AI Generator Reddit

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

  • Embodied agent

    Embodied agent

    In artificial intelligence, an embodied agent, also sometimes referred to as an interface agent, is an intelligent agent that interacts with the environment through a physical body within that environment. Agents that are represented graphically with a body, for example a human or a cartoon animal, are also called embodied agents, although they have only virtual, not physical, embodiment. A branch of artificial intelligence focuses on empowering such agents to interact autonomously with human beings and the environment. Mobile robots are one example of physically embodied agents; Ananova and Microsoft Agent are examples of graphically embodied agents. Embodied conversational agents are embodied agents (usually with a graphical front-end as opposed to a robotic body) that are capable of engaging in conversation with one another and with humans employing the same verbal and nonverbal means that humans do (such as gesture, facial expression, and so forth). == Embodied conversational agents == Embodied conversational agents are a form of intelligent user interface. Graphically embodied agents aim to unite gesture, facial expression and speech to enable face-to-face communication with users, providing a powerful means of human-computer interaction. == Advantages == Face-to-face communication allows communication protocols that give a much richer communication channel than other means of communicating. It enables pragmatic communication acts such as conversational turn-taking, facial expression of emotions, information structure and emphasis, visualization and iconic gestures, and orientation in a three-dimensional environment. This communication takes place through both verbal and non-verbal channels such as gaze, gesture, spoken intonation and body posture. Research has found that users prefer a non-verbal visual indication of an embodied system's internal state to a verbal indication, demonstrating the value of additional non-verbal communication channels. As well as this, the face-to-face communication involved in interacting with an embodied agent can be conducted alongside another task without distracting the human participants, instead improving the enjoyment of such an interaction. Furthermore, the use of an embodied presentation agent results in improved recall of the presented information. Embodied agents also provide a social dimension to the interaction. Humans willingly ascribe social awareness to computers, and thus interaction with embodied agents follows social conventions, similar to human to human interactions. This social interaction both raises the believably and perceived trustworthiness of agents, and increases the user's engagement with the system. Rickenberg and Reeves found that the presence of an embodied agent on a website increased the level of user trust in that website, but also increased users' anxiety and affected their performance, as if they were being watched by a real human. Another effect of the social aspect of agents is that presentations given by an embodied agent are perceived as being more entertaining and less difficult than similar presentations given without an agent. Research shows that perceived enjoyment, followed by perceived usefulness and ease of use, is the major factor influencing user adoption of embodied agents. A study in January 2004 by Byron Reeves at Stanford demonstrated how digital characters could "enhance online experiences" through explaining how virtual characters essentially add a sense of familiarity to the user experience and make it more approachable. This increase in likability in turn helps make the products better, which benefits both the end users and those creating the product. === Applications === The rich style of communication that characterizes human conversation makes conversational interaction with embodied conversational agents ideal for many non-traditional interaction tasks. A familiar application of graphically embodied agents is computer games; embodied agents are ideal for this setting because the richer communication style makes interacting with the agent enjoyable. Embodied conversational agents have also been used in virtual training environments, portable personal navigation guides, interactive fiction and storytelling systems, interactive online characters and automated presenters and commentators. Major virtual assistants like Siri, Amazon Alexa and Google Assistant do not come with any visual embodied representation, which is believed to limit the sense of human presence by users. The U.S. Department of Defense utilizes a software agent called SGT STAR on U.S. Army-run Web sites and Web applications for site navigation, recruitment and propaganda purposes. Sgt. Star is run by the Army Marketing and Research Group, a division operated directly from The Pentagon. Sgt. Star is based upon the ActiveSentry technology developed by Next IT, a Washington-based information technology services company. Other such bots in the Sgt. Star "family" are utilized by the Federal Bureau of Investigation and the Central Intelligence Agency for intelligence gathering purposes.

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  • Semi-automation

    Semi-automation

    Semi-automation is a process or procedure that is performed by the combined activities of man and machine with both human and machine steps typically orchestrated by a centralized computer controller. Within manufacturing, production processes may be fully manual, semi-automated, or fully automated. In this case, semi-automation may vary in its degree of manual and automated steps. Semi-automated manufacturing processes are typically orchestrated by a computer controller which sends messages to the worker at the time in which he/she should perform a step. The controller typically waits for feedback that the human performed step has been completed via either a human-machine interface or via electronic sensors distributed within the process. Controllers within semi-automated processes may either directly control machinery or send signals to machinery distributed within the process. Centralized computer controllers within semi-automated processes orchestrate processes by instructing the worker, providing electronic communication and control to process equipment, tools, or machines, as well as perform data management to record and ensure that the process meets established process criteria. Many manufacturers choose not to fully automate a process, and instead implement semi-automation due to the complexity of the task, or the number of products produced is too low to justify the investment in full automation. Other processes may not be fully automated because it may reduce the flexibility to easily adapt the processes to reflect production needs.

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  • Prosthesis

    Prosthesis

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

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  • Avizo (software)

    Avizo (software)

    Avizo (pronounce: 'a-VEE-zo') is a general-purpose commercial software application for scientific and industrial data visualization and analysis. Avizo is developed by Thermo Fisher Scientific and was originally designed and developed by the Visualization and Data Analysis Group at Zuse Institute Berlin (ZIB) under the name Amira. Avizo was commercially released in November 2007. For the history of its development, see the Wikipedia article about Amira. == Overview == Avizo is a software application which enables users to perform interactive visualization and computation on 3D data sets. The Avizo interface is modelled on the visual programming. Users manipulate data and module components, organized in an interactive graph representation (called Pool), or in a Tree view. Data and modules can be interactively connected together, and controlled with several parameters, creating a visual processing network whose output is displayed in a 3D viewer. With this interface, complex data can be interactively explored and analyzed by applying a controlled sequence of computation and display processes resulting in a meaningful visual representation and associated derived data. == Application areas == Avizo has been designed to support different types of applications and workflows from 2D and 3D image data processing to simulations. It is a versatile and customizable visualization tool used in many fields: Scientific visualization Materials Research Tomography, Microscopy, etc. Nondestructive testing, Industrial Inspection, and Visual Inspection Computer-aided Engineering and simulation data post-processing Porous medium analysis Civil Engineering Seismic Exploration, Reservoir Engineering, Microseismic Monitoring, Borehole Imaging Geology, Digital Rock Physics (DRP), Earth Sciences Archaeology Food technology and agricultural science Physics, Chemistry Climatology, Oceanography, Environmental Studies Astrophysics == Features == Data import: 2D and 3D image stack and volume data: from microscopes (electron, optical), X-ray tomography (CT, micro-/nano-CT, synchrotron), neutron tomography and other acquisition devices (MRI, radiography, GPR) Geometric models (such as point sets, line sets, surfaces, grids) Numerical simulation data (such as Computational fluid dynamics or Finite element analysis data) Molecular data Time series and animations Seismic data Well logs 4D Multivariate Climate Models 2D/3D data visualization: Volume rendering Digital Volume Correlation Visualization of sections, through various slicing and clipping methods Isosurface rendering Polygonal meshes Scalar fields, Vector fields, Tensor representations, Flow visualization (Illuminated Streamlines, Stream Ribbons) Image processing: 2D/3D Alignment of image slices, Image registration Image filtering Mathematical Morphology (erode, dilate, open, close, tophat) Watershed Transform, Distance Transform Image segmentation 3D models reconstruction: Polygonal surface generation from segmented objects Generation of tetrahedral grids Surface reconstruction from point clouds Skeletonization (reconstruction of dendritic, porous or fracture network) Surface model simplification Quantification and analysis: Measurements and statistics Analysis spreadsheet and charting Material properties computation, based on 3D images: Absolute permeability Thermal conductivity Molecular diffusivity Electrical resistivity/formation factor 3D image-based meshing for CFD and FEA: From 3D imaging modalities (CT, micro-CT, MRI, etc.) Surface and volume meshes generation Export to FEA and CFD solvers for simulation Post-processing for simulation analysis Presentation, automation: MovieMaker, Multiscreen, Video wall, collaboration, and VR support TCL Scripting, C++ extension API Avizo is based on Open Inventor 3D graphics toolkits (FEI Visualization Sciences Group).

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  • Visual servoing

    Visual servoing

    Visual servoing, also known as vision-based robot control and abbreviated VS, is a technique which uses feedback information extracted from a vision sensor (visual feedback) to control the motion of a robot. One of the earliest papers that talks about visual servoing was from the SRI International Labs in 1979. == Visual servoing taxonomy == There are two fundamental configurations of the robot end-effector (hand) and the camera: Eye-in-hand, or end-point open-loop control, where the camera is attached to the moving hand and observing the relative position of the target. Eye-to-hand, or end-point closed-loop control, where the camera is fixed in the world and observing the target and the motion of the hand. Visual Servoing control techniques are broadly classified into the following types: Image-based (IBVS) Position/pose-based (PBVS) Hybrid approach IBVS was proposed by Weiss and Sanderson. The control law is based on the error between current and desired features on the image plane, and does not involve any estimate of the pose of the target. The features may be the coordinates of visual features, lines or moments of regions. IBVS has difficulties with motions very large rotations, which has come to be called camera retreat. PBVS is a model-based technique (with a single camera). This is because the pose of the object of interest is estimated with respect to the camera and then a command is issued to the robot controller, which in turn controls the robot. In this case the image features are extracted as well, but are additionally used to estimate 3D information (pose of the object in Cartesian space), hence it is servoing in 3D. Hybrid approaches use some combination of the 2D and 3D servoing. There have been a few different approaches to hybrid servoing 2-1/2-D Servoing Motion partition-based Partitioned DOF Based == Survey == The following description of the prior work is divided into 3 parts Survey of existing visual servoing methods. Various features used and their impacts on visual servoing. Error and stability analysis of visual servoing schemes. === Survey of existing visual servoing methods === Visual servo systems, also called servoing, have been around since the early 1980s , although the term visual servo itself was only coined in 1987. Visual Servoing is, in essence, a method for robot control where the sensor used is a camera (visual sensor). Servoing consists primarily of two techniques, one involves using information from the image to directly control the degrees of freedom (DOF) of the robot, thus referred to as Image Based Visual Servoing (IBVS). While the other involves the geometric interpretation of the information extracted from the camera, such as estimating the pose of the target and parameters of the camera (assuming some basic model of the target is known). Other servoing classifications exist based on the variations in each component of a servoing system , e.g. the location of the camera, the two kinds are eye-in-hand and hand–eye configurations. Based on the control loop, the two kinds are end-point-open-loop and end-point-closed-loop. Based on whether the control is applied to the joints (or DOF) directly or as a position command to a robot controller the two types are direct servoing and dynamic look-and-move. Being one of the earliest works the authors proposed a hierarchical visual servo scheme applied to image-based servoing. The technique relies on the assumption that a good set of features can be extracted from the object of interest (e.g. edges, corners and centroids) and used as a partial model along with global models of the scene and robot. The control strategy is applied to a simulation of a two and three DOF robot arm. Feddema et al. introduced the idea of generating task trajectory with respect to the feature velocity. This is to ensure that the sensors are not rendered ineffective (stopping the feedback) for any the robot motions. The authors assume that the objects are known a priori (e.g. CAD model) and all the features can be extracted from the object. The work by Espiau et al. discusses some of the basic questions in visual servoing. The discussions concentrate on modeling of the interaction matrix, camera, visual features (points, lines, etc..). In an adaptive servoing system was proposed with a look-and-move servoing architecture. The method used optical flow along with SSD to provide a confidence metric and a stochastic controller with Kalman filtering for the control scheme. The system assumes (in the examples) that the plane of the camera and the plane of the features are parallel., discusses an approach of velocity control using the Jacobian relationship s˙ = Jv˙ . In addition the author uses Kalman filtering, assuming that the extracted position of the target have inherent errors (sensor errors). A model of the target velocity is developed and used as a feed-forward input in the control loop. Also, mentions the importance of looking into kinematic discrepancy, dynamic effects, repeatability, settling time oscillations and lag in response. Corke poses a set of very critical questions on visual servoing and tries to elaborate on their implications. The paper primarily focuses the dynamics of visual servoing. The author tries to address problems like lag and stability, while also talking about feed-forward paths in the control loop. The paper also, tries to seek justification for trajectory generation, methodology of axis control and development of performance metrics. Chaumette in provides good insight into the two major problems with IBVS. One, servoing to a local minima and second, reaching a Jacobian singularity. The author show that image points alone do not make good features due to the occurrence of singularities. The paper continues, by discussing the possible additional checks to prevent singularities namely, condition numbers of J_s and Jˆ+_s, to check the null space of ˆ J_s and J^T_s . One main point that the author highlights is the relation between local minima and unrealizable image feature motions. Over the years many hybrid techniques have been developed. These involve computing partial/complete pose from Epipolar Geometry using multiple views or multiple cameras. The values are obtained by direct estimation or through a learning or a statistical scheme. While others have used a switching approach that changes between image-based and position-based on a Lyapnov function. The early hybrid techniques that used a combination of image-based and pose-based (2D and 3D information) approaches for servoing required either a full or partial model of the object in order to extract the pose information and used a variety of techniques to extract the motion information from the image. used an affine motion model from the image motion in addition to a rough polyhedral CAD model to extract the object pose with respect to the camera to be able to servo onto the object (on the lines of PBVS). 2-1/2-D visual servoing developed by Malis et al. is a well known technique that breaks down the information required for servoing into an organized fashion which decouples rotations and translations. The papers assume that the desired pose is known a priori. The rotational information is obtained from partial pose estimation, a homography, (essentially 3D information) giving an axis of rotation and the angle (by computing the eigenvalues and eigenvectors of the homography). The translational information is obtained from the image directly by tracking a set of feature points. The only conditions being that the feature points being tracked never leave the field of view and that a depth estimate be predetermined by some off-line technique. 2-1/2-D servoing has been shown to be more stable than the techniques that preceded it. Another interesting observation with this formulation is that the authors claim that the visual Jacobian will have no singularities during the motions. The hybrid technique developed by Corke and Hutchinson, popularly called portioned approach partitions the visual (or image) Jacobian into motions (both rotations and translations) relating X and Y axes and motions related to the Z axis. outlines the technique, to break out columns of the visual Jacobian that correspond to the Z axis translation and rotation (namely, the third and sixth columns). The partitioned approach is shown to handle the Chaumette Conundrum discussed in. This technique requires a good depth estimate in order to function properly. outlines a hybrid approach where the servoing task is split into two, namely main and secondary. The main task is keep the features of interest within the field of view. While the secondary task is to mark a fixation point and use it as a reference to bring the camera to the desired pose. The technique does need a depth estimate from an off-line procedure. The paper discusses two examples for which depth estimates are obtained from robot odometry and by assuming that all

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  • Apps to analyse COVID-19 sounds

    Apps to analyse COVID-19 sounds

    Apps to analyse COVID-19 sounds are mobile software applications designed to collect respiratory sounds and aid diagnosis in response to the COVID-19 pandemic. Numerous applications are in development, with different institutions and companies taking various approaches to privacy and data collection. Current efforts are aimed at gathering data. In a later stage, it is possible that sound apps will have the capacity (and ethical approvals) to provide information back to users. In order to develop and train signal analysis approaches, large datasets are required. == History == The COVID-19 outbreak was announced as a global pandemic by the World Health Organization in March 2020 and has affected a growing number of people globally. In this context, advanced artificial intelligence techniques are being considered as tools in aiding our response to global health crisis. Other COVID-19 apps which offer solutions for user tracking have been developed. At the same time a number of approaches which tries to use respiratory sounds and artificial intelligence to understand if the disease can be diagnosed have been proposed. A few studies are available as preprints (i.e. not yet peer-reviewed) documents. == Methodologies == The potential for using speech and sound analysis by artificial intelligence to help in this scenario, by surveying which types of related or contextually significant phenomena can be automatically assessed from speech or sound has been recently overviewed. These include the automatic recognition and monitoring of breathing, dry and wet coughing or sneezing sounds, speech under cold, eating behaviour, sleepiness, or pain. Additionally, the potential use-cases of intelligent speech analysis for COVID-19 diagnosed patients has also been presented. In particular, by analysing speech recordings from these patients, an audio-only-based model to automatically categorise the health state of patients from four aspects, including the severity of illness, sleep quality, fatigue, and anxiety, is constructed. This work shows promise in estimating the severity of illness. Machine learning methods have been explored to recognize and diagnose coughs from different diseases. These included a low complexity, automated recognition and diagnostic tool for screening respiratory infections that utilizes convolutional neural networks (CNNs) to detect cough within environment audio and diagnose three potential illnesses (i.e. bronchitis, bronchiolitis and pertussis) based on their unique cough audio features. A large-scale crowdsourced dataset of respiratory sounds has been collected to aid diagnosis of COVID-19: coughs and breathing sounds are sufficient to distinguish users affected by COVID-19 versus those affected by asthma or healthy controls. Behind these studies is the ambition that automated systems to screen for respiratory diseases based on voice, raw cough or other sound data would have positive medical applications in both clinical and public health arenas. == List of apps to analyse COVID-19 sounds ==

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  • Robotics

    Robotics

    Robotics is the interdisciplinary study and practice of the design, construction, operation, and use of robots. A roboticist is someone who specializes in robotics. Robotics usually combines four aspects of design work: a power source (e.g. a battery), mechanical construction, a control system (electrical circuits), and software (run by remote control or artificial intelligence). The goal of most robotics is to design machines that can assist humans in various fields, such as agriculture, construction, domestic work, food processing, inventory management, manufacturing, medicine, military, mining, space exploration, and transportation. Robots impact humans by displacing workers. Some expect this to occur at an increasing rate, leading to proposed solutions such as basic income. Robotics is itself a lucrative business that creates careers, especially for postgraduates. Roboticists often aim to create machines that seem to interface naturally with humans. The field is under active research and development, with areas of interest including robot kinematics and quantum robotics. == Design == Robotics usually combines four aspects of design work to create a robot: Power source: Potential energy sources include wired electricity, a battery, and/or petrol. Mechanical construction: A physical form or combination of forms is designed to functionally achieve tasks within a given range of environments. This can include locomotive elements such as wheels and caterpillar tracks, as well as hydraulic limbs and manipulators (e.g. hands). Control system: Electrical circuits (utilizing components such as diodes and transistors) are used to run software, govern motor movement, and read sensors. Software: A program is how a robot decides when or how to do something. Robotic programs can be run by remote control, artificial intelligence (AI), or a hybrid of the two. AI programming is an important part of robotic navigation and human–robot interaction. === Power source === Many different types of batteries can be used as a power source. Most are lead–acid batteries, which are safe and have relatively long shelf lives but are rather heavy compared to silver–cadmium batteries, which are much smaller in volume and much more expensive. Designing a battery-powered robot needs to take into account factors such as safety, cycle lifetime, and weight. Generators, often some type of internal combustion engine, can also be used, but are often mechanically complex and inefficient. Additionally, a tether could connect the robot to a power supply, saving weight and space, but requiring a cumbersome cable. Potential power sources include: Flywheel energy storage Hydraulics Nuclear Organic garbage (through anaerobic digestion) Pneumatics (compressed gases) Solar power === Mechanical construction === Actuators are the "muscles" of a robot, the parts which convert stored energy into movement. The most popular actuators are electric motors that rotate a wheel or gear and linear actuators that control factory robots. Most robots use electric motors—often brushed and brushless DC motors in portable robots or AC motors in industrial robots and computer numerical control machines—especially in systems with lighter loads and where the predominant form of motion is rotational. Meanwhile, linear actuators move in and out and often have quicker direction changes, particularly when large forces are needed, such as with industrial robotics. They are typically powered by oil or compressed air, but can also be powered by electricity, usually via a motor and a leadscrew. The mechanical rack and pinion is common. Recent alternatives to DC motors are piezoelectric motors, including ultrasonic motors, in which tiny piezoceramic elements vibrate many thousands of times per second, causing linear or rotary motion. One type uses the vibration of the piezo elements to step the motor in a circle or a straight line; another type uses the piezo elements to vibrate a nut or drive a screw. The advantages of these motors are nanometer resolution, speed, and force for their size. Series elastic actuation (SEA) relies on introducing intentional elasticity between the motor actuator and the load for robust force control. Due to the resultant lower reflected inertia, series elastic actuation improves safety during robot interactions or collisions. Further, it provides energy efficiency and shock absorption (mechanical filtering) while reducing excessive wear on the transmission and other components. This approach has successfully been employed in various robots, particularly advanced manufacturing robots and walking humanoid robots. The controller design of a series elastic actuator is most often performed within the passivity framework as it ensures the safety of interaction with unstructured environments. However, this framework suffers from stringent limitations imposed on the controller, which may impact performance. Pneumatic artificial muscles, also known as air muscles, are special tubes that expand (typically up to 42%) when air is forced inside them; they are used in some robot applications. Muscle wire, also known as shape memory alloy, is a material that contracts (under 5%) when electricity is applied; they have been used for some small robots. Electroactive polymers are a plastic material that can contract substantially (up to 380% activation strain) from electricity and have been used in the facial muscles and arms of humanoid robots, as well as to enable new robots to float, fly, swim or walk. Additionally, elastic carbon nanotubes are a promising experimental artificial muscle technology. The absence of defects in carbon nanotubes enables these filaments to deform elastically by several percent, with energy storage levels of perhaps 10 J/cm3 for metal nanotubes. Human biceps could be replaced with wire of this material measuring 8 millimetres (3⁄8 in) in diameter, feasibly allowing future robots to outperform humans. ==== Locomotion ==== Robots with only one or two wheel(s) can have advantages such as greater efficiency, reduced parts, and navigation through confined areas. A one-wheeled robot balances on a round ball; Carnegie Mellon University's Ballbot is the approximate height and width of a person. Several attempts have also been made to build spherical robots (also known as orb bots or ball bots), which move by spinning a weight inside the ball or rotating outer shells. Two-wheeled balancing robots generally use a gyroscope to detect how much a robot is falling and drive the wheels proportionally up to hundreds of times per second to counterbalance the fall, based on inverted pendulum dynamics. NASA's Robonaut has been mounted to a Segway for a similar effect. Most mobile robots have four wheels or continuous tracks. Six wheels can give better traction in outdoor terrain, while tracks provide even more grip. Tracked wheels are common for outdoor off-road robots, but are difficult to use indoors. A small number of skating robots have been developed, one of which is a multimodal walking and skating device with four legs and unpowered wheels. Several robots have been made that can walk on two legs, but not yet as reliably as a human. Many other robots have been built that walk on more than two legs, being significantly easier. Walking robots could be used for uneven terrains, providing a high degree of mobility and efficiency, but two-legged robots can currently only handle flat floors or perhaps stairs. Some approaches have included: The zero moment point (ZMP) is the algorithm used by robots such as Honda's ASIMO. The robot's onboard computer tries to keep the total inertial forces (the combination of Earth's gravity and the acceleration and deceleration of walking) exactly opposed by the floor reaction force (the force of the floor pushing back on the robot's foot). In this way, the two forces cancel out, leaving no moment (force causing the robot to rotate and fall over). Human observers note that this is not exactly how a human walks, with some describing ASIMO's walk as looking like it needs use the bathroom. ASIMO's walking algorithm utilizes some dynamic balancing, but requires a flat surface. Several robots, built in the 1980s by Marc Raibert at the MIT Leg Laboratory, successfully demonstrated very dynamic walking. Initially, a robot with only one leg, and a very small foot could stay upright simply by hopping. The movement is the same as that of a person on a pogo stick. As the robot falls to one side, it would jump slightly in that direction to catch itself. Soon, the algorithm was generalized to two and four legs. A bipedal robot was demonstrated running and even performing somersaults. A quadruped was also demonstrated which could trot, run, pace, and bound. A more advanced approach is a dynamic balancing algorithm, which constantly monitors the robot's motion and places the feet to maintain stability. This technique has been demonstrated by Anybots' Dexter robot (

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  • 17LIVE

    17LIVE

    17LIVE is an international entertainment platform. As of 2024, 17LIVE is the #3 live broadcasting platform globally, formed by its flagship live stream app 17LIVE (LIVIT in English markets), MEME Live and live stream e-commerce platforms HandsUP and OrderPally. == History == 17LIVE was first founded in Taiwan in 2015 by Jeffery Huang. The company has maintained its leading position since its entry into the Japan market in 2017, becoming the biggest platform for live entertainment in Japan, Taiwan, Hong Kong, and other countries. In 2017, 17 closed out US$33M in series B round to merge with dating software Paktor, with Joseph Phua (Co-founder of Paktor) taking over the leadership of 17LIVE as CEO and Co-founder, as well as to enter the Japan and Hong Kong market. Within one year, 17 Media became the #1 market leader in Japan. In 2018, the company raised $25M in series C round as it got ready for US IPO, which failed to materialize. 17LIVE had an unsuccessful US IPO attempt in 2018. Since then, the company reformed and transformed the business. Some key initiatives include the hiring of current CEO Hirofumi Ono, spin-off of Paktor (dating software business unit), full buy-out of founder Jeffery Huang, acquisition of MEME and HandsUp, and more. Despite the failed IPO attempt, the company continued to push for international expansion, including creating ‘LIVIT’ for the English-speaking markets to enter US, India, and North Africa. In 2019, 17's flagship live streaming app reached 10M downloads in Japan, and the business continues to push for both organic and inorganic expansion. Some key M&A highlights in the year include the acquisition of MEME Live in Southeast Asia, as well as HandsUp, a live e-commerce platform. In 2020, M17 closed out $26.5M in Series D round to continue organic growth in Japan, US and Middle East. In the same year, the company also sold its dating app business, Parktor, to rationalise M17 into a live-stream pure play business, followed by the appointment of its current Chairman, Joseph Phua, and previous Global CEO, Hirofumi Ono. With the buy-out and departure of founder Jeff Huang, the parent holding company M17 Entertainment Limited was officially renamed as 17 LIVE Group. An estimated 60 million users registered in 154 countries and territories in April 2022. In 2022, September, 17LIVE announced Group CEO Hirofumi Ono steps down. Alex Lien takes over the leadership as new Group COO; Jing Shen Ng appointed Group CTO. In 2023, March, 17LIVE announced Alex Lien promoted to Global CEO. Kenta Masuda appointed as Global CFO. === Collaboration with Ayumi Hamasaki === To celebrate its 4th anniversary, 17LIVE collaborated with Japanese singer-songwriter Ayumi Hamasaki, who led the 17LIVE 4th Anniversary meets Ayumi Hamasaki series starting October 18, 2021. Along with composer and arranger Yuta Nakano, Hamasaki judged auditioning artists competing for the chance to work with her and her production team for a debut single. The series was streamed live on the 17LIVE website, the final airing on November 11. The eventual winner was named as Yoshitaka_song. When asked why she collaborated with 17LIVE as a producer, Hamasaki commented: "Although the world has become like this (during COVID-19), I believe that the art of entertainment can give people dreams, hope, courage, and strength. I hope that kind of light will continue to shine through the entertainment industry." == Features == On 17LIVE, artists (LIVERs) are able to broadcast live, and post photos and videos from their album. The app has been designed for LIVERs to simply open the App, and start sharing contents without the need to edit or professionally curate their videos. The platform cultivates LIVERs, supports them with a local content management team, and provides artists with various functions, such as real time chatting, gifting, fan clubs, interactive competition and events. Today, 17LIVE has 46 thousands contracted artists and more than 2.3 million MAU, who spend 44 minutes on the platform every day. 17LIVE continues to advocate content-driven philosophy and delivers diverse topics, from politics and music to entertainment, to broaden its audience groups. 17LIVE also hosts offline flash events and concerts to attract new users and support LIVERs better connect with their fans. == Operation == 17LIVE has over 700 employees globally. The app provides few monetization models for LIVERs on the platform, including: Gifting: user / fans buy virtual gifts on the app to send to their favored LIVERs. Subscription: monthly subscription fan club service for access to exclusive content Pay-per-view: ticket service for online streaming concerts E-commerce: live e-commerce platform In the past, 17LIVE has encountered some regulatory headwinds with reported incidents of inappropriate livestream content on the platform. The incidents were direct results of the lack of oversight and supervision capability in place in the business at the time. Over the years, 17LIVE claims to have put in tremendous manpower and effort into improving, monitoring and maintaining control over both the live stream content and the KYC procedures and systems.

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  • Rule-based machine translation

    Rule-based machine translation

    Rule-based machine translation (RBMT) is a classical approach of machine translation systems based on linguistic information about source and target languages. Such information is retrieved from (unilingual, bilingual or multilingual) dictionaries and grammars covering the main semantic, morphological, and syntactic regularities of each language. Having input sentences, an RBMT system generates output sentences on the basis of analysis of both the source and the target languages involved. RBMT has been progressively superseded by more efficient methods, particularly neural machine translation. == History == The first RBMT systems were developed in the early 1970s. The most important steps of this evolution were the emergence of the following RBMT systems: Systran Japanese MT systems Today, other common RBMT systems include: Apertium GramTrans == Types of RBMT == There are three different types of rule-based machine translation systems: Direct Systems (Dictionary Based Machine Translation) map input to output with basic rules. Transfer RBMT Systems (Transfer Based Machine Translation) employ morphological and syntactical analysis. Interlingual RBMT Systems (Interlingua) use an abstract meaning. RBMT systems can also be characterized as the systems opposite to Example-based Systems of Machine Translation (Example Based Machine Translation), whereas Hybrid Machine Translations Systems make use of many principles derived from RBMT. == Basic principles == The main approach of RBMT systems is based on linking the structure of the given input sentence with the structure of the demanded output sentence, necessarily preserving their unique meaning. The following example can illustrate the general frame of RBMT: A girl eats an apple. Source Language = English; Demanded Target Language = German Minimally, to get a German translation of this English sentence one needs: A dictionary that will map each English word to an appropriate German word. Rules representing regular English sentence structure. Rules representing regular German sentence structure. And finally, we need rules according to which one can relate these two structures together. Accordingly, we can state the following stages of translation: 1st: getting basic part-of-speech information of each source word: a = indef.article; girl = noun; eats = verb; an = indef.article; apple = noun 2nd: getting syntactic information about the verb "to eat": NP-eat-NP; here: eat – Present Simple, 3rd Person Singular, Active Voice 3rd: parsing the source sentence: (NP an apple) = the object of eat Often only partial parsing is sufficient to get to the syntactic structure of the source sentence and to map it onto the structure of the target sentence. 4th: translate English words into German a (category = indef.article) => ein (category = indef.article) girl (category = noun) => Mädchen (category = noun) eat (category = verb) => essen (category = verb) an (category = indef. article) => ein (category = indef.article) apple (category = noun) => Apfel (category = noun) 5th: Mapping dictionary entries into appropriate inflected forms (final generation): A girl eats an apple. => Ein Mädchen isst einen Apfel. == Ontologies == An ontology is a formal representation of knowledge that includes the concepts (such as objects, processes etc.) in a domain and some relations between them. If the stored information is of linguistic nature, one can speak of a lexicon. In NLP, ontologies can be used as a source of knowledge for machine translation systems. With access to a large knowledge base, rule-based systems can be enabled to resolve many (especially lexical) ambiguities on their own. In the following classic examples, as humans, we are able to interpret the prepositional phrase according to the context because we use our world knowledge, stored in our lexicons:I saw a man/star/molecule with a microscope/telescope/binoculars.Since the syntax does not change, a traditional rule-based machine translation system may not be able to differentiate between the meanings. With a large enough ontology as a source of knowledge however, the possible interpretations of ambiguous words in a specific context can be reduced. === Building ontologies === The ontology generated for the PANGLOSS knowledge-based machine translation system in 1993 may serve as an example of how an ontology for NLP purposes can be compiled: A large-scale ontology is necessary to help parsing in the active modules of the machine translation system. In the PANGLOSS example, about 50,000 nodes were intended to be subsumed under the smaller, manually-built upper (abstract) region of the ontology. Because of its size, it had to be created automatically. The goal was to merge the two resources LDOCE online and WordNet to combine the benefits of both: concise definitions from Longman, and semantic relations allowing for semi-automatic taxonomization to the ontology from WordNet. A definition match algorithm was created to automatically merge the correct meanings of ambiguous words between the two online resources, based on the words that the definitions of those meanings have in common in LDOCE and WordNet. Using a similarity matrix, the algorithm delivered matches between meanings including a confidence factor. This algorithm alone, however, did not match all meanings correctly on its own. A second hierarchy match algorithm was therefore created which uses the taxonomic hierarchies found in WordNet (deep hierarchies) and partially in LDOCE (flat hierarchies). This works by first matching unambiguous meanings, then limiting the search space to only the respective ancestors and descendants of those matched meanings. Thus, the algorithm matched locally unambiguous meanings (for instance, while the word seal as such is ambiguous, there is only one meaning of seal in the animal subhierarchy). Both algorithms complemented each other and helped constructing a large-scale ontology for the machine translation system. The WordNet hierarchies, coupled with the matching definitions of LDOCE, were subordinated to the ontology's upper region. As a result, the PANGLOSS MT system was able to make use of this knowledge base, mainly in its generation element. == Components == The RBMT system contains: a SL morphological analyser - analyses a source language word and provides the morphological information; a SL parser - is a syntax analyser which analyses source language sentences; a translator - used to translate a source language word into the target language; a TL morphological generator - works as a generator of appropriate target language words for the given grammatica information; a TL parser - works as a composer of suitable target language sentences; Several dictionaries - more specifically a minimum of three dictionaries: a SL dictionary - needed by the source language morphological analyser for morphological analysis, a bilingual dictionary - used by the translator to translate source language words into target language words, a TL dictionary - needed by the target language morphological generator to generate target language words. The RBMT system makes use of the following: a Source Grammar for the input language which builds syntactic constructions from input sentences; a Source Lexicon which captures all of the allowable vocabulary in the domain; Source Mapping Rules which indicate how syntactic heads and grammatical functions in the source language are mapped onto domain concepts and semantic roles in the interlingua; a Domain Model/Ontology which defines the classes of domain concepts and restricts the fillers of semantic roles for each class; Target Mapping Rules which indicate how domain concepts and semantic roles in the interlingua are mapped onto syntactic heads and grammatical functions in the target language; a Target Lexicon which contains appropriate target lexemes for each domain concept; a Target Grammar for the target language which realizes target syntactic constructions as linearized output sentences. == Advantages == No bilingual texts are required. This makes it possible to create translation systems for languages that have no texts in common, or even no digitized data whatsoever. Domain independent. Rules are usually written in a domain independent manner, so the vast majority of rules will "just work" in every domain, and only a few specific cases per domain may need rules written for them. No quality ceiling. Every error can be corrected with a targeted rule, even if the trigger case is extremely rare. This is in contrast to statistical systems where infrequent forms will be washed away by default. Total control. Because all rules are hand-written, you can easily debug a rule-based system to see exactly where a given error enters the system, and why. Reusability. Because RBMT systems are generally built from a strong source language analysis that is fed to a transfer step and target language generator, the source language analysis and targe

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  • VGACAD

    VGACAD

    VGACAD was the parent of a suite of shareware graphic utilities made for the MS-DOS operating system used in the IBM PC and clones. It was popular for editing and capturing images using BSAVE (graphics image format) and provided an early graphic editing suite compatible with multiple graphic cards and resolutions, used on the IBM PC. == Usage == Written by Lawrence Gozum in 1987, it was the genesis of multiple versions and improvements over 10 years. Ran with his brother, Marvin initially helped with design ideas, strategic focus, technical support calls, and managing the early shareware business. The growth of the VGACAD suite grew quickly to preoccupy most of their time. Lawrence then focused more of his efforts on software and formed Applied Insights, to manage VGACAD and its offspring, VidFun, and Ai Picture Explorer. At its peak, its users ranged from individuals, Federal government offices, museums and major newspapers. == Features == VGACAD was a misnomer, and meant VGA-Computer Assisted Drawing, rather than computer-aided design, as CAD is commonly referred to today. Its longevity was due to its color accuracy, speed, small size, and that its suite of small utilities often worked stand-alone. One called VGACAP, for 'capture', dumped video memory into a file that could later be converted to popular graphic image formats, later made commonplace when Microsoft Windows programmed the print screen key to dump graphics into the clipboard. However, VGACAP ran insulated apart from early versions of Windows, and thus could capture screens were applications prohibited such function.

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  • Opponent process

    Opponent process

    The opponent process is a hypothesis of color vision that states that the human visual system interprets information about color by processing signals from the three types of photoreceptor cells in an antagonistic manner. The three types of cones are called L, M, and S. The names stand for "Long wavelength sensitive,” "middle wavelength sensitive," and "short wavelength sensitive." The opponent-process theory implicates three opponent channels: L versus M, S versus (L+M), and a luminance channel (+ versus -). These cone-opponent mechanisms were at one time thought to be the neural substrate for a psychological theory called Hering's Opponent Colors Theory, which calls for three psychologically important opponent color processes: red versus green, blue versus yellow, and black versus white (luminance). The Opponent Colors Theory is named for the German physiologist Ewald Hering who proposed the idea in the late 19th century. However, it has been argued that Hering’s Opponent Colors Theory lacks adequate phenomenological and empirical support, and may not be a necessary feature of normal human color experience. Correspondingly, considerable physiological and behavioral evidence proves that the physiological cone opponent mechanisms do not constitute the neurobiological basis for Hering's Opponent Colors Theory. == Color theory == === Complementary colors === When staring at a bright color for a while (e.g. red), then looking away at a white field, an afterimage is perceived, such that the original color will evoke its complementary color (cyan, in the case of red input). When complementary colors are combined or mixed, they "cancel each other out" and become neutral (white or gray). That is, complementary colors are never perceived as a mixture; there is no "greenish red" or "yellowish blue", despite claims to the contrary. The strongest color contrast that a color can have is its complementary color. Complementary colors may also be called "opposite colors" and they were originally considered the primary evidence in support of Hering's Opponent Colors Theory. There are two fatal problems with this evidence. First, the complement of red is not green, as called for by Hering's theory; it is bluish-green. And second, there exists a complementary color for every color, so there is nothing special about the set of complementary pairs picked out by Hering's theory. === Unique hues === The colors that define the extremes for each opponent channel are called unique hues, as opposed to composite (mixed) hues. Ewald Hering first defined the unique hues as red, green, blue, and yellow, and based them on the concept that these colors could not be simultaneously perceived. For example, a color cannot appear both red and green. These definitions have been experimentally refined and are represented today by average hue angles of 353° (carmine red), 128° (cobalt green), 228° (cobalt blue), 58° (yellow). The unique hues are a defining feature of many psychological color spaces, but there is substantial evidence showing that the unique hues are not hard wired in the nervous system, contrary to the stipulations of Hering's Opponent Colors Theory. Unique hues can differ between individuals and are often used in psychophysical research to measure variations in color perception due to color-vision deficiencies or color adaptation. While there is considerable inter-subject variability when defining unique hues experimentally, an individual's unique hues are very consistent, to within a few nanometers of wavelength. == Physiological basis == === Relation to LMS color space === The trichromatic theory is in conflict with Hering's Opponent Colors Theory, although it is compatible with a physiological opponent process that compares the outputs of the different classes of cone types. The poles of these cone opponent mechanisms do not correspond to the unique hues of Hering's Opponent Colors Theory and unlike the unique hues, have no privilege in color perception. Most humans have three different cone cells in their retinas that facilitate trichromatic color vision. Colors are determined by the proportional excitation of these three cone types, i.e. their quantum catch. The levels of excitation of each cone type are the parameters that define LMS color space. To calculate the opponent process tristimulus values from the LMS color space, the cone excitations must be compared: The luminous (achromatic) opponent channel is a weighted sum of all three cone cells (plus the rod cells in some conditions). The red–green opponent channel is equal to the difference of the L- and M-cones. The blue–yellow opponent channel is equal to the difference of the S-cone and the average/weighted sum of the L- and M-cones. Most mammals have no L cone (the primate L cone arose from a gene duplication of the M cone opsin gene). These mammals still show two kinds of opponent channels in their retinal ganglion cells: the achromatic channel and the blue-yellow opponency channel. === Cone opponent mechanisms are encoded in the retina === The output of different types of cones are compared by cells in the retina including retina bipolar cells (which compare signals from L and M cones) and bistratified retinal ganglion cells (which compare S cone signals with L and M cone signals). The output of bipolar cells is relayed to the visual cortex by the retinal ganglion cells (RGCs) by way of a thalamic relay station called the lateral geniculate nucleus (LGN) of the thalamus. Much of the scientific knowledge of retinal ganglion cell physiology was obtained by neural recordings of cells in the LGN. The cone-opponent mechanisms in the retina and LGN represent a fundamental physiological opponent process but do not represent the unique hues (or Hering's Opponent Colors Theory). For example, the colors that best elicit responses of the bistratified S-(L+M)-opponent neurons are best described as purplish (or lavender) and lime-green, not "blue" and "yellow". The neurons are sometimes referred to as "blue–yellow" neurons, but this is a historical artifact dating to the time when it was thought that Hering's Opponent Colors Theory was hardwired by the retina and the mismatch between the colors to which they are optimally tuned and Hering's Opponent Colors was overlooked. Cone opponent mechanisms exist in the retinas of many mammals, including monkeys, mice, and cats. In primates, the LGN contains three major classes of layers: Magnocellular layers (M, large-cell) – responsible largely for the luminance channel Parvocellular layers (P, small-cell) – responsible largely for red–green opponency Koniocellular layers (K) – responsible largely for blue–yellow opponency, poor spatial resolution, long latency Other mammals such as cats also have three cell types denoted as X (magno), Y (parvo), and W (konio). The W type is beyond most doubt homologous to the primate K type. There are some subtle differences between the M and X types as well as the Y and P types to make the correspondence unclear. === Advantage === Transmitting information in opponent-channel color space could be advantageous over transmitting it in LMS color space ("raw" signals from each cone type). There is some overlap in the wavelengths of light to which the three types of cones (L for long-wave, M for medium-wave, and S for short-wave light) respond, so it is more efficient for the visual system (from a perspective of dynamic range) to record differences between the responses of cones, rather than each type of cone's individual response. Hurvich and Jameson argued that the use of opponent-channel color space would increase color contrast, making the information easier to process by later stages of vision. === Color blindness === Color blindness can be classified by the cone cell that is affected (protan, deutan, tritan) or by the opponent channel that is affected (red–green or blue–yellow). In either case, the channel can either be inactive (in the case of dichromacy) or have a lower dynamic range (in the case of anomalous trichromacy). For example, individuals with deuteranopia see little difference between the red and green unique hues. == History == Johann Wolfgang von Goethe first studied the physiological effect of opposed colors in his Theory of Colours in 1810. Goethe arranged his color wheel symmetrically "for the colours diametrically opposed to each other in this diagram are those which reciprocally evoke each other in the eye. Thus, yellow demands purple; orange, blue; red, green; and vice versa: Thus again all intermediate gradations reciprocally evoke each other." Ewald Hering proposed opponent color theory in 1892. He thought that the colors red, yellow, green, and blue are special in that any other color can be described as a mix of them, and that they exist in opposite pairs. That is, either red or green is perceived and never greenish-red: Even though yellow is a mixture of red and green in the RGB color theory, humans

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  • Escapex

    Escapex

    Escapex, stylized as escapex, was a mobile app developer specializing in white-label fan engagement apps for celebrities. It was founded by Sephi Shapira in 2014 and has raised $18 million in funding. It allows celebrities to reach fans directly, as well as receiving revenue from fans through its freemium model. == Overview == Shapira is Israeli and previously founded Interchan and MassiveImpact. He graduated from Ben-Gurion University of the Negev. The company has raised $18 million in funding. Its 2018 revenue was $5.5 million. In 2016, the company had 57 employees split between Tel Aviv and New York City. The company's General Manager is Joe Cuello, formerly an executive at MTV, then Chief Creative Officer at TuneCore. Their director of social engagement is Rafe Lopresti-Oakes. A press release from the company described the service as having a "proprietary loyalty program" which allows "monetization of social engagement through e-commerce and in-app advertising". App launches typically offered a contest for one fan to meet the celebrity. The app also allows Escapex to collect and monetize user profiles for advertising. The New York Times described the concept of Escapex, musing, "If people love you, why not make money from them?". == Notable apps == The company has created over 350 applications, including: Enrique Iglesias, June 2016 or earlier Akon, June 2016 or earlier Ricky Martin, June 2016 or earlier Rohan Marley and the Bob Marley estate, February 2017 Marc Anthony, March 2017 Prince Royce, March 2017 Jeremy Renner, March 2017, making over $35,000 per month in April 2019 Galen Gering, June 2017 Yandel, June 2017 Greg Vaughan, June 2017 Jason Thompson, June 2017 Niecy Nash, September 2017 Tyler Posey, September 2017 Osric Chau, January 2018 Chris D'Elia Alessandra Ambrosio, making over $35,000 per month in April 2019 Abigail Ratchford, making over $35,000 per month in April 2019 Amber Rose, making over $35,000 per month in April 2019 Dita Von Teese Tommy Chong === Bollywood stars === Escapex has a large roster of Bollywood celebrities, including: Sunny Leone, December 2016 Remo D'Souza, January 2017 Amy Jackson, March 2017 Kajal Aggarwal, March 2017 Nargis Fakhri, April 2017 Disha Patani Sonam Kapoor Salman Khan == Jeremy Renner app == Renner released a mobile app called "Jeremy Renner" (Android) and "Jeremy Renner Official" (iOS) in March 2017. FastCompany wrote extensively about Renner's app in April 2019, calling it "a surprising new kind of social media". The Ringer's Kate Knibbs, explaining how self-referential the app is, summarized it stating "Jeremy Renner’s Jeremy Renner app is the Jeremy Renner of apps." The community developed to include memes, selfies, and a "Happy Rennsday" event on Wednesdays. As early as October 2017 there were claims of censorship, bullying, and "contest-rigging". In September 2019, comedian Stefan Heck wrote about discovering that any replies through the app would appear as if they were sent by Renner himself in push notifications. Heck wrote about notifications making it appear Renner was a big enthusiast of "porno"; other users made it appear Renner was a big fan of Casey Anthony. Renner had to ask Escapex to shut down the app the following day, stating "The app has jumped the shark. Literally." In September 2020, comedian/writer Caroline Goldfarb and actress Sarah Ramos launched The Renner Files podcast, a six-part series investigating the Jeremy Renner app.

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  • Image warping

    Image warping

    Image warping is the process of digitally manipulating an image such that any shapes portrayed in the image have been significantly distorted. Warping may be used for correcting image distortion as well as for creative purposes (e.g., morphing). The same techniques are equally applicable to video. While an image can be transformed in various ways, pure warping means that points are mapped to points without changing the colors. This can be based mathematically on any function from (part of) the plane to the plane. If the function is injective the original can be reconstructed. If the function is a bijection any image can be inversely transformed. Some methods are: Images may be distorted through simulation of optical aberrations. Images may be viewed as if they had been projected onto a curved or mirrored surface. (This is often seen in ray traced images.) Images can be partitioned into image polygons and each polygon distorted. Images can be distorted using morphing. The most obvious approach to transforming a digital image is the forward mapping. This applies the transform directly to the source image, typically generating unevenly-spaced points that will then be interpolated to generate the required regularly-spaced pixels. However, for injective transforms reverse mapping is also available. This applies the inverse transform to the target pixels to find the unevenly-spaced locations in the source image that contribute to them. Estimating them from source image pixels will require interpolation of the source image. To work out what kind of warping has taken place between consecutive images, one can use optical flow estimation techniques. == Image warping toolbox == ImWIP is an open-source, image warping tool for modeling deformation and motion in digital images, which contains differentiable image warping operators, together with their exact adjoints and derivatives.

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  • Screenpal

    Screenpal

    ScreenPal (formerly known as Screencast-O-Matic) is cross-platform screen capture and screen recording software originally developed in 2006. == History == The company was founded by AJ Gregory in 2006 as Screencast-O-Matic. The software includes features for screen recording, screenshot capture, video editing, image editing, and a video and image hosting service. It is available for Windows and Mac operating systems, and has mobile apps for iOS and Android. The company launched a video editor in 2015. It began offering free video and image hosting in 2019, with premium hosting options for subscribers. In 2023, it was rebranded as ScreenPal.

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  • Screenpal

    Screenpal

    ScreenPal (formerly known as Screencast-O-Matic) is cross-platform screen capture and screen recording software originally developed in 2006. == History == The company was founded by AJ Gregory in 2006 as Screencast-O-Matic. The software includes features for screen recording, screenshot capture, video editing, image editing, and a video and image hosting service. It is available for Windows and Mac operating systems, and has mobile apps for iOS and Android. The company launched a video editor in 2015. It began offering free video and image hosting in 2019, with premium hosting options for subscribers. In 2023, it was rebranded as ScreenPal.

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