON

    AARON

    AARON is the collective name for a series of computer programs written by artist Harold Cohen that create original artistic images autonomously, which set it apart from previous programs. Proceeding from Cohen's initial question "What are the minimum conditions under which a set of marks functions as an image?", AARON was in development between 1972 and the 2010s. As the software is not open source, its development effectively ended with Cohen's death in 2016. The name "AARON" does not seem to be an acronym; rather, it was a name chosen to start with the letter "A" so that the names of successive programs could follow it alphabetically. However, Cohen did not create any other major programs. Initial versions of AARON created abstract drawings that grew more complex through the 1970s. More representational imagery was added in the 1980s; first rocks, then plants, then people. In the 1990s more representational figures set in interior scenes were added, along with color. AARON returned to more abstract imagery, this time in color, in the early 2000s. Cohen used machines that allowed AARON to produce physical artwork. The first machines drew in black and white using a succession of custom-built "turtle" and flatbed plotter devices. Cohen would sometimes color these images by hand in fabric dye (Procion), or scale them up to make larger paintings and murals. In the 1990s Cohen built a series of digital painting machines to output AARON's images in ink and fabric dye. His later work used a large-scale inkjet printer on canvas. Development of AARON began in the C programming language then switched to Lisp in the early 1990s. Cohen credits Lisp with helping him solve the challenges he faced in adding color capabilities to AARON. An article about Cohen appeared in Computer Answers that describes AARON and shows two line drawings that were exhibited at the Tate gallery. The article goes on to describe the workings of AARON, then running on a DEC VAX 750 minicomputer. Raymond Kurzweil's company has produced a downloadable screensaver of AARON for Microsoft Windows PCs. This version of AARON can also produce printable images. AARON's source code is not publicly available, but Cohen has described AARON's operations in various essays and it is discussed in abstract in Pamela McCorduck's book. AARON cannot learn new styles or imagery on its own; each new capability must be hand-coded by Cohen. It is capable of producing a practically infinite supply of distinct images in its own style. Examples of these images have been exhibited in galleries worldwide. AARON's artwork has been used as an artistic equivalent of the Turing test. It does seem however that AARON's output follows a noticeable formula (figures standing next to a potted plant, framed within a colored square is a common theme). Cohen is very careful not to claim that AARON is creative. But he does ask "If what AARON is making is not art, what is it exactly, and in what ways, other than its origin, does it differ from the 'real thing?' If it is not thinking, what exactly is it doing?" — The further exploits of AARON, Painter. The Whitney Museum featured AARON in 2024, showcasing the evolution of AARON as the earliest artificial intelligence (AI) program for artmaking.

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