AI Generator Reader

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

  • OpenFog Consortium

    OpenFog Consortium

    The OpenFog Consortium (sometimes stylized as Open Fog Consortium) was a consortium of high tech industry companies and academic institutions across the world aimed at the standardization and promotion of fog computing in various capacities and fields. The consortium was founded by Cisco Systems, Intel, Microsoft, Princeton University, Dell, and ARM Holdings in 2015 and now has 57 members across the North America, Asia, and Europe, including Forbes 500 companies and noteworthy academic institutions. The OpenFog consortium merged with the Industrial Internet Consortium, now the Industry IoT Consortium, on January 31, 2019. == History == OpenFog was created on November 19, 2015, by ARM Holdings, Cisco Systems, Dell, Intel, Microsoft, and Princeton University. The idea for a consortium centered on the advancement and dissemination of fog computing was thought up by Helder Antunes, a Cisco executive with a history in IoT, Mung Chiang, then a Princeton University professor and now President of Purdue University, and Dr. Tao Zhang, a Cisco Distinguished Engineer and CIO for the IEEE Communications Society then and now a manager at the National Institute of Standards and Technologies (NIST). The project was executed from concept to launch by Armando Pereira at PVentures Consulting, a Silicon Valley–based high-tech consulting firm. OpenFog released its reference architecture for fog computing on February 13, 2017. The Fog World Congress 2017, with Dr. Tao Zhang as its General Chair, was hosted in October 2017 by OpenFog, in conjunction with the IEEE Communications Society, as the first congress devoted to fog computing. == Administration == The OpenFog Consortium was governed by its board of directors, which is chaired by Cisco Senior Director Helder Antunes. The board of directors is made up of 11 seats, each representing one of the following companies and institutions: ARM, AT&T, Cisco, Dell, Intel, Microsoft, Princeton University, IEEE, GE, ZTE and Shanghai Tech University. The consortium's general membership comprised 13 academic members: Aalto University, Arizona State University, California Institute of Technology, Georgia State University, National Chiao Tung University, National Taiwan University, Shanghai Research Centre for Wireless Communication, Chinese University of Hong Kong, University of Colorado Boulder, University of Southern California, University of Pisa, Vanderbilt University, Wayne State University, and 20 additional members: Hitachi, Internet Initiative Japan, Itochu, Kii, Nebbiolo, PrismTech, NEC, NGD Systems, NTT Communications, OSIsoft, Real-time Innovations, relayr, Sakura Internet, Stichting imec Nederland, Toshiba, TTT Tech, Fujitsu, FogHorn Systems, TTTech and MARSEC. == Published work == The OpenFog Consortium published the white paper, "OpenFog Reference Architecture". This document outlines the eight pillars of an OpenFog architecture:Security; Scalability; Open; Autonomy; Programmability; RAS (reliability, availability and serviceability); Agility; and Hierarchy. It also incorporates a glossary for fog computing terms. In July 2018, the IEEE Standards Association announced it had adopted the OpenFog Reference Architecture as the first standard for fog computing.

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  • Cuboid (computer vision)

    Cuboid (computer vision)

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

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  • Boyfriend Maker

    Boyfriend Maker

    Boyfriend Maker was a dating sim, romance chatbot smartphone app for iOS (iPhone) and Android devices, developed by Japanese studio 36 You Games (styled as 36You) and distributed under the freemium business model. Boyfriend Maker incorporated advanced artificial intelligence chat technology a decade before products such as ChatGPT. According to the developer's website, Boyfriend Maker is an "app that lets you interact and chat with quirky virtual boyfriends". While each virtual boyfriend has certain unique characteristics, the various instances of the boyfriend are powered by a chat engine, that (at least within a language and market) can utilise vocabulary and knowledge acquired in a chat with one user in subsequent chats with other users. == Gameplay == Users gain experience points and in-game coins. Users can customize their virtual boyfriend's appearance by selecting items such as hair, clothing, face, and a necklace. == Apple delisting and reintroduction == In late November 2012, the original iOS Boyfriend Maker app was delisted from the Apple App Store due to "ribald" chat, according to the New York Times. Boyfriend Maker was removed by Apple due to "reports of references to violent sexual acts and pedophilia". Boyfriend Maker had an age rating of 4+, even though the chat bot "responds with often strange and explicit text unsuitable for young children". User-posted chat excerpts indicate that the virtual boyfriend would sometimes transition abruptly to sexual chat in response to a seemingly innocent question. In one user-posted example, in response to the question, "what kind of wedding cake will we have" the boyfriend responds, "a good sex ima be on top of u u gonna ride oon me bitin the pillow gurrl ima fuck da shit out of u". The developer's use of the SimSimi-created third-party chat engine may be responsible for the sexual text. As the virtual boyfriend converses with human users, the SimSimi chat engine acquires vocabulary from users of the game and applies this "learned" vocabulary in chats with other users. The chat engine might also employ lines harvested from human-human chat logs, song lyrics, movies or TV shows. In April 2013, a detuned and presumably tamer version of the app, titled Boyfriend Plus, was permitted on Apple's App Store.

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  • Ayoba

    Ayoba

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

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  • Richardson–Lucy deconvolution

    Richardson–Lucy deconvolution

    The Richardson–Lucy algorithm, also known as Lucy–Richardson deconvolution, is an iterative procedure for recovering an underlying image that has been blurred by a known point spread function. It was named after William Richardson and Leon B. Lucy, who described it independently. == Description == When an image is produced using an optical system and detected using photographic film, a charge-coupled device or a CMOS sensor, for example, it is inevitably blurred, with an ideal point source not appearing as a point but being spread out into what is known as the point spread function. Extended sources can be decomposed into the sum of many individual point sources, thus the observed image can be represented in terms of a transition matrix p operating on an underlying image: d i = ∑ j p i , j u j , {\displaystyle d_{i}=\sum _{j}p_{i,j}u_{j},} where u j {\displaystyle u_{j}} is the intensity of the underlying image at pixel j {\displaystyle j} , and d i {\displaystyle d_{i}} is the detected intensity at pixel i {\displaystyle i} . In general, a matrix whose elements are p i , j {\displaystyle p_{i,j}} describes the portion of light from source pixel j that is detected in pixel i. In most good optical systems (or in general, linear systems that are described as shift-invariant) the transfer function p can be expressed simply in terms of the spatial offset between the source pixel j and the observation pixel i: p i , j = P ( i − j ) , {\displaystyle p_{i,j}=P(i-j),} where P ( Δ i ) {\displaystyle P(\Delta i)} is called a point spread function. In that case the above equation becomes a convolution. This has been written for one spatial dimension, but most imaging systems are two-dimensional, with the source, detected image, and point spread function all having two indices. So a two-dimensional detected image is a convolution of the underlying image with a two-dimensional point spread function P ( Δ x , Δ y ) {\displaystyle P(\Delta x,\Delta y)} plus added detection noise. In order to estimate u j {\displaystyle u_{j}} given the observed d i {\displaystyle d_{i}} and a known P ( Δ i x , Δ j y ) {\displaystyle P(\Delta i_{x},\Delta j_{y})} , the following iterative procedure is employed in which the estimate of u j {\displaystyle u_{j}} (called u ^ j ( t ) {\displaystyle {\hat {u}}_{j}^{(t)}} ) for iteration number t is updated as follows: u ^ j ( t + 1 ) = u ^ j ( t ) ∑ i d i c i p i j , {\displaystyle {\hat {u}}_{j}^{(t+1)}={\hat {u}}_{j}^{(t)}\sum _{i}{\frac {d_{i}}{c_{i}}}p_{ij},} where c i = ∑ j p i j u ^ j ( t ) , {\displaystyle c_{i}=\sum _{j}p_{ij}{\hat {u}}_{j}^{(t)},} and ∑ j p i j = 1 {\displaystyle \sum _{j}p_{ij}=1} is assumed. It has been shown empirically that if this iteration converges, it converges to the maximum likelihood solution for u j {\displaystyle u_{j}} . Writing this more generally for two (or more) dimensions in terms of convolution with a point spread function P: u ^ ( t + 1 ) = u ^ ( t ) ⋅ ( d u ^ ( t ) ⊗ P ⊗ P ∗ ) , {\displaystyle {\hat {u}}^{(t+1)}={\hat {u}}^{(t)}\cdot \left({\frac {d}{{\hat {u}}^{(t)}\otimes P}}\otimes P^{}\right),} where the division and multiplication are element-wise, ⊗ {\displaystyle \otimes } indicates a 2D convolution, and P ∗ {\displaystyle P^{}} is the mirrored point spread function, or the inverse Fourier transform of the Hermitian transpose of the optical transfer function. In problems where the point spread function p i j {\displaystyle p_{ij}} is not known a priori, a modification of the Richardson–Lucy algorithm has been proposed, in order to accomplish blind deconvolution. == Derivation == In the context of fluorescence microscopy, the probability of measuring a set of number of photons (or digitalization counts proportional to detected light) m = [ m 0 , … , m K ] {\displaystyle \mathbf {m} =[m_{0},\dots ,m_{K}]} for expected values E = [ E 0 , … , E K ] {\displaystyle \mathbf {E} =[E_{0},\dots ,E_{K}]} for a detector with K + 1 {\displaystyle K+1} pixels is given by P ( m ∣ E ) = ∏ i K Poisson ⁡ ( E i ) = ∏ i K E i m i e − E i m i ! . {\displaystyle P(\mathbf {m} \mid \mathbf {E} )=\prod _{i}^{K}\operatorname {Poisson} (E_{i})=\prod _{i}^{K}{\frac {E_{i}^{m_{i}}e^{-E_{i}}}{m_{i}!}}.} Since in the context of maximum-likelihood estimation the aim is to locate the maximum of the likelihood function without concern for its absolute value, it is convenient to work with ln ⁡ ( P ) {\displaystyle \ln(P)} : ln ⁡ P ( m ∣ E ) = ∑ i K [ ( m i ln ⁡ E i − E i ) − ln ⁡ ( m i ! ) ] . {\displaystyle \ln P(\mathbf {m} \mid \mathbf {E} )=\sum _{i}^{K}[(m_{i}\ln E_{i}-E_{i})-\ln(m_{i}!)].} Moreover, since ln ⁡ ( m i ! ) {\displaystyle \ln(m_{i}!)} is a constant, it does not give any additional information regarding the position of the maximum, so consider α ( m ∣ E ) = ∑ i K [ m i ln ⁡ E i − E i ] , {\displaystyle \alpha (\mathbf {m} \mid \mathbf {E} )=\sum _{i}^{K}[m_{i}\ln E_{i}-E_{i}],} where α {\displaystyle \alpha } is something that shares the same maximum position as P ( m ∣ E ) {\displaystyle P(\mathbf {m} \mid \mathbf {E} )} . Now consider that E {\displaystyle \mathbf {E} } comes from a ground truth x {\displaystyle \mathbf {x} } and a measurement H {\displaystyle \mathbf {H} } which is assumed to be linear. Then E = H x , {\displaystyle \mathbf {E} =\mathbf {H} \mathbf {x} ,} where a matrix multiplication is implied. This can also be written in the form E m = ∑ n K H m n x n , {\displaystyle E_{m}=\sum _{n}^{K}H_{mn}x_{n},} where it can be seen how H {\displaystyle H} mixes or blurs the ground truth. It can also be shown that the derivative of an element of E {\displaystyle \mathbf {E} } , ( E i ) {\displaystyle (E_{i})} with respect to some other element of x j {\displaystyle x_{j}} can be written as It is easy to see this by writing a matrix H {\displaystyle \mathbf {H} } of, say, 5 × 5 and two arrays E {\displaystyle \mathbf {E} } and x {\displaystyle \mathbf {x} } of 5 elements and check it. This last equation can be interpreted as how much one element of x {\displaystyle \mathbf {x} } , say element i {\displaystyle i} , influences the other elements j ≠ i {\displaystyle j\neq i} (and of course the case i = j {\displaystyle i=j} is also taken into account). For example, in a typical case an element of the ground truth x {\displaystyle \mathbf {x} } will influence nearby elements in E {\displaystyle \mathbf {E} } but not the very distant ones (a value of 0 {\displaystyle 0} is expected on those matrix elements). Now, the key and arbitrary step: x {\displaystyle \mathbf {x} } is not known but may be estimated by x ^ {\displaystyle {\hat {\mathbf {x} }}} . Let's call x ^ old {\displaystyle {\hat {\mathbf {x} }}_{\text{old}}} and x ^ new {\displaystyle {\hat {\mathbf {x} }}_{\text{new}}} the estimated ground truths while using the RL algorithm, where the hat symbol is used to distinguish ground truth from estimator of the ground truth where ∂ ∂ x {\displaystyle {\frac {\partial }{\partial \mathbf {x} }}} stands for a K {\displaystyle K} -dimensional gradient. Performing the partial derivative of α ( m ∣ E ( x ) ) {\displaystyle \alpha (\mathbf {m} \mid \mathbf {E} (\mathbf {x} ))} yields the following expression: ∂ α ( m ∣ E ( x ) ) ∂ x j = ∂ ∂ x j ∑ i K [ m i ln ⁡ E i − E i ] = ∑ i K [ m i E i ∂ ∂ x j E i − ∂ ∂ x j E i ] = ∑ i K ∂ E i ∂ x j [ m i E i − 1 ] . {\displaystyle {\frac {\partial \alpha (\mathbf {m} \mid \mathbf {E} (\mathbf {x} ))}{\partial x_{j}}}={\frac {\partial }{\partial x_{j}}}\sum _{i}^{K}[m_{i}\ln E_{i}-E_{i}]=\sum _{i}^{K}\left[{\frac {m_{i}}{E_{i}}}{\frac {\partial }{\partial x_{j}}}E_{i}-{\frac {\partial }{\partial x_{j}}}E_{i}\right]=\sum _{i}^{K}{\frac {\partial E_{i}}{\partial x_{j}}}\left[{\frac {m_{i}}{E_{i}}}-1\right].} By substituting (1), it follows that ∂ α ( m ∣ E ( x ) ) ∂ x j = ∑ i K H i j [ m i E i − 1 ] . {\displaystyle {\frac {\partial \alpha (\mathbf {m} \mid \mathbf {E} (\mathbf {x} ))}{\partial x_{j}}}=\sum _{i}^{K}H_{ij}\left[{\frac {m_{i}}{E_{i}}}-1\right].} Note that H j i T = H i j {\displaystyle H_{ji}^{T}=H_{ij}} by the definition of a matrix transpose. And hence Since this equation is true for all j {\displaystyle j} spanning all the elements from 1 {\displaystyle 1} to K {\displaystyle K} , these K {\displaystyle K} equations may be compactly rewritten as a single vectorial equation ∂ α ( m ∣ E ( x ) ) ∂ x = H T [ m E − 1 ] , {\displaystyle {\frac {\partial \alpha (\mathbf {m} \mid \mathbf {E} (\mathbf {x} ))}{\partial \mathbf {x} }}=\mathbf {H} ^{T}\left[{\frac {\mathbf {m} }{\mathbf {E} }}-\mathbf {1} \right],} where H T {\displaystyle \mathbf {H} ^{T}} is a matrix, and m {\displaystyle \mathbf {m} } , E {\displaystyle \mathbf {E} } and 1 {\displaystyle \mathbf {1} } are vectors. Now, as a seemingly arbitrary but key step, let where 1 {\displaystyle \mathbf {1} } is a vector of ones of size K {\displaystyle K} (same as m {\displaystyle \mathbf {m} } , E {\displaystyle \mathbf {E} } and x {\displaystyle \mathbf {x} } ), and the d

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  • AI therapist

    AI therapist

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

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  • Machine vision

    Machine vision

    Machine vision is the technology and methods used to provide imaging-based automatic inspection and analysis for such applications as automatic inspection, process control, and robot guidance, usually in industry. Machine vision refers to many technologies, software and hardware products, integrated systems, actions, methods and expertise. Machine vision as a systems engineering discipline can be considered distinct from computer vision, a form of computer science. It attempts to integrate existing technologies in new ways and apply them to solve real world problems. The term is the prevalent one for these functions in industrial automation environments but is also used for these functions in other environment vehicle guidance. The overall machine vision process includes planning the details of the requirements and project, and then creating a solution. During run-time, the process starts with imaging, followed by automated analysis of the image and extraction of the required information. == Definition == Definitions of the term "Machine vision" vary, but all include the technology and methods used to extract information from an image on an automated basis, as opposed to image processing, where the output is another image. The information extracted can be a simple good-part/bad-part signal, or more a complex set of data such as the identity, position and orientation of each object in an image. The information can be used for such applications as automatic inspection and robot and process guidance in industry, for security monitoring and vehicle guidance. This field encompasses a large number of technologies, software and hardware products, integrated systems, actions, methods and expertise. Machine vision is practically the only term used for these functions in industrial automation applications; the term is less universal for these functions in other environments such as security and vehicle guidance. Machine vision as a systems engineering discipline can be considered distinct from computer vision, a form of basic computer science; machine vision attempts to integrate existing technologies in new ways and apply them to solve real world problems in a way that meets the requirements of industrial automation and similar application areas. The term is also used in a broader sense by trade shows and trade groups such as the Automated Imaging Association and the European Machine Vision Association. This broader definition also encompasses products and applications most often associated with image processing. The primary uses for machine vision are automatic inspection and industrial robot/process guidance. In more recent times the terms computer vision and machine vision have converged to a greater degree. See glossary of machine vision. == Imaging based automatic inspection and sorting == The primary uses for machine vision are imaging-based automatic inspection and sorting and robot guidance.; in this section the former is abbreviated as "automatic inspection". The overall process includes planning the details of the requirements and project, and then creating a solution. This section describes the technical process that occurs during the operation of the solution. === Methods and sequence of operation === The first step in the automatic inspection sequence of operation is acquisition of an image, typically using cameras, lenses, and lighting that has been designed to provide the differentiation required by subsequent processing. MV software packages and programs developed in them then employ various digital image processing techniques to extract the required information, and often make decisions (such as pass/fail) based on the extracted information. === Equipment === The components of an automatic inspection system usually include lighting, a camera or other imager, a processor, software, and output devices. === Imaging === The imaging device (e.g. camera) can either be separate from the main image processing unit or combined with it in which case the combination is generally called a smart camera or smart sensor. Inclusion of the full processing function into the same enclosure as the camera is often referred to as embedded processing. When separated, the connection may be made to specialized intermediate hardware, a custom processing appliance, or a frame grabber within a computer using either an analog or standardized digital interface (Camera Link, CoaXPress). MV implementations also use digital cameras capable of direct connections (without a framegrabber) to a computer via FireWire, USB or Gigabit Ethernet interfaces. While conventional (2D visible light) imaging is most commonly used in MV, alternatives include multispectral imaging, hyperspectral imaging, imaging various infrared bands, line scan imaging, 3D imaging of surfaces and X-ray imaging. Key differentiations within MV 2D visible light imaging are monochromatic vs. color, frame rate, resolution, and whether or not the imaging process is simultaneous over the entire image, making it suitable for moving processes. Though the vast majority of machine vision applications are solved using two-dimensional imaging, machine vision applications utilizing 3D imaging are a growing niche within the industry. The most commonly used method for 3D imaging is scanning based triangulation which utilizes motion of the product or image during the imaging process. A laser is projected onto the surfaces of an object. In machine vision this is accomplished with a scanning motion, either by moving the workpiece, or by moving the camera & laser imaging system. The line is viewed by a camera from a different angle; the deviation of the line represents shape variations. Lines from multiple scans are assembled into a depth map or point cloud. Stereoscopic vision is used in special cases involving unique features present in both views of a pair of cameras. Other 3D methods used for machine vision are time of flight and grid based. One method is grid array based systems using pseudorandom structured light system as employed by the Microsoft Kinect system circa 2012. === Image processing === After an image is acquired, it is processed. Central processing functions are generally done by a CPU, a GPU, a FPGA or a combination of these. Deep learning training and inference impose higher processing performance requirements. Multiple stages of processing are generally used in a sequence that ends up as a desired result. A typical sequence might start with tools such as filters which modify the image, followed by extraction of objects, then extraction (e.g. measurements, reading of codes) of data from those objects, followed by communicating that data, or comparing it against target values to create and communicate "pass/fail" results. Machine vision image processing methods include; Stitching/Registration: Combining of adjacent 2D or 3D images. Filtering (e.g. morphological filtering) Thresholding: Thresholding starts with setting or determining a gray value that will be useful for the following steps. The value is then used to separate portions of the image, and sometimes to transform each portion of the image to simply black and white based on whether it is below or above that grayscale value. Pixel counting: counts the number of light or dark pixels Segmentation: Partitioning a digital image into multiple segments to simplify and/or change the representation of an image into something that is more meaningful and easier to analyze. Edge detection: finding object edges Color Analysis: Identify parts, products and items using color, assess quality from color, and isolate features using color. Blob detection and extraction: inspecting an image for discrete blobs of connected pixels (e.g. a black hole in a grey object) as image landmarks. Neural network / deep learning / machine learning processing: weighted and self-training multi-variable decision making Circa 2019 there is a large expansion of this, using deep learning and machine learning to significantly expand machine vision capabilities. The most common result of such processing is classification. Examples of classification are object identification,"pass fail" classification of identified objects and OCR. Pattern recognition including template matching. Finding, matching, and/or counting specific patterns. This may include location of an object that may be rotated, partially hidden by another object, or varying in size. Barcode, Data Matrix and "2D barcode" reading Optical character recognition: automated reading of text such as serial numbers Gauging/Metrology: measurement of object dimensions (e.g. in pixels, inches or millimeters) Comparison against target values to determine a "pass or fail" or "go/no go" result. For example, with code or bar code verification, the read value is compared to the stored target value. For gauging, a measurement is compared against the proper value and tolerances. For verification of alpha-numberic codes, the

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  • Controlled natural language

    Controlled natural language

    Controlled natural languages (CNLs) are subsets of natural languages that are obtained by restricting the grammar and vocabulary in order to reduce or eliminate ambiguity and complexity. Traditionally, controlled languages fall into two major types: those that improve readability for human readers (e.g. non-native speakers), and those that enable reliable automatic semantic analysis of the language. The first type of languages (often called "simplified" or "technical" languages), for example ASD Simplified Technical English, Caterpillar Technical English, IBM's Easy English, are used in the industry to increase the quality of technical documentation, and possibly simplify the semi-automatic translation of the documentation. These languages restrict the writer by general rules such as "Keep sentences short", "Avoid the use of pronouns", "Only use dictionary-approved words", and "Use only the active voice". The second type of languages have a formal syntax and formal semantics, and can be mapped to an existing formal language, such as first-order logic. Thus, those languages can be used as knowledge representation languages, and writing of those languages is supported by fully automatic consistency and redundancy checks, query answering, etc. == Languages == Existing controlled natural languages include: == Encoding == IETF has reserved simple as a BCP 47 variant subtag for simplified versions of languages.

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  • Computational semantics

    Computational semantics

    Computational semantics is a subfield of computational linguistics. Its goal is to elucidate the cognitive mechanisms supporting the generation and interpretation of meaning in humans. It usually involves the creation of computational models that simulate particular semantic phenomena, and the evaluation of those models against data from human participants. While computational semantics is a scientific field, it has many applications in real-world settings and substantially overlaps with Artificial Intelligence. Broadly speaking, the discipline can be subdivided into areas that mirror the internal organization of linguistics. For example, lexical semantics and frame semantics have active research communities within computational linguistics. Some popular methodologies are also strongly inspired by traditional linguistics. Most prominently, the area of distributional semantics, which underpins investigations into embeddings and the internals of Large Language Models, has roots in the work of Zellig Harris. Some traditional topics of interest in computational semantics are: construction of meaning representations, semantic underspecification, anaphora resolution, presupposition projection, and quantifier scope resolution. Methods employed usually draw from formal semantics or statistical semantics. Computational semantics has points of contact with the areas of lexical semantics (word-sense disambiguation and semantic role labeling), discourse semantics, knowledge representation and automated reasoning (in particular, automated theorem proving). Since 1999 there has been an ACL special interest group on computational semantics, SIGSEM.

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  • Transduction (machine learning)

    Transduction (machine learning)

    In logic, statistical inference, and supervised learning, transduction or transductive inference is reasoning from observed, specific (training) cases to specific (test) cases. In contrast, induction is reasoning from observed training cases to general rules, which are then applied to the test cases. The distinction is most interesting in cases where the predictions of the transductive model are not achievable by any inductive model. Note that this is caused by transductive inference on different test sets producing mutually inconsistent predictions. Transduction was introduced in a computer science context by Vladimir Vapnik in the 1990s, motivated by his view that transduction is preferable to induction since, according to him, induction requires solving a more general problem (inferring a function) before solving a more specific problem (computing outputs for new cases): "When solving a problem of interest, do not solve a more general problem as an intermediate step. Try to get the answer that you really need but not a more general one.". An example of learning which is not inductive would be in the case of binary classification, where the inputs tend to cluster in two groups. A large set of test inputs may help in finding the clusters, thus providing useful information about the classification labels. The same predictions would not be obtainable from a model which induces a function based only on the training cases. Some people may call this an example of the closely related semi-supervised learning, since Vapnik's motivation is quite different. The most well-known example of a case-bases learning algorithm is the k-nearest neighbor algorithm, which is related to transductive learning algorithms. Another example of an algorithm in this category is the Transductive Support Vector Machine (TSVM). A third possible motivation of transduction arises through the need to approximate. If exact inference is computationally prohibitive, one may at least try to make sure that the approximations are good at the test inputs. In this case, the test inputs could come from an arbitrary distribution (not necessarily related to the distribution of the training inputs), which wouldn't be allowed in semi-supervised learning. An example of an algorithm falling in this category is the Bayesian Committee Machine (BCM). == Historical context == The mode of inference from particulars to particulars, which Vapnik came to call transduction, was already distinguished from the mode of inference from particulars to generalizations in part III of the Cambridge philosopher and logician W.E. Johnson's 1924 textbook, Logic. In Johnson's work, the former mode was called 'eduction' and the latter was called 'induction'. Bruno de Finetti developed a purely subjective form of Bayesianism in which claims about objective chances could be translated into empirically respectable claims about subjective credences with respect to observables through exchangeability properties. An early statement of this view can be found in his 1937 La Prévision: ses Lois Logiques, ses Sources Subjectives and a mature statement in his 1970 Theory of Probability. Within de Finetti's subjective Bayesian framework, all inductive inference is ultimately inference from particulars to particulars. == Example problem == The following example problem contrasts some of the unique properties of transduction against induction. A collection of points is given, such that some of the points are labeled (A, B, or C), but most of the points are unlabeled (?). The goal is to predict appropriate labels for all of the unlabeled points. The inductive approach to solving this problem is to use the labeled points to train a supervised learning algorithm, and then have it predict labels for all of the unlabeled points. With this problem, however, the supervised learning algorithm will only have five labeled points to use as a basis for building a predictive model. It will certainly struggle to build a model that captures the structure of this data. For example, if a nearest-neighbor algorithm is used, then the points near the middle will be labeled "A" or "C", even though it is apparent that they belong to the same cluster as the point labeled "B", compared to semi-supervised learning. Transduction has the advantage of being able to consider all of the points, not just the labeled points, while performing the labeling task. In this case, transductive algorithms would label the unlabeled points according to the clusters to which they naturally belong. The points in the middle, therefore, would most likely be labeled "B", because they are packed very close to that cluster. An advantage of transduction is that it may be able to make better predictions with fewer labeled points, because it uses the natural breaks found in the unlabeled points. One disadvantage of transduction is that it builds no predictive model. If a previously unknown point is added to the set, the entire transductive algorithm would need to be repeated with all of the points in order to predict a label. This can be computationally expensive if the data is made available incrementally in a stream. Further, this might cause the predictions of some of the old points to change (which may be good or bad, depending on the application). A supervised learning algorithm, on the other hand, can label new points instantly, with very little computational cost. == Transduction algorithms == Transduction algorithms can be broadly divided into two categories: those that seek to assign discrete labels to unlabeled points, and those that seek to regress continuous labels for unlabeled points. Algorithms that seek to predict discrete labels tend to be derived by adding partial supervision to a clustering algorithm. Two classes of algorithms can be used: flat clustering and hierarchical clustering. The latter can be further subdivided into two categories: those that cluster by partitioning, and those that cluster by agglomerating. Algorithms that seek to predict continuous labels tend to be derived by adding partial supervision to a manifold learning algorithm. === Partitioning transduction === Partitioning transduction can be thought of as top-down transduction. It is a semi-supervised extension of partition-based clustering. It is typically performed as follows: Consider the set of all points to be one large partition. While any partition P contains two points with conflicting labels: Partition P into smaller partitions. For each partition P: Assign the same label to all of the points in P. Of course, any reasonable partitioning technique could be used with this algorithm. Max flow min cut partitioning schemes are very popular for this purpose. === Agglomerative transduction === Agglomerative transduction can be thought of as bottom-up transduction. It is a semi-supervised extension of agglomerative clustering. It is typically performed as follows: Compute the pair-wise distances, D, between all the points. Sort D in ascending order. Consider each point to be a cluster of size 1. For each pair of points {a,b} in D: If (a is unlabeled) or (b is unlabeled) or (a and b have the same label) Merge the two clusters that contain a and b. Label all points in the merged cluster with the same label. === Continuous Label Transduction === These methods seek to regress continuous labels, often via manifold learning techniques. The idea is to learn a low-dimensional representation of the data and infer values smoothly across the manifold. == Applications and related concepts == Transduction is closely related to: Semi-supervised learning – uses both labeled and unlabeled data but typically induces a model. Case-based reasoning – such as the k-nearest neighbor (k-NN) algorithm, often considered a transductive method. Transductive Support Vector Machines (TSVM) – extend standard SVMs to incorporate unlabeled test data during training. Bayesian Committee Machine (BCM) – an approximation method that makes transductive predictions when exact inference is too costly.

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  • Celia (virtual assistant)

    Celia (virtual assistant)

    Celia is an artificially intelligent virtual assistant developed by Huawei for their latest HarmonyOS and Android-based EMUI smartphones that lack Google Services and a Google Assistant. The assistant can perform day-to-day tasks, which include making a phone call, setting a reminder and checking the weather. It was unveiled on 7 April 2020 and got publicly released on 27 April 2020 via an OTA update solely to selected devices that can update their software to EMUI 10.1. Huawei had initially referred to the new assistant in late 2019 by having announced that there would be an English version of their already 2018 Chinese speaker assistant—Xiaoyi—to be released into the European markets. Due to the on-going China–United States trade war, the company's newly released smartphones were left without any Google services, including the loss of Google Assistant. This subsequently led to the development and release of Celia. AI technology is integrated into the software of Celia, which allows it to translate text using a phones camera and to identify everyday objects — similar to that of Google Lens. == Features == Celia has many features that are similar to that of its rivals: the Google Assistant and Siri. It can be triggered by the words, 'Hey Celia' or be summoned by pressing and holding down on the power button. The default search engine for Celia is Bing, but this can be changed in settings. Celia can make calls, check the agenda, send a message, show the weather, set alarms and control home appliances. The assistant also has the ability to integrate itself with the stock apps of the EMUI software and toggle with the device's settings, such as by turning on the flashlight and playing multimedia content, but with the users command. With the AI that is installed in Celia, it can identify food, everyday objects and translate text using the phones camera. In China, Chinese Xiaoyi packs with an LLM model called PanGu-Σ 3.0 AI on HarmonyOS 4.0 major upgrade improvements from Celia, making the assistant smarter and more advanced compared to when it was launched in 2020 on EMUI handsets in China and internationally, surpassing Apple and Google by the being the first in the AI industry, with a dedicated AI system framework of APIs on the latest operating system that evolves to a complete large dedicated AI software stack called Harmony Intelligence of Pangu Embedded variant model and MindSpore AI framework with Neural Network Runtime on OpenHarmony-based HarmonyOS NEXT base system to replace the dual framework system with a single frame HarmonyOS 5.0 version by Q4 2024, first introduced on June 21, 2024, in Developer Beta 1 preview release at HDC 2024. == Availability by country and language == Currently, Celia is available only in German, English, French and Spanish, and has been released in Germany, the UK, France, Spain, Chile, Mexico and Colombia. Huawei has said, that there will be more regions and languages to come. == Compatible devices == Celia only became available with the EMUI 10.1 update that was released in April, which means that a limited number of devices are compatible with it. More devices will be added to the list throughout the coming months as Celia's availability increases. The current list is shown below: === Huawei P series === Huawei P50 (Pro) Huawei P40 (Lite, Pro & Pro+) Huawei P30 (Pro) === Huawei Mate series === Huawei Mate 40 Huawei Mate 30 (Lite, Pro & RS Porche Design) Huawei MatePad Pro Huawei Mate 20 (Pro, 20X 4G, 20X 5G and RS Porche Design) Huawei Mate X & Xs === Huawei Nova series === Huawei Nova 6 (Nova 6 5G & Nova 6 SE) Huawei Nova 5 (Nova 5 Pro, Nova 5i Pro & Nova 5Z) Huawei Nova Y60 === Huawei Enjoy series === Huawei Enjoy 10S == Issues == Technology news website Engadget has noted that when saying, 'Hey Celia', out aloud in the presence of an iPhone, Siri will respond along with Celia; this is apparently because 'Celia' sounds similar to 'Siri'.

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  • Photo-consistency

    Photo-consistency

    In computer vision, photo-consistency determines whether a given voxel is occupied. A voxel is considered to be photo consistent when its color appears to be similar to all the cameras that can see it. Most voxel coloring or space carving techniques require using photo consistency as a check condition in Image-based modeling and rendering applications. == Usage == 3D Volumetric Reconstruction. Image registration. Multi-view reconstruction.

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  • Video imprint (computer vision)

    Video imprint (computer vision)

    Proposed as an extension of image epitomes in the field of video content analysis, video imprint is obtained by recasting video contents into a fixed-sized tensor representation regardless of video resolution or duration. Specifically, statistical characteristics are retained to some degrees so that common video recognition tasks can be carried out directly on such imprints, e.g., event retrieval, temporal action localization. It is claimed that both spatio-temporal interdependences are accounted for and redundancies are mitigated during the computation of video imprints. The option of computing video imprints exploiting the epitome model has the advantage of more flexible input feature formats and more efficient training stage for video content analysis.

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  • Deep image prior

    Deep image prior

    Deep image prior is a type of convolutional neural network used to enhance a given image with no prior training data other than the image itself. A neural network is randomly initialized and used as prior to solve inverse problems such as noise reduction, super-resolution, and inpainting. Image statistics are captured by the structure of a convolutional image generator rather than by any previously learned capabilities. == Method == === Background === Inverse problems such as noise reduction, super-resolution, and inpainting can be formulated as the optimization task x ∗ = m i n x E ( x ; x 0 ) + R ( x ) {\displaystyle x^{}=min_{x}E(x;x_{0})+R(x)} , where x {\displaystyle x} is an image, x 0 {\displaystyle x_{0}} a corrupted representation of that image, E ( x ; x 0 ) {\displaystyle E(x;x_{0})} is a task-dependent data term, and R(x) is the regularizer. Deep neural networks learn a generator/decoder x = f θ ( z ) {\displaystyle x=f_{\theta }(z)} which maps a random code vector z {\displaystyle z} to an image x {\displaystyle x} . The image corruption method used to generate x 0 {\displaystyle x_{0}} is selected for the specific application. === Specifics === In this approach, the R ( x ) {\displaystyle R(x)} prior is replaced with the implicit prior captured by the neural network (where R ( x ) = 0 {\displaystyle R(x)=0} for images that can be produced by a deep neural networks and R ( x ) = + ∞ {\displaystyle R(x)=+\infty } otherwise). This yields the equation for the minimizer θ ∗ = a r g m i n θ E ( f θ ( z ) ; x 0 ) {\displaystyle \theta ^{}=argmin_{\theta }E(f_{\theta }(z);x_{0})} and the result of the optimization process x ∗ = f θ ∗ ( z ) {\displaystyle x^{}=f_{\theta ^{}}(z)} . The minimizer θ ∗ {\displaystyle \theta ^{}} (typically a gradient descent) starts from a randomly initialized parameters and descends into a local best result to yield the x ∗ {\displaystyle x^{}} restoration function. ==== Overfitting ==== A parameter θ may be used to recover any image, including its noise. However, the network is reluctant to pick up noise because it contains high impedance while useful signal offers low impedance. This results in the θ parameter approaching a good-looking local optimum so long as the number of iterations in the optimization process remains low enough not to overfit data. === Deep Neural Network Model === Typically, the deep neural network model for deep image prior uses a U-Net like model without the skip connections that connect the encoder blocks with the decoder blocks. The authors in their paper mention that "Our findings here (and in other similar comparisons) seem to suggest that having deeper architecture is beneficial, and that having skip-connections that work so well for recognition tasks (such as semantic segmentation) is highly detrimental." == Applications == === Denoising === The principle of denoising is to recover an image x {\displaystyle x} from a noisy observation x 0 {\displaystyle x_{0}} , where x 0 = x + ϵ {\displaystyle x_{0}=x+\epsilon } . The distribution ϵ {\displaystyle \epsilon } is sometimes known (e.g.: profiling sensor and photon noise) and may optionally be incorporated into the model, though this process works well in blind denoising. The quadratic energy function E ( x , x 0 ) = | | x − x 0 | | 2 {\displaystyle E(x,x_{0})=||x-x_{0}||^{2}} is used as the data term, plugging it into the equation for θ ∗ {\displaystyle \theta ^{}} yields the optimization problem m i n θ | | f θ ( z ) − x 0 | | 2 {\displaystyle min_{\theta }||f_{\theta }(z)-x_{0}||^{2}} . === Super-resolution === Super-resolution is used to generate a higher resolution version of image x. The data term is set to E ( x ; x 0 ) = | | d ( x ) − x 0 | | 2 {\displaystyle E(x;x_{0})=||d(x)-x_{0}||^{2}} where d(·) is a downsampling operator such as Lanczos that decimates the image by a factor t. === Inpainting === Inpainting is used to reconstruct a missing area in an image x 0 {\displaystyle x_{0}} . These missing pixels are defined as the binary mask m ∈ { 0 , 1 } H × V {\displaystyle m\in \{0,1\}^{H\times V}} . The data term is defined as E ( x ; x 0 ) = | | ( x − x 0 ) ⊙ m | | 2 {\displaystyle E(x;x_{0})=||(x-x_{0})\odot m||^{2}} (where ⊙ {\displaystyle \odot } is the Hadamard product). The intuition behind this is that the loss is computed only on the known pixels in the image, and the network is going to learn enough about the image to fill in unknown parts of the image even though the computed loss doesn't include those pixels. This strategy is used to remove image watermarks by treating the watermark as missing pixels in the image. === Flash–no-flash reconstruction === This approach may be extended to multiple images. A straightforward example mentioned by the author is the reconstruction of an image to obtain natural light and clarity from a flash–no-flash pair. Video reconstruction is possible but it requires optimizations to take into account the spatial differences. == Implementations == A reference implementation rewritten in Python 3.6 with the PyTorch 0.4.0 library was released by the author under the Apache 2.0 license: deep-image-prior A TensorFlow-based implementation written in Python 2 and released under the CC-SA 3.0 license: deep-image-prior-tensorflow A Keras-based implementation written in Python 2 and released under the GPLv3: machine_learning_denoising == Example == See Astronomy Picture of the Day (APOD) of 2024-02-18

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  • Egocentric vision

    Egocentric vision

    Egocentric vision or first-person vision is a sub-field of computer vision that entails analyzing images and videos captured by a wearable camera, which is typically worn on the head or on the chest and naturally approximates the visual field of the camera wearer. Consequently, visual data capture the part of the scene on which the user focuses to carry out the task at hand and offer a valuable perspective to understand the user's activities and their context in a naturalistic setting. The wearable camera looking forwards is often supplemented with a camera looking inward at the user's eye and able to measure a user's eye gaze, which is useful to reveal attention and to better understand the user's activity and intentions. == History == The idea of using a wearable camera to gather visual data from a first-person perspective dates back to the 70s, when Steve Mann invented "Digital Eye Glass", a device that, when worn, causes the human eye itself to effectively become both an electronic camera and a television display. Subsequently, wearable cameras were used for health-related applications in the context of Humanistic Intelligence and Wearable AI. Egocentric vision is best done from the point-of-eye, but may also be done by way of a neck-worn camera when eyeglasses would be in-the-way. This neck-worn variant was popularized by way of the Microsoft SenseCam in 2006 for experimental health research works. The interest of the computer vision community into the egocentric paradigm has been arising slowly entering the 2010s and it is rapidly growing in recent years, boosted by both the impressive advances in the field of wearable technology and by the increasing number of potential applications. The prototypical first-person vision system described by Kanade and Hebert, in 2012 is composed by three basic components: a localization component able to estimate the surrounding, a recognition component able to identify object and people, and an activity recognition component, able to provide information about the current activity of the user. Together, these three components provide a complete situational awareness of the user, which in turn can be used to provide assistance to the user or to the caregiver. Following this idea, the first computational techniques for egocentric analysis focused on hand-related activity recognition and social interaction analysis. Also, given the unconstrained nature of the video and the huge amount of data generated, temporal segmentation and summarization were among the first problems addressed. After almost ten years of egocentric vision (2007–2017), the field is still undergoing diversification. Emerging research topics include: Social saliency estimation Multi-agent egocentric vision systems Privacy preserving techniques and applications Attention-based activity analysis Social interaction analysis Hand pose analysis Ego graphical User Interfaces (EUI) Understanding social dynamics and attention Revisiting robotic vision and machine vision as egocentric sensing Activity forecasting Gaze prediction == Technical challenges == Today's wearable cameras are small and lightweight digital recording devices that can acquire images and videos automatically, without the user intervention, with different resolutions and frame rates, and from a first-person point of view. Therefore, wearable cameras are naturally primed to gather visual information from our everyday interactions since they offer an intimate perspective of the visual field of the camera wearer. Depending on the frame rate, it is common to distinguish between photo-cameras (also called lifelogging cameras) and video-cameras. The former (e.g., Narrative Clip and Microsoft SenseCam), are commonly worn on the chest, and are characterized by a very low frame rate (up to 2fpm) that allows to capture images over a long period of time without the need of recharging the battery. Consequently, they offer considerable potential for inferring knowledge about e.g. behaviour patterns, habits or lifestyle of the user. However, due to the low frame-rate and the free motion of the camera, temporally adjacent images typically present abrupt appearance changes so that motion features cannot be reliably estimated. The latter (e.g., Google Glass, GoPro), are commonly mounted on the head, and capture conventional video (around 35fps) that allows to capture fine temporal details of interactions. Consequently, they offer potential for in-depth analysis of daily or special activities. However, since the camera is moving with the wearer head, it becomes more difficult to estimate the global motion of the wearer and in the case of abrupt movements, the images can result blurred. In both cases, since the camera is worn in a naturalistic setting, visual data present a huge variability in terms of illumination conditions and object appearance. Moreover, the camera wearer is not visible in the image and what he/she is doing has to be inferred from the information in the visual field of the camera, implying that important information about the wearer, such for instance as pose or facial expression estimation, is not available. == Applications == A collection of studies published in a special theme issue of the American Journal of Preventive Medicine has demonstrated the potential of lifelogs captured through wearable cameras from a number of viewpoints. In particular, it has been shown that used as a tool for understanding and tracking lifestyle behaviour, lifelogs would enable the prevention of noncommunicable diseases associated to unhealthy trends and risky profiles (such as obesity and depression). In addition, used as a tool of re-memory cognitive training, lifelogs would enable the prevention of cognitive and functional decline in elderly people. More recently, egocentric cameras have been used to study human and animal cognition, human-human social interaction, human-robot interaction, human expertise in complex tasks. Other applications include navigation/assistive technologies for the blind, monitoring and assistance of industrial workflows, and augmented reality interfaces.

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