AI Grammar Rephrase

AI Grammar Rephrase — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Blitter object

    Blitter object

    A blitter object (Bob) is a graphical element (GEL) used by the Amiga computer. Bobs are hardware sprite-like objects, movable on the screen with the help of the blitter coprocessor. == Overview == The AmigaOS GEL system consists of VSprites, Bobs, AnimComps (animation components) and AnimObs (animation objects), each extending the preceding with additional functionality. While VSprites are a virtualization of hardware sprites Bobs are drawn into a playfield by the blitter, saving and restoring the background of the GEL as required. The Bob with the highest video priority is the last one to be drawn, which makes it appear to be in front of all other Bobs. In contrast to hardware sprites Bobs are not limited in size and number. Bobs require more processing power than sprites, because they require at least one DMA memory copy operation to draw them on the screen. Sometimes three distinct memory copy operations are needed: one to save the screen area where the Bob would be drawn, one to actually draw the Bob, and one later to restore the screen background when the Bob moves away. An AnimComp adds animation to a Bob and an AnimOb groups AnimComps together and assigns them velocity and acceleration.

    Read more →
  • Autonomous aircraft

    Autonomous aircraft

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

    Read more →
  • Biohybrid microswimmer

    Biohybrid microswimmer

    A biohybrid microswimmer also known as biohybrid nanorobot, can be defined as a microswimmer that consist of both biological and artificial constituents, for instance, one or several living microorganisms attached to one or various synthetic parts. In recent years nanoscopic and mesoscopic objects have been designed to collectively move through direct inspiration from nature or by harnessing its existing tools. Small mesoscopic to nanoscopic systems typically operate at low Reynolds numbers (Re ≪ 1), and understanding their motion becomes challenging. For locomotion to occur, the symmetry of the system must be broken. In addition, collective motion requires a coupling mechanism between the entities that make up the collective. To develop mesoscopic to nanoscopic entities capable of swarming behaviour, it has been hypothesised that the entities are characterised by broken symmetry with a well-defined morphology, and are powered with some material capable of harvesting energy. If the harvested energy results in a field surrounding the object, then this field can couple with the field of a neighbouring object and bring some coordination to the collective behaviour. Such robotic swarms have been categorised by an online expert panel as among the 10 great unresolved group challenges in the area of robotics. Although investigation of their underlying mechanism of action is still in its infancy, various systems have been developed that are capable of undergoing controlled and uncontrolled swarming motion by harvesting energy (e.g., light, thermal, etc.). Over the past decade, biohybrid microrobots, in which living mobile microorganisms are physically integrated with untethered artificial structures, have gained growing interest to enable the active locomotion and cargo delivery to a target destination. In addition to the motility, the intrinsic capabilities of sensing and eliciting an appropriate response to artificial and environmental changes make cell-based biohybrid microrobots appealing for transportation of cargo to the inaccessible cavities of the human body for local active delivery of diagnostic and therapeutic agents. == Background == Biohybrid microswimmers can be defined as microswimmers that consist of both biological and artificial constituents, for instance, one or several living microorganisms attached to one or various synthetic parts. The pioneers of this field, ahead of their time, were Montemagno and Bachand with a 1999 work regarding specific attachment strategies of biological molecules to nanofabricated substrates enabling the preparation of hybrid inorganic/organic nanoelectromechanical systems, so called NEMS. They described the production of large amounts of F1-ATPase from the thermophilic bacteria Bacillus PS3 for the preparation of F1-ATPase biomolecular motors immobilized on a nanoarray pattern of gold, copper or nickel produced by electron beam lithography. These proteins were attached to one micron microspheres tagged with a synthetic peptide. Consequently, they accomplished the preparation of a platform with chemically active sites and the development of biohybrid devices capable of converting energy of biomolecular motors into useful work. One of the most fundamental questions in science is what defines life. Collective motion is one of the hallmarks of life. This is commonly observed in nature at various dimensional levels as energized entities gather, in a concerted effort, into motile aggregated patterns. These motile aggregated events can be noticed, among many others, as dynamic swarms; e.g., unicellular organisms such as bacteria, locust swarms, or the flocking behaviour of birds. Ever since Newton established his equations of motion, the mystery of motion on the microscale has emerged frequently in scientific history, as famously demonstrated by a couple of articles that should be discussed briefly. First, an essential concept, popularized by Osborne Reynolds, is that the relative importance of inertia and viscosity for the motion of a fluid depends on certain details of the system under consideration. The Reynolds number Re, named in his honor, quantifies this comparison as a dimensionless ratio of characteristic inertial and viscous forces: R e = ρ u l μ {\displaystyle \mathrm {Re} ={\frac {\rho ul}{\mu }}} Here, ρ represents the density of the fluid; u is a characteristic velocity of the system (for instance, the velocity of a swimming particle); l is a characteristic length scale (e.g., the swimmer size); and μ is the viscosity of the fluid. Taking the suspending fluid to be water, and using experimentally observed values for u, one can determine that inertia is important for macroscopic swimmers like fish (Re = 100), while viscosity dominates the motion of microscale swimmers like bacteria (Re = 10−4). The overwhelming importance of viscosity for swimming at the micrometer scale has profound implications for swimming strategy. This has been discussed memorably by E. M. Purcell, who invited the reader into the world of microorganisms and theoretically studied the conditions of their motion. In the first place, propulsion strategies of large scale swimmers often involve imparting momentum to the surrounding fluid in periodic discrete events, such as vortex shedding, and coasting between these events through inertia. This cannot be effective for microscale swimmers like bacteria: due to the large viscous damping, the inertial coasting time of a micron-sized object is on the order of 1 μs. The coasting distance of a microorganism moving at a typical speed is about 0.1 angstroms (Å). Purcell concluded that only forces that are exerted in the present moment on a microscale body contribute to its propulsion, so a constant energy conversion method is essential. Microorganisms have optimized their metabolism for continuous energy production, while purely artificial microswimmers (microrobots) must obtain energy from the environment, since their on-board-storage-capacity is very limited. As a further consequence of the continuous dissipation of energy, biological and artificial microswimmers do not obey the laws of equilibrium statistical physics, and need to be described by non-equilibrium dynamics. Mathematically, Purcell explored the implications of low Reynolds number by taking the Navier-Stokes equation and eliminating the inertial terms: μ ∇ 2 u − ∇ p = 0 {\displaystyle {\begin{aligned}\mu \nabla ^{2}\mathbf {u} -{\boldsymbol {\nabla }}p&={\boldsymbol {0}}\\\end{aligned}}} where u {\displaystyle \mathbf {u} } is the velocity of the fluid and ∇ p {\displaystyle {\boldsymbol {\nabla }}p} is the gradient of the pressure. As Purcell noted, the resulting equation — the Stokes equation — contains no explicit time dependence. This has some important consequences for how a suspended body (e.g., a bacterium) can swim through periodic mechanical motions or deformations (e.g., of a flagellum). First, the rate of motion is practically irrelevant for the motion of the microswimmer and of the surrounding fluid: changing the rate of motion will change the scale of the velocities of the fluid and of the microswimmer, but it will not change the pattern of fluid flow. Secondly, reversing the direction of mechanical motion will simply reverse all velocities in the system. These properties of the Stokes equation severely restrict the range of feasible swimming strategies. Recent publications of biohybrid microswimmers include the use of sperm cells, contractive muscle cells, and bacteria as biological components, as they can efficiently convert chemical energy into movement, and additionally are capable of performing complicated motion depending on environmental conditions. In this sense, biohybrid microswimmer systems can be described as the combination of different functional components: cargo and carrier. The cargo is an element of interest to be moved (and possibly released) in a customized way. The carrier is the component responsible for the movement of the biohybrid, transporting the desired cargo, which is linked to its surface. The great majority of these systems rely on biological motile propulsion for the transportation of synthetic cargo for targeted drug delivery/ There are also examples of the opposite case: artificial microswimmers with biological cargo systems. Over the past decade, biohybrid microrobots, in which living mobile microorganisms are physically integrated with untethered artificial structures, have gained growing interest to enable the active locomotion and cargo delivery to a target destination. In addition to the motility, the intrinsic capabilities of sensing and eliciting an appropriate response to artificial and environmental changes make cell-based biohybrid microrobots appealing for transportation of cargo to the inaccessible cavities of the human body for local active delivery of diagnostic and therapeutic agents. Active locomotion, targeting and steering of concentrated therape

    Read more →
  • BeeSafe

    BeeSafe

    BeeSafe is a personal safety mobile app launched in 2015 as a Slovak startup. It is a location-based security service that notifies family members and friends in case the user of the app gets in danger. The app has received numerous awards. The app has more than 700 downloads and 250 active logins from more than 60 countries worldwide. == History == BeeSafe was founded on March 20, 2015 by Peter Stražovec and Michal Kačerík. The project was a winner of Žilina’s Startup Weekend 2013 and a StartupAwards.SK 2015 finalist. Later on, the app was released in the Android and iOS marketplace. The whole BeeSafe project was in The Spot booster and incubator in Bratislava for three months. BeeSafe entered into an agreement with the city of Piešťany in November 2015 to increase the security of its citizen by connecting the mobile app with the police platform. It is the first city that started using the BeeSafe platform. Further on, the application tries to help people in other Slovak cities. The cities can see the users only if they are in danger. == Awards == BeeSafe app received the Via Bona award, it is a winner of a Slovak startup and has other nominations too.

    Read more →
  • Virtual Woman

    Virtual Woman

    Virtual Woman is a software program that has elements of a chatbot, virtual reality, artificial intelligence, a video game, and a virtual human. It claims to be the oldest form of virtual life in existence, as it has been distributed since the late 1980s. Recent releases of the program can update their intelligence by connecting online and downloading newer personalities and histories. == Program play == When Virtual Woman starts, the user is presented with a list of options and then may choose their Virtual Woman's ethnic type, personality, location, clothing, etc. or load a pre-built Virtual Woman from a Digital DNA file. Once the options are determined, the user is presented with a 3-D animated Virtual Woman of their selection and then can engage them in conversation, progressing in a manner similar to that of its predecessor, ELIZA and its successors, the chatbots. In most versions of Virtual Woman, this is done through the keyboard, but some versions also support voice input. == In popular culture == Software sales and usage statistics from private companies are difficult to verify. WinSite, an independent Internet shareware distribution site that does publish public download counts, has for some time now listed some version of Virtual Woman in their top three shareware downloads of all time with well over seven hundred thousand downloads. == Compadre == The group of beta testers and advisers for Virtual Woman are referred to as Compadre and have their own beta testing site and forum. == Criticisms == As Virtual Woman has developed the ability to conduct longer and more realistic interactions, particularly in recent beta releases, criticism has arisen that this may lead some users to social isolation, or to use the program as a substitute for real human interaction. However, these are criticisms that have been leveled at all video games and at the use of the Internet itself. == Release history == Versions of Virtual Woman with rough release dates and PC platforms for which they were designed: Virtual Woman (????) (DOS) Virtual Woman for Windows (1991) (Windows 3.0) Virtual Woman 95 (1995) (Windows 3X, Windows 95) Virtual Woman 98 (1998) (Windows 3X, Windows 95) Virtual Woman 2000 (2000) (Windows 95+) Virtual Woman Millennium (Windows 95, XP) Virtual Woman Net ( Windows XP/Vista specific)

    Read more →
  • FMLLR

    FMLLR

    In signal processing, Feature space Maximum Likelihood Linear Regression (fMLLR) is a global feature transform that are typically applied in a speaker adaptive way, where fMLLR transforms acoustic features to speaker adapted features by a multiplication operation with a transformation matrix. In some literature, fMLLR is also known as the Constrained Maximum Likelihood Linear Regression (cMLLR). == Overview == fMLLR transformations are trained in a maximum likelihood sense on adaptation data. These transformations may be estimated in many ways, but only maximum likelihood (ML) estimation is considered in fMLLR. The fMLLR transformation is trained on a particular set of adaptation data, such that it maximizes the likelihood of that adaptation data given a current model-set. This technique is a widely used approach for speaker adaptation in HMM-based speech recognition. Later research also shows that fMLLR is an excellent acoustic feature for DNN/HMM hybrid speech recognition models. The advantage of fMLLR includes the following: the adaptation process can be performed within a pre-processing phase, and is independent of the ASR training and decoding process. this type of adapted feature can be applied to deep neural networks (DNN) to replace traditionally used mel-spectrogram in end-to-end speech recognition models. fMLLR's speaker adaptation process leads to a significant performance boost for ASR models, hence outperforming other transform or features like MFCCs (Mel-Frequency Cepstral Coefficients) and FBANKs (Filter bank) coefficients. fMLLR features can be efficiently realized with speech toolkits like Kaldi. Major problem and disadvantage of fMLLR: when the amount of adaptation data is limited, the transformation matrices tends to easily overfit the given data. == Computing fMLLR transform == Feature transform of fMLLR can be easily computed with the open source speech tool Kaldi, the Kaldi script uses the standard estimation scheme described in Appendix B of the original paper, in particular the section Appendix B.1 "Direct method over rows". In the Kaldi formulation, fMLLR is an affine feature transform of the form x {\displaystyle x} → A {\displaystyle A} x {\displaystyle x} + b {\displaystyle +b} , which can be written in the form x {\displaystyle x} →W x ^ {\displaystyle {\hat {x}}} , where x ^ {\displaystyle {\hat {x}}} = [ x 1 ] {\displaystyle {\begin{bmatrix}x\\1\end{bmatrix}}} is the acoustic feature x {\displaystyle x} with a 1 appended. Note that this differs from some of the literature where the 1 comes first as x ^ {\displaystyle {\hat {x}}} = [ 1 x ] {\displaystyle {\begin{bmatrix}1\\x\end{bmatrix}}} . The sufficient statistics stored are: K = ∑ t , j , m γ j , m ( t ) Σ j m − 1 μ j m x ( t ) + {\displaystyle K=\sum _{t,j,m}\gamma _{j,m}(t)\textstyle \Sigma _{jm}^{-1}\mu _{jm}x(t)^{+}\displaystyle } where Σ j m − 1 {\displaystyle \textstyle \Sigma _{jm}^{-1}\displaystyle } is the inverse co-variance matrix. And for 0 ≤ i ≤ D {\displaystyle 0\leq i\leq D} where D {\displaystyle D} is the feature dimension: G ( i ) = ∑ t , j , m γ j , m ( t ) ( 1 σ j , m 2 ( i ) ) x ( t ) + x ( t ) + T {\displaystyle G^{(i)}=\sum _{t,j,m}\gamma _{j,m}(t)\left({\frac {1}{\sigma _{j,m}^{2}(i)}}\right)x(t)^{+}x(t)^{+T}\displaystyle } For a thorough review that explains fMLLR and the commonly used estimation techniques, see the original paper "Maximum likelihood linear transformations for HMM-based speech recognition ". Note that the Kaldi script that performs the feature transforms of fMLLR differs with by using a column of the inverse in place of the cofactor row. In other words, the factor of the determinant is ignored, as it does not affect the transform result and can causes potential danger of numerical underflow or overflow. == Comparing with other features or transforms == Experiment result shows that by using the fMLLR feature in speech recognition, constant improvement is gained over other acoustic features on various commonly used benchmark datasets (TIMIT, LibriSpeech, etc). In particular, fMLLR features outperform MFCCs and FBANKs coefficients, which is mainly due to the speaker adaptation process that fMLLR performs. In, phoneme error rate (PER, %) is reported for the test set of TIMIT with various neural architectures: As expected, fMLLR features outperform MFCCs and FBANKs coefficients despite the use of different model architecture. Where MLP (multi-layer perceptron) serves as a simple baseline, on the other hand RNN, LSTM, and GRU are all well known recurrent models. The Li-GRU architecture is based on a single gate and thus saves 33% of the computations over a standard GRU model, Li-GRU thus effectively address the gradient vanishing problem of recurrent models. As a result, the best performance is obtained with the Li-GRU model on fMLLR features. == Extract fMLLR features with Kaldi == fMLLR can be extracted as reported in the s5 recipe of Kaldi. Kaldi scripts can certainly extract fMLLR features on different dataset, below are the basic example steps to extract fMLLR features from the open source speech corpora Librispeech. Note that the instructions below are for the subsets train-clean-100,train-clean-360,dev-clean, and test-clean, but they can be easily extended to support the other sets dev-other, test-other, and train-other-500. These instruction are based on the codes provided in this GitHub repository, which contains Kaldi recipes on the LibriSpeech corpora to execute the fMLLR feature extraction process, replace the files under $KALDI_ROOT/egs/librispeech/s5/ with the files in the repository. Install Kaldi. Install Kaldiio. If running on a single machine, change the following lines in $KALDI_ROOT/egs/librispeech/s5/cmd.sh to replace queue.pl to run.pl: Change the data path in run.sh to your LibriSpeech data path, the directory LibriSpeech/ should be under that path. For example: Install flac with: sudo apt-get install flac Run the Kaldi recipe run.sh for LibriSpeech at least until Stage 13 (included), for simplicity you can use the modified run.sh. Copy exp/tri4b/trans. files into exp/tri4b/decode_tgsmall_train_clean_/ with the following command: Compute the fMLLR features by running the following script, the script can also be downloaded here: Compute alignments using: Apply CMVN and dump the fMLLR features to new .ark files, the script can also be downloaded here: Use the Python script to convert Kaldi generated .ark features to .npy for your own dataloader, an example Python script is provided:

    Read more →
  • BeHafizh

    BeHafizh

    BeHafizh is a mobile application to assist in the effort to memorize Qur'anic verses. The software runs on the Android operating system. This application was made by a team from Gadjah Mada University (UGM) consisting of Farid Amin Ridwanto, Rian Adam Rajagede and Alfian Try Putranto in order to participate in the National Student Musabaqoh Tilawatil Quran (MTQ) held at University of Indonesia (UI) on 1- August 8, 2015. This application then won a gold medal in the branch of Computer Application Design in the competition. == Features == === Audio Player === Audio player, paragraph can be played repeatedly, with pause, and can be done on a certain range of Quranic verses. === Memorization Test === Memorization testing continues users to improve their memorization. Memorization Recorders improves user's ability to recite Quran. === Colour indicators === === Achievements === === Reminders ===

    Read more →
  • Alias Eclipse

    Alias Eclipse

    Eclipse was a professional 2D image editing program available on Silicon Graphics and Windows workstations. Designed to manipulate high-resolution images like digitized movie frames and photographs for print, it offered color correction tools, image processing effects, rudimentary paint features, and spline-based drawing and masking. == History == Eclipse was originally developed in the late 1980s by Full Color Computing, an early provider of photo retouch and color prepress software for Silicon Graphics workstations. Alias Research (later Alias Systems Corporation), a developer of professional 3D graphics applications for the SGI platform, purchased the rights to Eclipse in fall 1990. Alias developed Eclipse through the early to mid-1990s, releasing version 2.5 in 1995 with improvements to the speed of color correction, effects, and rendering. Xyvision's Contex Prepress division purchased exclusive rights to Eclipse from Alias in 1996, and released version 3.0 the following year. Eclipse was subsequently sold to German developer Form & Vision GmbH, which continued development and ported it to the Windows platform. In 1999, Form & Vision released a demo of Eclipse 3.1.3 on the SGI platform which was limited to 1600 x 1600 pixel images, then ceased development of Eclipse on the SGI platform. Eclipse was thereafter developed exclusively for the Windows platform, culminating with version 3.1.4 in 2001. In the same year the firm went bankrupt. == Features == Eclipse was designed to work with very large images that could not be manipulated in real time on contemporary computer systems due to memory limitations, and thus allowed the user to make modifications to a lower-resolution copy of the original image in "proxy mode." Brush strokes, color corrections, and other edits were saved in proxy mode, then applied to the full-size image in post processing. This method also allowed for batch processing of a high-resolution image sequence using the edits applied to the original proxy image. Other features included color correction and separation, warping, special effects, text, and shape masking. Wavelet image compression created by LuraTech was added to Eclipse 3.1.4

    Read more →
  • BigDog

    BigDog

    BigDog is a dynamically stable quadruped military robot platform that was created in 2005 by Boston Dynamics with the Harvard University Concord Field Station. It was funded by the U.S. Defense Advanced Research Projects Agency (DARPA), but the project was shelved after the BigDog's gas engine was deemed too loud for combat. == History == BigDog was funded by the Defense Advanced Research Projects Agency (DARPA) in the hopes that it would be able to serve as a mechanic pack mule to accompany soldiers in terrain too rough for conventional vehicles. Instead of wheels or treads, BigDog uses four legs for movement, allowing it to move across surfaces that would be difficult for wheels. The legs contain a variety of sensors, including joint position and ground contact. BigDog also features a laser gyroscope and a stereo vision system. BigDog is 3 feet (0.91 m) long, stands 2.5 feet (0.76 m) tall, and weighs 240 pounds (110 kg), making it about the size of a small mule. It is capable of traversing difficult terrain, running at four miles per hour (6.4 km/h), carrying 340 pounds (150 kg), and climbing a 35 degree incline. Locomotion is controlled by an onboard computer that receives input from the robot's various sensors. Navigation and balance are also managed by the control system. BigDog's walking pattern is controlled through four legs, each equipped with four low-friction hydraulic cylinder actuators that power the joints. BigDog's locomotion behaviors can vary greatly. It can stand up, sit down, walk with a crawling gait that lifts one leg at a time, walk with a trotting gait lifting diagonal legs, or trot with a running gait. The travel speed of BigDog varies from a 0.62 mph (1 km/h) crawl to a 3.3 mph (5.3 km/h) trot. The BigDog project was headed by Dr. Martin Buehler, who received the Joseph Engelberger Award from the Robotics Industries Association in 2012 for the work. Dr. Buehler while previously a professor at McGill University, headed the robotics lab there, developing four-legged walking and running robots. Built onto the actuators are sensors for joint position and force, and movement is ultimately controlled through an onboard computer which manages the sensors. Approximately 50 sensors are located on BigDog. These measure the attitude and acceleration of the body, motion, and force of joint actuators as well as engine speed, temperature and hydraulic pressure inside the robot's internal engine. Low-level control, such as position and force of the joints, and high-level control such as velocity and altitude during locomotion, are both controlled through the onboard computer. BigDog was featured in episodes of Web Junk 20 and Hungry Beast, and in articles in New Scientist, Popular Science, Popular Mechanics, and The Wall Street Journal. In September 2011 Boston Dynamics released video footage of a new generation of BigDog known as AlphaDog. The footage shows AlphaDog's ability to walk on rough terrain and recover its balance when kicked from the side. The refined equivalent has been designed by Boston Dynamics to exceed the BigDog in terms of capabilities and use to dismounted soldiers. In February 2012, with further DARPA support, the militarized Legged Squad Support System (LS3) variant of BigDog demonstrated its capabilities during a hike over a rough terrain. Starting in the summer of 2012, DARPA planned to complete the overall development of the system and refine its key capabilities in 18 months, ensuring its worth to dismounted warfighters before it is rolled out to squads operating in-theatre. BigDog must be able to demonstrate its ability to complete a 20-mile (32 km) trail in 24 hours, without refuelling, while carrying a 325-pound (150 kg) load. A refinement of its vision sensors will also be conducted. At the end of February 2013, Boston Dynamics released video footage of a modified BigDog with an arm. The arm could pick up objects and throw them. The robot is relying on its legs and torso to help power the motions of the arm. It is believed that it can lift weights around 55 pounds (25 kg). This work was funded by the United States Army Research Laboratory and paved the way for integrating manipulators with quadrupeds as found on Spot, the spiritual successor of BigDog. === Discontinuation === At the end of December 2013, the BigDog project was discontinued. Despite hopes that it would one day work like a pack mule for US soldiers in the field, the gasoline-powered engine was deemed too noisy for use in combat, and it could be heard from hundreds of meters away. A similar project for an all-electric robot named Spot in 2016 was much quieter, but could only carry 45 pounds (20 kg). Both projects are no longer in progress, but the Spot was only released in 2020. == Hardware == BigDog is powered by a small two-stroke, one-cylinder, 15-brake-horsepower (11 kW) engine operating at 9,000 RPM. The engine drives a hydraulic pump, which in turn drives the hydraulic leg actuators. Each leg has four actuators (two for the hip joint, and two each for the knee and ankle joints), for a total of 16. Each actuator unit consists of a hydraulic cylinder, servo valve, position sensor, and force sensor. Onboard computing power is a ruggedized PC/104 board stack with two computers, one running a Pentium M processor running QNX (used for sensor data processing) and another running a Core Duo processor (used for visual data processing). == Gallery ==

    Read more →
  • Video editing software

    Video editing software

    Video editing software or a video editor is software used for performing the post-production video editing of digital video sequences on a non-linear editing system (NLE). It has replaced traditional flatbed celluloid film editing tools and analog video tape editing machines. Video editing software serves a lot of purposes, such as filmmaking, audio commentary, and general editing of video content. In NLE software, the user manipulates sections of video, images, and audio on a sequence. These clips can be trimmed, cut, and manipulated in many different ways. When editing is finished, the user exports the sequence as a video file. == Components == === Timeline === NLE software is typically based on a timeline interface where sections moving image video recordings, known as clips, are laid out in sequence and played back. The NLE offers a range of tools for trimming, splicing, cutting, and arranging clips across the timeline. Another kind of clip is a text clip, used to add text to a video, such as title screens or movie credits. Audio clips can additionally be mixed together, such as mixing a soundtrack with multiple sound effects. Typically, the timeline is divided into multiple rows on the y-axis for different clips playing simultaneously, whereas the x-axis represents the run time of the video. Effects such as transitions can be performed on each clip, such as a crossfade effect going from one scene to another. === Exporting === Since video editors represent a project with a file format specific to the program, one needs to export the video file in order to publish it. Once a project is complete, the editor can then export to movies in a variety of formats in a context that may range from broadcast tape formats to compressed video files for web publishing (such as on an online video platform or personal website), optical media, or saved to mobile devices. To facilitate editing, source video typically has a higher resolution than the desired output. Therefore, higher resolution video needs to be downscaled during exporting, or after exporting in a process known as transsizing. === Visual effects === As digital video editing advanced, visual effects became possible, and is part of the standard toolkit, usually found in prosumer and professional grade software. A common ability is to do compositing techniques such as chroma keying or luma keying, among others, which allow different objects to look as if they are in the same scene. A different kind of visual effects is motion capture. Software such as Blender can perform motion capture to make animated objects follow an actor's movements. === Additional features === Most professional video editors are able to do color grading, which is to manipulate visual attributes of a video such as contrast to enhance output, and improve emotional impact. Some video editors such as iMovie include stock footage available for use. == Hardware requirements == As video editing puts great demands on storage and graphics performance, especially at high resolutions such as 4K, and for videos with many visual effects, powerful hardware is often required. It is not uncommon for a computer built for video editing to have a lot of drive capacity, and a powerful graphics processing unit, which optimally has hardware accelerated video encoding. Having sufficient disk space is important since videos can take up large amounts of storage, depending on the resolution and compression format used. Each minute of a Full HD (1080p) video at 30 fps takes up 60MB of space. When visual effects are used, a server farm can be employed to speed up the rendering process. == Examples == Video editing software can be divided into consumer grade, which focuses on ease-of-use, along with professional grade software, which focuses on feature availability, and advanced editing techniques. The typical use case for the former is to edit personal videos on the go, when more advanced editing is not required. === Consumer grade === Photos (Apple) Google Photos YouTube Create === Prosumer grade === ==== Proprietary software ==== iMovie CyberLink PowerDirector === Professional grade === ==== Proprietary software ==== Final Cut Pro Adobe Premiere Pro DaVinci Resolve Vegas Pro Lightworks Camtasia Media Composer ==== Free and open source software ==== Avidemux Blender Cinelerra Flowblade Kdenlive OpenShot Shotcut While most video editing software has been separate from the operating systems, some operating systems have had a video editor installed by default, such as Windows Movie Maker in Windows XP, or as a component of the default photo viewer, such as the Photos app on iOS. Some social media platforms, such as TikTok and Instagram may include a rudimentary video editor to trim clips.

    Read more →
  • Human–robot interaction

    Human–robot interaction

    Human–robot interaction (HRI) is the study of interactions between humans and robots. Human–robot interaction is a multidisciplinary field with contributions from human–computer interaction, artificial intelligence, robotics, natural language processing, design, psychology and philosophy. A subfield known as physical human–robot interaction (pHRI) has tended to focus on device design to enable people to safely interact with robotic systems. == Origins == Human–robot interaction has been a topic of both science fiction and academic speculation even before any robots existed. Because much of active HRI development depends on natural language processing, many aspects of HRI are continuations of human communications, a field of research which is much older than robotics. The origin of HRI as a discrete problem was stated by 20th-century author Isaac Asimov in 1941, in his novel I, Robot. Asimov coined Three Laws of Robotics, namely: A robot may not injure a human being or, through inaction, allow a human being to come to harm. A robot must obey the orders given it by human beings except where such orders would conflict with the First Law. A robot must protect its own existence as long as such protection does not conflict with the First or Second Laws. These three laws provide an overview of the goals engineers and researchers hold for safety in the HRI field, although the fields of robot ethics and machine ethics are more complex than these three principles. However, generally human–robot interaction prioritizes the safety of humans that interact with potentially dangerous robotics equipment. Solutions to this problem range from the philosophical approach of treating robots as ethical agents (individuals with moral agency), to the practical approach of creating safety zones. These safety zones use technologies such as lidar to detect human presence or physical barriers to protect humans by preventing any contact between machine and operator. Although initially robots in the human–robot interaction field required some human intervention to function, research has expanded this to the extent that fully autonomous systems are now far more common than in the early 2000s. Autonomous systems include from simultaneous localization and mapping systems which provide intelligent robot movement to natural-language processing and natural-language generation systems which allow for natural, human-esque interaction which meet well-defined psychological benchmarks. Anthropomorphic robots (machines which imitate human body structure) are better described by the biomimetics field, but overlap with HRI in many research applications. Examples of robots which demonstrate this trend include Willow Garage's PR2 robot, the NASA Robonaut, and Honda ASIMO. However, robots in the human–robot interaction field are not limited to human-like robots: Paro and Kismet are both robots designed to elicit emotional response from humans, and so fall into the category of human–robot interaction. Goals in HRI range from industrial manufacturing through Cobots, medical technology through rehabilitation, autism intervention, and elder care devices, entertainment, human augmentation, and human convenience. Future research therefore covers a wide range of fields, much of which focuses on assistive robotics, robot-assisted search-and-rescue, and space exploration. == The goal of friendly human–robot interactions == Robots are artificial agents with capacities of perception and action in the physical world often referred by researchers as workspace. Their use has been generalized in factories but nowadays they tend to be found in the most technologically advanced societies in such critical domains as search and rescue, military battle, mine and bomb detection, scientific exploration, law enforcement, entertainment and hospital care. These new domains of applications imply a closer interaction with the user, sharing the workspace but also goals in terms of task achievement. The subfield of physical human–robot interaction (pHRI) has largely focused on device design to enable people to safely interact with robotic systems but is increasingly developing algorithmic approaches in an attempt to support fluent and expressive interactions between humans and robotic systems. With the advance in AI, the research is focusing on one part towards the safest physical interaction but also on a socially correct interaction, dependent on cultural criteria. The goal is to build an intuitive, and easy communication with the robot through speech, gestures, and facial expressions. Kerstin Dautenhahn refers to friendly Human–robot interaction as "Robotiquette" defining it as the "social rules for robot behaviour (a 'robotiquette') that is comfortable and acceptable to humans" The robot has to adapt itself to our way of expressing desires and orders and not the contrary. But every day environments such as homes have much more complex social rules than those implied by factories or even military environments. Thus, the robot needs perceiving and understanding capacities to build dynamic models of its surroundings. It needs to categorize objects, recognize and locate humans and further recognize their emotions. The need for dynamic capacities pushes forward every sub-field of robotics. Furthermore, by understanding and perceiving social cues, robots can enable collaborative scenarios with humans. For example, with the rapid rise of personal fabrication machines such as desktop 3D printers, laser cutters, etc., entering our homes, scenarios may arise where robots can collaboratively share control, co-ordinate and achieve tasks together. Industrial robots have already been integrated into industrial assembly lines and are collaboratively working with humans. The social impact of such robots have been studied and has indicated that workers still treat robots and social entities, rely on social cues to understand and work together. On the other end of HRI research the cognitive modelling of the "relationship" between human and the robots benefits the psychologists and robotic researchers the user study are often of interests on both sides. This research endeavours part of human society. For effective human – humanoid robot interaction numerous communication skills and related features should be implemented in the design of such artificial agents/systems. == General HRI research == HRI research spans a wide range of fields, some general to the nature of HRI. === Methods for perceiving humans === Methods for perceiving humans in the environment are based on sensor information. Research on sensing components and software led by Microsoft provide useful results for extracting the human kinematics (see Kinect). An example of older technique is to use colour information for example the fact that for light skinned people the hands are lighter than the clothes worn. In any case a human modelled a priori can then be fitted to the sensor data. The robot builds or has (depending on the level of autonomy the robot has) a 3D mapping of its surroundings to which is assigned the humans locations. Most methods intend to build a 3D model through vision of the environment. The proprioception sensors permit the robot to have information over its own state. This information is relative to a reference. Theories of proxemics may be used to perceive and plan around a person's personal space. A speech recognition system is used to interpret human desires or commands. By combining the information inferred by proprioception, sensor and speech the human position and state (standing, seated). In this matter, natural-language processing is concerned with the interactions between computers and human (natural) languages, in particular how to program computers to process and analyze large amounts of natural-language data. For instance, neural-network architectures and learning algorithms that can be applied to various natural-language processing tasks including part-of-speech tagging, chunking, named-entity recognition, and semantic role labeling. === Methods for motion planning === Motion planning in dynamic environments is a challenge that can at the moment only be achieved for robots with 3 to 10 degrees of freedom. Humanoid robots or even 2 armed robots, which can have up to 40 degrees of freedom, are unsuited for dynamic environments with today's technology. However lower-dimensional robots can use the potential field method to compute trajectories which avoid collisions with humans. === Cognitive models and theory of mind === Humans exhibit negative social and emotional responses as well as decreased trust toward some robots that closely, but imperfectly, resemble humans; this phenomenon has been termed the "Uncanny Valley". However recent research in telepresence robots has established that mimicking human body postures and expressive gestures has made the robots likeable and engaging in a remote setting. Further, the presence o

    Read more →
  • Automated storage and retrieval system

    Automated storage and retrieval system

    An automated storage and retrieval system (ASRS or AS/RS) consists of a variety of computer-controlled systems for automatically placing and retrieving loads from defined storage locations. Automated storage and retrieval systems (AS/RS) are typically used in applications where: There is a very high volume of loads being moved into and out of storage Storage density is important because of space constraints No value is added in this process (no processing, only storage and transport) Accuracy is critical because of potential expensive damages to the load An AS/RS can be used with standard loads as well as nonstandard loads, meaning that each standard load can fit in a uniformly-sized volume; for example, the film canisters in the image of the Defense Visual Information Center are each stored as part of the contents of the uniformly sized metal boxes, which are shown in the image. Standard loads simplify the handling of a request of an item. In addition, audits of the accuracy of the inventory of contents can be restricted to the contents of an individual metal box, rather than undergoing a top-to-bottom search of the entire facility, for a single item. They can also be used in self storage places. == Overview == AS/RS systems are designed for automated storage and retrieval of parts and items in manufacturing, distribution, retail, wholesale and institutions. They first originated in the 1960s, initially focusing on heavy pallet loads but with the evolution of the technology the handled loads have become smaller. The systems operate under computerized control, maintaining an inventory of stored items. Retrieval of items is accomplished by specifying the item type and quantity to be retrieved. The computer determines where in the storage area the item can be retrieved from and schedules the retrieval. It directs the proper automated storage and retrieval machine (SRM) to the location where the item is stored and directs the machine to deposit the item at a location where it is to be picked up. A system of conveyors and or automated guided vehicles is sometimes part of the AS/RS system. These take loads into and out of the storage area and move them to the manufacturing floor or loading docks. To store items, the pallet or tray is placed at an input station for the system, the information for inventory is entered into a computer terminal and the AS/RS system moves the load to the storage area, determines a suitable location for the item, and stores the load. As items are stored into or retrieved from the racks, the computer updates its inventory accordingly. The benefits of an AS/RS system include reduced labor for transporting items into and out of inventory, reduced inventory levels, more accurate tracking of inventory, and space savings. Items are often stored more densely than in systems where items are stored and retrieved manually. Within the storage, items can be placed on trays or hang from bars, which are attached to chains/drives in order to move up and down. The equipment required for an AS/RS include a storage & retrieval machine (SRM) that is used for rapid storage and retrieval of material. SRMs are used to move loads vertically or horizontally, and can also move laterally to place objects in the correct storage location. The trend towards Just In Time production often requires sub-pallet level availability of production inputs, and AS/RS is a much faster way of organizing the storage of smaller items next to production lines. The Material Handling Institute of America (MHIA), the non-profit trade association for the material handling world, and its members have categorised AS/RS into two primary segments: Fixed Aisle and Carousels/Vertical Lift Modules (VLMs). Both sets of technologies provide automated storage and retrieval for parts and items, but use different technologies. Each technology has its unique set of benefits and disadvantages. Fixed Aisle systems are characteristically larger systems whereas carousels and Vertical Lift Modules are used individually or grouped, but in small to medium-sized applications. A fixed-aisle AS/R machine (stacker crane) is one of two main designs: single-masted or double masted. Most are supported on a track and ceiling guided at the top by guide rails or channels to ensure accurate vertical alignment, although some are suspended from the ceiling. The 'shuttles' that make up the system travel between fixed storage shelves to deposit or retrieve a requested load (ranging from a single book in a library system to a several ton pallet of goods in a warehouse system). The entire unit moves horizontally within an aisle, while the shuttles are able to elevate up to the necessary height to reach the load, and can extend and retract to store or retrieve loads that are several positions deep in the shelving. A semi-automated system can be achieved by utilizing only specialized shuttles within an existing rack system. Another AS/RS technology is known as shuttle technology. In this technology the horizontal movement is made by independent shuttles each operating on one level of the rack while a lift at a fixed position within the rack is responsible for the vertical movement. By using two separate machines for these two axes the shuttle technology is able to provide higher throughput rates than stacker cranes. Storage and Retrieval Machines pick up or drop off loads to the rest of the supporting transportation system at specific stations, where inbound and outbound loads are precisely positioned for proper handling. In addition, there are several types of Automated Storage & Retrieval Systems (AS/RS) devices called Unit-load AS/RS, Mini-load AS/RS, Mid-Load AS/RS, Vertical Lift Modules (VLMs), Horizontal Carousels and Vertical Carousels. These systems are used either as stand-alone units or in integrated workstations called pods or systems. These units are usually integrated with various types of pick to light systems and use either a microprocessor controller for basic usage or inventory management software. These systems are ideal for increasing space utilization up to 90%, productivity levels by 90%, accuracy to 99.9%+ levels and throughput up to 750 lines per hour/per operator or more depending on the configuration of the system. == Horizontal carousels == Robotic Inserter/Extractor devices can be used for horizontal carousels. The robotic device is positioned in the front or rear of up to three horizontal carousels tiered high. The robot grabs the tote required in the order and often replenishes at the same time to speed up throughput. The tote(s) are then delivered to a conveyor, which routes it to a work station for picking or replenishing. Up to eight transactions per minute per unit can be done. Totes or containers up to 36" x 36" x 36" can be used in a system. On a simplistic level, horizontal carousels are also often used as "rotating shelving". With simple "fetch" command, items are brought to the operator and otherwise wasted space is eliminated. AS/RS Applications: Most applications of AS/RS technology have been associated with warehousing and distribution operations. An AS/RS can also be used to store raw materials and work in process in manufacturing. Three application areas can be distinguished for AS/RS: (1) Unit load storage and handling, (2) Order picking, and (3) Work in process storage. Unit load storage and retrieval applications are represented by unit load AS/RS and deep-lane storage systems. These kinds of applications are commonly found in warehousing for finishing goods in a distribution center, rarely in manufacturing. Deep-lane systems are used in the food industry. As described above, order picking involves retrieving materials in less than full unit load quantities. Minilpass, man-on board, and items retrieval systems are used for this second application area. Work in process storage is a more recent application of automated storage technology. While it is desirable to minimize the amount of work in process, WIP is unavoidable and must be effectively managed. Automated storage systems, either automated storage/retrieval systems or carousel systems, represent an efficient way to store materials between processing steps, particularly in batch and job shop production. In high production, work in process is often carried between operations by conveyor system, which this serve both storage and transport functions. === Inventory Category-specific AS/RS === Each inventory category—raw materials, work-in-process, and finished goods—requires its own specialized Automated Storage and Retrieval System (AS/RS). Particularly for work-in-process (WIP) inventories, due to variations in manufacturing processes, the AS/RS systems are significantly different in design and function, tailored specifically to match unique handling, storage, and retrieval requirements === Installed applications === Installed applications of this technology can be wide-ranging. In some librarie

    Read more →
  • Niki.ai

    Niki.ai

    Niki was an artificial intelligence company headquartered in Bangalore, Karnataka. It was founded in May 2015 by IIT Kharagpur graduates Sachin Jaiswal, Keshav Prawasi, Shishir Modi, and Nitin Babel. The Niki android app was launched for a limited beta in June 2015, then released for public during YourStory's TechSparks 2015, and is a Tech30 company. The company raised an undisclosed amount in seed funding from Unilazer Ventures, a Mumbai-based VC firm founded by Ronnie Screwvala, in October 2015. This was followed by another seed funding round by Ratan Tata in May 2016. The company then raised US$2 million in Series A round of funding from SAP.iO, existing investors and some US and German-based investors, among others. Niki.ai shut down in October 2021 as per media reports. Website not working. == Product == The product is an artificial intelligence-powered chatbot which works as an intelligent personal assistant, named Niki. Leveraging natural language processing and machine learning, Niki presents a chat-based natural language user interface to the users where they can interact with Niki in their natural language. Niki understands how users chat in India, deciphers the words, in the context of product/services that they would like to purchase, and comes up with apt recommendations. Initially, it was only available on the Android platform as a mobile app. The company has expanded its operations to the Facebook Messenger and Apple iOS platforms. The company aims to soon be present on more messaging platforms like Slack and WhatsApp. The company currently provides 20+ services to over 2 million consumers, covering a wide spectrum ranging from utility services like mobile recharge, bill payments, travel services like cabs, buses, hotels and entertainment services like movies and events. Services such as flights and healthcare are also planned. == Partnerships == In September 2017, Infosys Finacle joined with Niki.ai to provide chat-based service to banking customers. In August 2017, Niki partnered with LazyPay to enable a 'buy now, pay later' feature for its users.

    Read more →
  • 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

    Read more →
  • The Triple Revolution

    The Triple Revolution

    "The Triple Revolution" was an open memorandum sent to U.S. President Lyndon B. Johnson and other government figures on March 22, 1964. It concerned three megatrends of the time: increasing use of automation, the nuclear arms race, and advancements in human rights. Drafted under the auspices of the Center for the Study of Democratic Institutions, it was signed by an array of noted social activists, professors, and technologists who identified themselves as the Ad Hoc Committee on the Triple Revolution. The chief initiator of the proposal was W. H. "Ping" Ferry, at that time a vice-president of CSDI, basing it in large part on the ideas of the futurist Robert Theobald. == Overview == The statement identified three revolutions underway in the world: the cybernation revolution of increasing automation; the weaponry revolution of mutually assured destruction; and the human rights revolution. It discussed primarily the cybernation revolution. The committee claimed that machines would usher in "a system of almost unlimited productive capacity" while continually reducing the number of manual laborers needed, and increasing the skill needed to work, thereby producing increasing levels of unemployment. It proposed that the government should ease this transformation through large-scale public works, low-cost housing, public transit, electrical power development, income redistribution, union representation for the unemployed, and government restraint on technology deployment. == Legacy == Martin Luther King Jr.'s final Sunday sermon, delivered six days before his April 1968 assassination, explicitly references the thesis of "The Triple Revolution": There can be no gainsaying of the fact that a great revolution is taking place in the world today. In a sense it is a triple revolution: that is, a technological revolution, with the impact of automation and cybernation; then there is a revolution in weaponry, with the emergence of atomic and nuclear weapons of warfare; then there is a human rights revolution, with the freedom explosion that is taking place all over the world. Yes, we do live in a period where changes are taking place. And there is still the voice crying through the vista of time saying, "Behold, I make all things new; former things are passed away." In Harlan Ellison's 1967 anthology Dangerous Visions, Philip José Farmer's story "Riders of the Purple Wage" uses the Triple Revolution document as the premise of a future society, in which the "purple wage" of the title is a guaranteed income dole on which most of the population lives. At the 1968 World Science Fiction Convention in San Francisco, Farmer delivered a lengthy Guest of Honor speech in which he called for the founding of a grassroots activist organization called REAP which would work for implementation of the Ad Hoc Committee's recommendations. Looking back on the proposal in his 2008 book, Daniel Bell wrote: "the cybernetic revolution quickly proved to be illusory. There were no spectacular jumps in productivity. ... Cybernation had proved to be one more instance of the penchant for overdramatizing a momentary innovation and blowing it up far out of proportion to its actuality. ... The image of a completely automated production economy—with an endless capacity to turn out goods—was simply a social-science fiction of the early 1960s. Paradoxically, the vision of Utopia was suddenly replaced by the spectre of Doomsday. In place of the early-sixties theme of endless plenty, the picture by the end of the decade was one of a fragile planet of limited resources whose finite stocks were being rapidly depleted, and whose wastes from soaring industrial production were polluting the air and waters." In his 2015 book Rise of the Robots, Martin Ford claims The Triple Revolution's predictions of steady decline in future employment were not wrong, but rather premature. He cites "Seven Deadly Trends" that began in the 1970s-1980s and by the mid-2010s appeared set to continue: Stagnation in real wages Decline in labor's share of national income in many countries (breakdown of Bowley's law), while corporate profits increased Declining labor force participation Diminishing job creation, lengthening jobless recoveries, and soaring long-term unemployment Rising inequality Declining incomes, and underemployment for recent college graduates Polarization and part-time jobs (middle-class jobs are disappearing, to be replaced by a small number of high-paying jobs and large number of low-paying jobs) According to Ford, the 1960s were part of what in retrospect seems like a golden age for labor in the United States, when productivity and wages rose together in near lockstep, and unemployment was low. But after about 1980, wages began stagnating while productivity continued to rise. Labor's share of the economic output began to decline. Ford describes the role that automation and information technology play in these trends, and how new technologies including narrow AI threaten to destroy jobs faster than displaced workers can be retrained for new jobs, before automation takes the new jobs as well. This includes many job categories, such as in transportation, that were never threatened by automation before. According to a 2013 study, about 47% of US jobs are susceptible to automation. == Signatories ==

    Read more →