AI Grammar Tagalog

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

  • Discrete skeleton evolution

    Discrete skeleton evolution

    Discrete Skeleton Evolution (DSE) describes an iterative approach to reducing a morphological or topological skeleton. It is a form of pruning in that it removes noisy or redundant branches (spurs) generated by the skeletonization process, while preserving information-rich "trunk" segments. The value assigned to individual branches varies from algorithm to algorithm, with the general goal being to convey the features of interest of the original contour with a few carefully chosen lines. Usually, clarity for human vision (aka. the ability to "read" some features of the original shape from the skeleton) is valued as well. DSE algorithms are distinguished by complex, recursive decision-making processes with high computational requirements. Pruning methods such as by structuring element (SE) convolution and the Hough transform are general purpose algorithms which quickly pass through an image and eliminate all branches shorter than a given threshold. DSE methods are most applicable when detail retention and contour reconstruction are valued. == Methodology == === Pre-processing === Input images will typical contain more data than is necessary to generate an initial skeleton, and thus must be reduced in some way. Reducing the resolution, converting to grayscale, and then binary by masking or thresholding are common first steps. Noise removal may occur before and/or after converting an image to binary. Morphological operations such as closing, opening, and smoothing of the binary image may also be part of pre-processing. Ideally, the binarized contour should be as noise-free as possible before the skeleton is generated. === Skeletonization === DSE techniques may be applied to an existing skeleton or incorporated as part of the skeleton growing algorithm. Suitable skeletons may be obtained using a variety of methods: Thinning algorithms, such as the Grassfire transform Voronoi diagram Medial Axis Transform or Symmetry Axis Transform Distance Mapping === Significance Measures === DSE and related methods remove entire spurious branches while leaving the main trunk intact. The intended result is typically optimized for visual clarity and retention of information, such that the original contour can be reconstructed from the fully pruned skeleton. The value of various properties must be weighted by the application, and improving the efficiency is an ongoing topic of research in computer vision and image processing. Some significance measures include: Discrete Bisector Function Contour length Bending Potential Ratio Discrete Curve Evolution === Iteration === Each branch is evaluated during a pass through the skeletonized image according to the specific algorithm being used. Low value branches are removed and the process is repeated until a desired threshold of simplicity is reached. === Reconstruction === If all points on the output skeleton are the center points of maximal disks of the image and the radius information is retained, a contour image can be reconstructed == Applications == === Handwriting and text parsing === Variability in hand-written text is an ongoing challenge, simplification makes it somewhat easier for computer vision algorithms to make judgements about intended characters. === Soft body classification (animals) === The maximal disks centered on the skeleton imply roughly spherical masses, the features of the extracted skeleton are relatively unchanged even as the soft body deforms or self-occludes. Skeleton information is one facet of determining whether two animals are the "same" some way, though it must usually be paired with another technique to effectively identify a target. === Medical uses === Investigation of organs, tissue damage and deformation caused by disease.

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  • Signal-to-noise ratio (imaging)

    Signal-to-noise ratio (imaging)

    Signal-to-noise ratio (SNR) is used in imaging to characterize image quality. The sensitivity of a (digital or film) imaging system is typically described in the terms of the signal level that yields a threshold level of SNR. Industry standards define sensitivity in terms of the ISO film speed equivalent, using SNR thresholds (at average scene luminance) of 40:1 for "excellent" image quality and 10:1 for "acceptable" image quality. SNR is sometimes quantified in decibels (dB) of signal power relative to noise power, though in the imaging field the concept of "power" is sometimes taken to be the power of a voltage signal proportional to optical power; so a 20 dB SNR may mean either 10:1 or 100:1 optical power, depending on which definition is in use. == Definition of SNR == Traditionally, SNR is defined to be the ratio of the average signal value μ s i g {\displaystyle \mu _{\mathrm {sig} }} to the standard deviation of the signal σ s i g {\displaystyle \sigma _{\mathrm {sig} }} : S N R = μ s i g σ s i g {\displaystyle \mathrm {SNR} ={\frac {\mu _{\mathrm {sig} }}{\sigma _{\mathrm {sig} }}}} when the signal is an optical intensity, or as the square of this value if the signal and noise are viewed as amplitudes (field quantities).

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  • Adobe Presenter Video Express

    Adobe Presenter Video Express

    Adobe Presenter Video Express is screencasting and video editing software developed by Adobe Systems. == Description == Adobe Presenter Video Express is primarily used as a software by video creators, to record and mix webcam and screen video feeds. It allows users to simultaneously record video from their webcam and the screen, and easily mix the 2 tracks with a simple user interface. Users can change the background in their recorded video without needing equipment like a green screen. This is unlike other video tools which rely on chroma keying technology, and only work with green or blue screens. They can also add annotations and quizzes to their content and publish the video to MP4 or HTML5 formats. == List of notable features == === Record and mix, screen and webcam === Support for simultaneous recording of screen and webcam video feeds, with a simple editing interface to mix the two video streams. This lets the author rapidly create screencasts, software demos, etc. === Make my background awesome === This feature allows authors to change the background of their webcam recording without needing a green screen, provided they use a solid-colored backdrop which contrasts well against them. Authors can select images, videos or even the screen recording as their background. === In-video quizzing === Authors can insert quizzes within their video content. On success/failure attempts, the author can decide what message to display, and can also configure the video to jump to a certain point and play. Quizzes are published as part of the interactive HTML 5 player, which cannot be hosted on YouTube and Vimeo. === LMS Reporting === Authors can publish to any SCORM compliant LMS (Learning Management System) for quiz reporting, or to Adobe Captivate Prime. === In-app assets and branding === Adobe Presenter Video Express ships with a large number of branding videos, backgrounds and video filters to help authors create studio quality videos. === MP4 and HTML5 Output === The tool publishes a single MP4 video file containing all the video content, within an HTML 5 wrapper that contains the interactive player. The interactive HTML 5 player can be hosted on any website. == Common uses == === Screencasting === Screencasting is the process of recording one's computer screen as a video, usually with an audio voice over, to create a software demonstration, tutorial, presentation, etc. Adobe Presenter Video Express supports simultaneous recording of full screen video and microphone audio for creating screencasts. === Product marketing and demos === The ability to record the webcam video in addition to everything that is visible on the screen in Adobe Presenter Video Express, allows the author to add their personality to their screencasts. Features like video mixing and 'make my background awesome' further enhance the presentation, allowing effortless creation of marketing and demo videos. === Education === Adobe Presenter Video Express supports in-video quizzes and LMS reporting, along with screencasting and webcam recording. These features make it a powerful tool for creating educational content. == Differences from Adobe Presenter and Adobe Captivate == Adobe Presenter is a Microsoft PowerPoint plug-in for converting PowerPoint slides into interactive eLearning content, available only on Windows. Starting with Adobe Presenter 8, the video creation tool Adobe Presenter Video Express was bundled with every purchase of Adobe Presenter. From September 2015, Adobe Presenter Video Express 11 was also made available as a stand-alone product on Windows and Mac. A subscription license for Adobe Presenter Video Express, valid on Windows and Mac, is available for $9.99/month. Adobe Presenter Video Express continues to be bundled with purchases of Adobe Presenter on Windows as well. Adobe Captivate is an authoring tool for creating numerous forms of interactive eLearning content. Unlike Adobe Presenter, it uses a proprietary editing interface instead of Microsoft PowerPoint. While it is possible to create screen captures with Adobe Captivate, you cannot record the webcam feed. Adobe Captivate does not bundle Adobe Presenter or Adobe Presenter Video Express.

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  • Turret lathe

    Turret lathe

    A turret lathe is a form of metalworking lathe that is used for repetitive production of duplicate parts, which by the nature of their cutting process are usually interchangeable. It evolved from earlier lathes with the addition of the turret, which is an indexable toolholder that allows multiple cutting operations to be performed, each with a different cutting tool, in easy, rapid succession, with no need for the operator to perform set-up tasks in between (such as installing or uninstalling tools) or to control the toolpath. The latter is due to the toolpath's being controlled by the machine, either in jig-like fashion, via the mechanical limits placed on it by the turret's slide and stops, or via digitally-directed servomechanisms for computer numerical control lathes. The name derives from the way early turrets took the general form of a flattened cylindrical block mounted to the lathe's cross-slide, capable of rotating about the vertical axis and with toolholders projecting out to all sides, and thus vaguely resembled a swiveling gun turret. Capstan lathe is the usual name in the UK and Commonwealth, though the two terms are also used in contrast: see below, Capstan versus turret. == History == Turret lathes became indispensable to the production of interchangeable parts and for mass production. The first turret lathe was built by Stephen Fitch in 1845 to manufacture screws for pistol percussion parts. In the mid-nineteenth century, the need for interchangeable parts for Colt revolvers enhanced the role of turret lathes in achieving this goal as part of the "American system" of manufacturing arms. Clock-making and bicycle manufacturing had similar requirements. Christopher Spencer invented the first fully automated turret lathe in 1873, which led to designs using cam action or hydraulic mechanisms. From the late-19th through mid-20th centuries, turret lathes, both manual and automatic (i.e., screw machines and chuckers), were one of the most important classes of machine tools for mass production. They were used extensively in the mass production for the war effort in World War II. The U.S. company Warner & Swasey was one of the premier brands in heavy turret lathes between the 1910s and 1960s; it became the world's largest manufacturer of such lathes by 1928. During World War II, it employed 7,000 people and produced half of the turret lathes manufactured in the United States. == Types == There are many variants of the turret lathe. They can be most generally classified by size (small, medium, or large); method of control (manual, automated mechanically, or automated via computer (numerical control (NC) or computer numerical control (CNC)); and bed orientation (horizontal or vertical). === Archetypical: horizontal, manual === In the late 1830s a "capstan lathe" with a turret was patented in Britain. The first American turret lathe was invented by Stephen Fitch in 1845. The archetypical turret lathe, and the first in order of historical appearance, is the horizontal-bed, manual turret lathe. The term "turret lathe" without further qualification is still understood to refer to this type. The formative decades for this class of machine were the 1840s through 1860s, when the basic idea of mounting an indexable turret on a bench lathe or engine lathe was born, developed, and disseminated from the originating shops to many other factories. Some important tool-builders in this development were Stephen Fitch; Gay, Silver & Co.; Elisha K. Root of Colt; J.D. Alvord of the Sharps Armory; Frederick W. Howe, Richard S. Lawrence, and Henry D. Stone of Robbins & Lawrence; J.R. Brown of Brown & Sharpe; and Francis A. Pratt of Pratt & Whitney. Various designers at these and other firms later made further refinements. === Semi-automatic === Sometimes machines similar to those above, but with power feeds and automatic turret-indexing at the end of the return stroke, are called "semi-automatic turret lathes". This nomenclature distinction is blurry and not consistently observed. The term "turret lathe" encompasses them all. During the 1860s, when semi-automatic turret lathes were developed, they were sometimes called "automatic". What we today would call "automatics", that is, fully automatic machines, had not been developed yet. During that era both manual and semi-automatic turret lathes were sometimes called "screw machines", although we today reserve that term for fully automatic machines. === Automatic === During the 1870s through 1890s, the mechanically automated "automatic" turret lathe was developed and disseminated. These machines can execute many part-cutting cycles without human intervention. Thus the duties of the operator, which were already greatly reduced by the manual turret lathe, were even further reduced, and productivity increased. These machines use cams to automate the sliding and indexing of the turret and the opening and closing of the chuck. Thus, they execute the part-cutting cycle somewhat analogously to the way in which an elaborate cuckoo clock performs an automated theater show. Small- to medium-sized automatic turret lathes are usually called "screw machines" or "automatic screw machines", while larger ones are usually called "automatic chucking lathes", "automatic chuckers", or "chuckers". Such machine tools of the "automatic" variety, which in the pre-computer era meant mechanically automated, had already reached a highly advanced state by World War I. === Computer numerical control === When World War II ended, the digital computer was poised to develop from a colossal laboratory curiosity into a practical technology that could begin to disseminate into business and industry. The advent of computer-based automation in machine tools via numerical control (NC) and then computer numerical control (CNC) displaced to a large extent, but not at all completely, the previously existing manual and mechanically automated machines. Numerically controlled turrets allow automated selection of tools on a turret. CNC lathes may be horizontal or vertical in orientation and mount six separate tools on one or more turrets. Such machine tools can work in two axes per turret, with up to six axes being feasible for complex work. === Vertical === Vertical turret lathes have the workpiece held vertically, which allows the headstock to sit on the floor and the faceplate to become a horizontal rotating table, analogous to a huge potter's wheel. This is useful for the handling of very large, heavy, short workpieces. Vertical lathes in general are also called "vertical boring mills" or often simply "boring mills"; therefore a vertical turret lathe is a vertical boring mill equipped with a turret. == Other variations == === Capstan versus turret === The term "capstan lathe" overlaps in sense with the term "turret lathe" to a large extent. In many times and places, it has been understood to be synonymous with "turret lathe". In other times and places it has been held in technical contradistinction to "turret lathe", with the difference being in whether the turret's slide is fixed to the bed (ram-type turret) or slides on the bed's ways (saddle-type turret). The difference in terminology is mostly a matter of United Kingdom and Commonwealth usage versus United States usage. === Flat === A subtype of horizontal turret lathe is the flat-turret lathe. Its turret is flat (and analogous to a rotary table), allowing the turret to pass beneath the part. Patented by James Hartness of Jones & Lamson, and first disseminated in the 1890s, it was developed to provide more rigidity via requiring less overhang in the tool setup, especially when the part is relatively long. === Hollow-hexagon === Hollow-hexagon turret lathes competed with flat-turret lathes by taking the conventional hexagon turret and making it hollow, allowing the part to pass into it during the cut, analogously to how the part would pass over the flat turret. In both cases, the main idea is to increase rigidity by allowing a relatively long part to be turned without the tool overhang that would be needed with a conventional turret, which is not flat or hollow. === Monitor lathe === The term "monitor lathe" formerly (1860s–1940s) referred to the class of small- to medium-sized manual turret lathes used on relatively small work. The name was inspired by the monitor-class warships, which the monitor lathe's turret resembled. Today, lathes of such appearance, such as the Hardinge DSM-59 and its many clones, are still common, but the name "monitor lathe" is no longer current in the industry. === Toolpost turrets and tailstock turrets === Turrets can be added to non-turret lathes (bench lathes, engine lathes, toolroom lathes, etc.) by mounting them on the toolpost, tailstock, or both. Often these turrets are not as large as a turret lathe's, and they usually do not offer the sliding and stopping that a turret lathe's turret does; but they do offer the ability to index through successive tool

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  • Are You Dead?

    Are You Dead?

    Are You Dead? (Chinese: 死了么; pinyin: Sǐleme), also known by its English name Demumu, is a Chinese application designed for young people living alone. It requires setting up one emergency contact and sends automatic notifications if the user has not checked in via the app for consecutive days. The app was released on the App Store on 10 June 2025. In early January 2026, the application gained popularity due to its name and the issue of safety for people living alone, and ranked high on the list of paid applications in the Chinese region of the Apple App Store before being removed. The app's rise in popularity sparked discussions about taboos about death in China. == History == Are You Dead? was founded and operated independently by three people born in the 1990s, and developed in a way that involved remote collaboration in their spare time. According to the New Yellow River report, Guo, the product manager, said that the application was designed for young people and that the inspiration came from the discussion of netizens on social platforms about "an app that everyone must have and will definitely download" that he observed two or three years ago. The name was also "not their original creation". After realizing its potential demand and social significance, the team successfully registered the name and completed the product development in about a month. Regarding the development entity, the New Yellow River cited information from the Apple App Store that the application was developed by Yuejing (Zhengzhou) Technology Service Co., Ltd. According to Tianyancha information, the company was established in March 2025 with a registered capital of 100,000 yuan. === Rise in popularity === The app has been generating buzz on social media since 9 January 2026, due to its name and the topic of safety for people living alone. Around 10 January, it topped the Apple paid app chart. As of 10:00 a.m. on January 11, it ranked first in the App Store paid app chart. It also ranked highly in the utility app chart; it ranked first or second in the paid utility app charts in the United States, Singapore and Hong Kong, and first or fourth in Australia and Spain. The app was subsequently removed from the Apple App Store in China. In terms of functionality and usage, First Financial praised the product for its "simple interface and single function," but pointed out that the interface lacks a display of consecutive check-in days, and there is also the possibility that users may forget to check in, leading to the mistaken issuance of reminders. In addition, since the application mainly relies on email reminders and lacks SMS or telephone notifications, it does not conform to Chinese social habits; the untimely notifications also make the application more like a "death notification" tool, losing its early warning significance for emergency rescue. Hu Xijin, former editor-in-chief of the Global Times, commented on the application on Weibo that it is "really good and can help many lonely elderly people." The Beijing News Quick Review pointed out that the role of technical tools is limited and needs to be connected with real support such as community patrols and liaison mechanisms. Due to the price increase, there have also been questions about the motivation for the price increase. The app's rise in popularity sparked discussions about taboos about death in China. Regarding the popularity of the application, both Southern Metropolis Daily and The Beijing News commented that it reflects the public issue of the risks of living alone and reflects the general anxiety of the living alone group about dying alone. Shangguan News further pointed out that although such technology products provide a certain "low-cost sense of security", their "cold notifications" may not only cause false alarms, but also highlight the embarrassing reality that "there is no one to fill in the emergency contact". It also emphasized that algorithms or applications cannot bring true happiness and called on society to reconstruct a support network full of humanistic care while relying on technology. The name of the application has also sparked controversy. Most netizens believe that the name "Are You Dead?" is unlucky and makes it awkward to share the application. They suggest changing it to a milder name such as "Are You Alive?". Hu Xijin also said that the name change could "give the elderly who use it more psychological comfort" and "believe that the application will become more popular after the name change". Some people also believe that this straightforward name just points out the real dilemma faced by people living alone and has a special meaning. BBC News commented that the name "Are You Dead" is playing a word game with Ele.me (Chinese: 饿了么; pinyin: Èleme) and the pronunciation is also similar. Legal professionals believe that its name is highly similar to Ele.me and may cause confusion. They also raised the possibility of trademark infringement and unfair competition. However, the developers said that the application is developed for young people and death is not a sensitive topic. They will "consider launching a new application that is more suitable for middle-aged and elderly people". They have not yet received any name change requests from relevant departments. On the evening of 13 January 2026, the Are You Dead? team announced that it would change its name to the English brand name Demumu in the upcoming new version. On 11 January, the development team also issued a statement through its official Weibo account, stating that it would study the renaming suggestion and plan to enrich the SMS reminder function, consider adding the message function and explore the direction of age-friendly products; it also stated that it would launch an 8 yuan paid plan to cover the costs of SMS, servers, etc., and welcomed investors to discuss cooperation. In terms of financing and valuation, it plans to sell 10% of the company's shares for 1 million yuan and proposed a valuation of 10 million yuan. On the evening of January 15, the application was removed from the app store in mainland China. == Functions == The application does not require users to enter phone numbers or other information to register. After filling in their name and setting an emergency contact, users can click the sign-in button every day. If they fail to sign in for two consecutive days, the system will send an email reminder to the emergency contact the next day. In addition, users can also bind a smart bracelet to monitor physiological signs, pre-designate a hearse driver and funeral music, and trigger the "one-click body collection" function when no pulse is detected. The application was initially available for free download, but a one yuan paid download option was introduced at the end of 2025. In January 2026, the application team issued a statement saying that an 8 yuan paid option would be launched based on the costs of SMS, servers, etc.

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  • Cheekd

    Cheekd

    Cheekd is a dating app based in New York City. It was founded in 2010 by Lori Cheek. == History == The service debuted with the name "Cheek'd". Founder Lori Cheek appeared on the television program, Shark Tank in February 2014, but did not succeed in obtaining funding from any of the five judges. She said Cheek’d only had 1000 subscribers at that time. === Business card model === Cheek'd offered two plans, paid and free. For $25, subscribers got a set of 50 business cards that could be given out once someone caught their eye. Each card had a phrase, an online code, and a URL to the subscriber's account. Recipients could look up the giver's profile. In addition to purchasing cards, there was a $9.95 monthly membership fee. === Smartphone app === In 2015, the service's name changed from "Cheek'd" to "Cheekd". The new app used Bluetooth technology to alert users whenever a compatible user was within a 30-foot radius, instead of using cards. == Patent lawsuit == The original business card-based model for Cheekd had been claimed as a patented process by Lori Cheek, as U.S. patent 8,543,465. In September 2017, a complaint was filed, alleging that the idea was not original to Lori Cheek. Cheek responded, stating that the complaint was baseless, and a complete fabrication. The lawsuit Pirri v. Cheek was dismissed in a pre-trial conference in New York's Federal Court on April 5, 2018.

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  • Multiple satellite imaging

    Multiple satellite imaging

    Multiple satellite imaging is the process of using multiple satellites to gather more information than a single satellite so that a better estimate of the desired source is possible. Something that cannot be resolved with one telescope might be visible with two or more telescopes. == Background == Interferometry is the process of combining waves in such a way that they constructively interfere. When two or more independent sources detect a signal at the same given frequency those signals can be combined and the result is better than each one individually. An overview of Astronomical interferometers and a History of astronomical interferometry can be referenced from their respective pages. The NASA Origins Program was created in the 1990s to ultimately search for the origin of the universe. The theory that the Origins Program is based on is: since light travels at a constant speed until it is absorbed by something; there is still light that was part of the first light ever created traveling about the universe and ultimately some of that light is coming in the general direction of Earth. So a satellite system capable of collecting light from the beginning of the universe would be able to tell us more about where we came from. There is also the constant search for life in other worlds. A satellite system using the interferometric technologies mentioned above would be able to have a much higher resolution than any of the current deep space imaging systems. == Future == NASA is currently focused on the Vision for Space Exploration and has reduced current funding for scientific unmanned space exploration in favor of human exploration. These budget cuts have slowed the multiple satellite imaging development and relevant scientific missions as Project Prometheus and Terrestrial Planet Finder have ended as well but research continues.

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  • Desktop video

    Desktop video

    Desktop video refers to a phenomenon lasting from the mid-1980s to the early 1990s when the graphics capabilities of personal computers such as the Amiga, Macintosh II, and specially-upgraded IBM PC compatibles had advanced to the point where individuals and local broadcasters could use them for analog non-linear editing and vision mixing in video production. Despite the use of computers, desktop video should not be confused with digital video since the video data remained analog, and it uses items like a VCR and a camcorder to record the video. Full-screen, full-motion video's vast storage requirements meant that the promise of digital encoding would not be realized on desktop computers for at least another decade. == Description == There were multiple models of genlock cards available to synchronize the content; the Newtek Video Toaster was commonly used in Amiga in countries that used NTSC (PAL-M in Brazil), while PCs had Truevision and Matrox Illuminator cards and Mac systems had the SuperMac Video Spigot and Radius VideoVision cards. Apple later introduced the Macintosh Quadra 840AV and Centris 660AV systems to specifically address this market. Desktop video was a parallel development to desktop publishing and enabled many small production houses and local TV stations to produce their own original content for the first time. Along with the advent of public-access cable channels, desktop video meant that television advertising became affordable for local businesses such as retailers, restaurants, real estate agents, contractors and auto dealers. As with the phrase desktop publishing, use of the term died out as the technologies to which it referred become the norm for any kind of video production.

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  • YNAB

    YNAB

    You Need a Budget (YNAB) (pronounced ) is an online personal budgeting program based on the envelope system developed by a privately owned American company of the same name. It is available via any web browser or a mobile app. == History == The program was initially developed as standalone software in 2004 by Jesse Mecham, while he was in college pursuing his master's degree in accounting, after he and his wife faced financial difficulty and decided to improve their budgeting. It evolved from a spreadsheet that he created for the budgeting process. The acronym stands for "you need a budget." In 2015 they changed their licensing model to software as a service. In 2020, YNAB had 115 employees, all working remotely. == Overview == The service encourages users to follow four principles or "rules": Give every dollar a job: Each dollar in a budget is allocated to a specific purpose. This concept is also called zero-based budgeting. Embrace true expenses: All expenses are planned for, so that there are no surprises. Roll with the punches: Being flexible when there is overspending. Age your money: Keeping money in your budget without immediately spending it. Users can either import transactions automatically from their financial institutions or input them manually. The software also displays financial reports to keep users informed about their finances at a glance. == Awards and recognition == YNAB has been named one of the best budgeting apps by U.S. News & World Report, Kiplinger's Personal Finance, CNN, HuffPost, CNBC, and hundreds of other financial reporting outlets. The Wall Street Journal – Best budgeting app for hands-on budgeters. Forbes – Best Budgeting Apps Money – Best budgeting app for college students. Lifehacker – Most popular personal finance software. Wirecutter – "Great pick for hard-core budgeters". Investopedia – Best overall budgeting app.

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  • Progressive Graphics File

    Progressive Graphics File

    PGF (Progressive Graphics File) is a wavelet-based bitmapped image format that employs lossless and lossy data compression. PGF was created to improve upon and replace the JPEG format. It was developed at the same time as JPEG 2000 but with a focus on speed over compression ratio. PGF can operate at higher compression ratios without taking more encoding/decoding time and without generating the characteristic "blocky and blurry" artifacts of the original DCT-based JPEG standard. It also allows more sophisticated progressive downloads. == Color models == PGF supports a wide variety of color models: Grayscale with 1, 8, 16, or 31 bits per pixel Indexed color with palette size of 256 RGB color image with 12, 16 (red: 5 bits, green: 6 bits, blue: 5 bits), 24, or 48 bits per pixel ARGB color image with 32 bits per pixel Lab color image with 24 or 48 bits per pixel CMYK color image with 32 or 64 bits per pixel == Technical discussion == PGF claims to achieve an improved compression quality over JPEG adding or improving features such as scalability. Its compression performance is similar to the original JPEG standard. Very low and very high compression rates (including lossless compression) are also supported in PGF. The ability of the design to handle a very large range of effective bit rates is one of the strengths of PGF. For example, to reduce the number of bits for a picture below a certain amount, the advisable thing to do with the first JPEG standard is to reduce the resolution of the input image before encoding it — something that is ordinarily not necessary for that purpose when using PGF because of its wavelet scalability properties. The PGF process chain contains the following four steps: Color space transform (in case of color images) Discrete Wavelet Transform Quantization (in case of lossy data compression) Hierarchical bit-plane run-length encoding === Color components transformation === Initially, images have to be transformed from the RGB color space to another color space, leading to three components that are handled separately. PGF uses a fully reversible modified YUV color transform. The transformation matrices are: [ Y r U r V r ] = [ 1 4 1 2 1 4 1 − 1 0 0 − 1 1 ] [ R G B ] ; [ R G B ] = [ 1 3 4 − 1 4 1 − 1 4 − 1 4 1 − 1 4 3 4 ] [ Y r U r V r ] {\displaystyle {\begin{bmatrix}Y_{r}\\U_{r}\\V_{r}\end{bmatrix}}={\begin{bmatrix}{\frac {1}{4}}&{\frac {1}{2}}&{\frac {1}{4}}\\1&-1&0\\0&-1&1\end{bmatrix}}{\begin{bmatrix}R\\G\\B\end{bmatrix}};\qquad \qquad {\begin{bmatrix}R\\G\\B\end{bmatrix}}={\begin{bmatrix}1&{\frac {3}{4}}&-{\frac {1}{4}}\\1&-{\frac {1}{4}}&-{\frac {1}{4}}\\1&-{\frac {1}{4}}&{\frac {3}{4}}\end{bmatrix}}{\begin{bmatrix}Y_{r}\\U_{r}\\V_{r}\end{bmatrix}}} The chrominance components can be, but do not necessarily have to be, down-scaled in resolution. === Wavelet transform === The color components are then wavelet transformed to an arbitrary depth. In contrast to JPEG 1992 which uses an 8x8 block-size discrete cosine transform, PGF uses one reversible wavelet transform: a rounded version of the biorthogonal CDF 5/3 wavelet transform. This wavelet filter bank is exactly the same as the reversible wavelet used in JPEG 2000. It uses only integer coefficients, so the output does not require rounding (quantization) and so it does not introduce any quantization noise. === Quantization === After the wavelet transform, the coefficients are scalar-quantized to reduce the amount of bits to represent them, at the expense of a loss of quality. The output is a set of integer numbers which have to be encoded bit-by-bit. The parameter that can be changed to set the final quality is the quantization step: the greater the step, the greater is the compression and the loss of quality. With a quantization step that equals 1, no quantization is performed (it is used in lossless compression). In contrast to JPEG 2000, PGF uses only powers of two, therefore the parameter value i represents a quantization step of 2i. Just using powers of two makes no need of integer multiplication and division operations. === Coding === The result of the previous process is a collection of sub-bands which represent several approximation scales. A sub-band is a set of coefficients — integer numbers which represent aspects of the image associated with a certain frequency range as well as a spatial area of the image. The quantized sub-bands are split further into blocks, rectangular regions in the wavelet domain. They are typically selected in a way that the coefficients within them across the sub-bands form approximately spatial blocks in the (reconstructed) image domain and collected in a fixed size macroblock. The encoder has to encode the bits of all quantized coefficients of a macroblock, starting with the most significant bits and progressing to less significant bits. In this encoding process, each bit-plane of the macroblock gets encoded in two so-called coding passes, first encoding bits of significant coefficients, then refinement bits of significant coefficients. Clearly, in lossless mode all bit-planes have to be encoded, and no bit-planes can be dropped. Only significant coefficients are compressed with an adaptive run-length/Rice (RLR) coder, because they contain long runs of zeros. The RLR coder with parameter k (logarithmic length of a run of zeros) is also known as the elementary Golomb code of order 2k. === Comparison with other file formats === JPEG 2000 is slightly more space-efficient in handling natural images. The PSNR for the same compression ratio is on average 3% better than the PSNR of PGF. It has a small advantage in compression ratio but longer encoding and decoding times. PNG (Portable Network Graphics) is more space-efficient in handling images with many pixels of the same color. There are several self-proclaimed advantages of PGF over the ordinary JPEG standard: Superior compression performance: The image quality (measured in PSNR) for the same compression ratio is on average 3% better than the PSNR of JPEG. At lower bit rates (e.g. less than 0.25 bits/pixel for gray-scale images), PGF has a much more significant advantage over certain modes of JPEG: artifacts are less visible and there is almost no blocking. The compression gains over JPEG are attributed to the use of DWT. Multiple resolution representation: PGF provides seamless compression of multiple image components, with each component carrying from 1 to 31 bits per component sample. With this feature there is no need for separately stored preview images (thumbnails). Progressive transmission by resolution accuracy, commonly referred to as progressive decoding: PGF provides efficient code-stream organizations which are progressive by resolution. This way, after a smaller part of the whole file has been received, it is possible to see a lower quality of the final picture, the quality can be improved monotonically getting more data from the source. Lossless and lossy compression: PGF provides both lossless and lossy compression in a single compression architecture. Both lossy and lossless compression are provided by the use of a reversible (integer) wavelet transform. Side channel spatial information: Transparency and alpha planes are fully supported ROI extraction: Since version 5, PGF supports extraction of regions of interest (ROI) without decoding the whole image. == Available software == The author published libPGF via a SourceForge, under the GNU Lesser General Public License version 2.0. Xeraina offers a free Windows console encoder and decoder, and PGF viewers based on WIC for 32bit and 64bit Windows platforms. Other WIC applications including File Explorer are able to display PGF images after installing this viewer. Digikam is a popular open-source image editing and cataloging software that uses libPGF for its thumbnails. It makes use of the progressive decoding feature of PGF images to store a single version of each thumbnail, which can then be decoded to different resolutions without loss, thus allowing users to dynamically change the size of the thumbnails without having to recalculate them again.

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  • Projection-slice theorem

    Projection-slice theorem

    In mathematics, the projection-slice theorem, central slice theorem or Fourier slice theorem in two dimensions states that the results of the following two calculations are equal: Take a two-dimensional function f(r), project (e.g. using the Radon transform) it onto a (one-dimensional) line, and do a Fourier transform of that projection. Take that same function, but do a two-dimensional Fourier transform first, and then slice the function through its origin, parallel to the projection line. In operator terms, if F1 and F2 are the 1- and 2-dimensional Fourier transform operators mentioned above, P1 is the projection operator (which projects a 2-D function onto a 1-D line), S1 is a slice operator (which extracts a 1-D central slice from a function), then F 1 P 1 = S 1 F 2 . {\displaystyle F_{1}P_{1}=S_{1}F_{2}.} This idea can be extended to higher dimensions. This theorem is used, for example, in the analysis of medical CT scans where a "projection" is an x-ray image of an internal organ. The Fourier transforms of these images are seen to be slices through the Fourier transform of the 3-dimensional density of the internal organ, and these slices can be interpolated to build up a complete Fourier transform of that density. The inverse Fourier transform is then used to recover the 3-dimensional density of the object. This technique was first derived by Ronald N. Bracewell in 1956 for a radio-astronomy problem. == The projection-slice theorem in N dimensions == In N dimensions, the projection-slice theorem states that the Fourier transform of the projection of an N-dimensional function f(r) onto an m-dimensional linear submanifold is equal to an m-dimensional slice of the N-dimensional Fourier transform of that function consisting of an m-dimensional linear submanifold through the origin in the Fourier space which is parallel to the projection submanifold. In operator terms: F m P m = S m F N . {\displaystyle F_{m}P_{m}=S_{m}F_{N}.\,} == The generalized Fourier-slice theorem == In addition to generalizing to N dimensions, the projection-slice theorem can be further generalized with an arbitrary change of basis. For convenience of notation, we consider the change of basis to be represented as B, an N-by-N invertible matrix operating on N-dimensional column vectors. Then the generalized Fourier-slice theorem can be stated as F m P m B = S m B − T | B − T | F N {\displaystyle F_{m}P_{m}B=S_{m}{\frac {B^{-T}}{|B^{-T}|}}F_{N}} where B − T = ( B − 1 ) T {\displaystyle B^{-T}=(B^{-1})^{T}} is the transpose of the inverse of the change of basis transform. == Proof in two dimensions == The projection-slice theorem is easily proven for the case of two dimensions. Without loss of generality, we can take the projection line to be the x-axis. There is no loss of generality because if we use a shifted and rotated line, the law still applies. Using a shifted line (in y) gives the same projection and therefore the same 1D Fourier transform results. The rotated function is the Fourier pair of the rotated Fourier transform, for which the theorem again holds. If f(x, y) is a two-dimensional function, then the projection of f(x, y) onto the x axis is p(x) where p ( x ) = ∫ − ∞ ∞ f ( x , y ) d y . {\displaystyle p(x)=\int _{-\infty }^{\infty }f(x,y)\,dy.} The Fourier transform of f ( x , y ) {\displaystyle f(x,y)} is F ( k x , k y ) = ∫ − ∞ ∞ ∫ − ∞ ∞ f ( x , y ) e − 2 π i ( x k x + y k y ) d x d y . {\displaystyle F(k_{x},k_{y})=\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }f(x,y)\,e^{-2\pi i(xk_{x}+yk_{y})}\,dxdy.} The slice is then s ( k x ) {\displaystyle s(k_{x})} s ( k x ) = F ( k x , 0 ) = ∫ − ∞ ∞ ∫ − ∞ ∞ f ( x , y ) e − 2 π i x k x d x d y {\displaystyle s(k_{x})=F(k_{x},0)=\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }f(x,y)\,e^{-2\pi ixk_{x}}\,dxdy} = ∫ − ∞ ∞ [ ∫ − ∞ ∞ f ( x , y ) d y ] e − 2 π i x k x d x {\displaystyle =\int _{-\infty }^{\infty }\left[\int _{-\infty }^{\infty }f(x,y)\,dy\right]\,e^{-2\pi ixk_{x}}dx} = ∫ − ∞ ∞ p ( x ) e − 2 π i x k x d x {\displaystyle =\int _{-\infty }^{\infty }p(x)\,e^{-2\pi ixk_{x}}dx} which is just the Fourier transform of p(x). The proof for higher dimensions is easily generalized from the above example. == The FHA cycle == If the two-dimensional function f(r) is circularly symmetric, it may be represented as f(r), where r = |r|. In this case the projection onto any projection line will be the Abel transform of f(r). The two-dimensional Fourier transform of f(r) will be a circularly symmetric function given by the zeroth-order Hankel transform of f(r), which will therefore also represent any slice through the origin. The projection-slice theorem then states that the Fourier transform of the projection equals the slice or F 1 A 1 = H , {\displaystyle F_{1}A_{1}=H,} where A1 represents the Abel-transform operator, projecting a two-dimensional circularly symmetric function onto a one-dimensional line, F1 represents the 1-D Fourier-transform operator, and H represents the zeroth-order Hankel-transform operator. == Extension to fan beam or cone-beam CT == The projection-slice theorem is suitable for CT image reconstruction with parallel beam projections. It does not directly apply to fanbeam or conebeam CT. The theorem was extended to fan-beam and conebeam CT image reconstruction by Shuang-ren Zhao in 1995.

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  • Interactions Corporation

    Interactions Corporation

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

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  • Predictive text

    Predictive text

    Predictive text is an input technology used where one key or button represents many letters, such as on the physical numeric keypads of mobile phones and in accessibility technologies. Each key press results in a prediction rather than repeatedly sequencing through the same group of "letters" it represents, in the same, invariable order. Predictive text could allow for an entire word to be input by a single keypress. Predictive text makes efficient use of fewer device keys to input writing into a text message, an e-mail, an address book, a calendar, and the like. The most widely used, general, predictive text systems are T9, iTap, eZiText, and LetterWise/WordWise. There are many ways to build a device that predicts text, but all predictive text systems have initial linguistic settings that offer predictions that are re-prioritized to adapt to each user. This learning adapts, by way of the device memory, to a user's disambiguating feedback that results in corrective key presses, such as pressing a "next" key to get to the intention. Most predictive text systems have a user database to facilitate this process. Theoretically the number of keystrokes required per desired character in the finished writing is, on average, comparable to using a keyboard. This is approximately true provided that all words used are in its database, punctuation is ignored, and no input mistakes are made when typing or spelling. The theoretical keystrokes per character, KSPC, of a keyboard is KSPC=1.00, and of multi-tap is KSPC=2.03. Eatoni's LetterWise is a predictive multi-tap hybrid, which when operating on a standard telephone keypad achieves KSPC=1.15 for English. The choice of which predictive text system is the best to use involves matching the user's preferred interface style, the user's level of learned ability to operate predictive text software, and the user's efficiency goal. There are various levels of risk in predictive text systems, versus multi-tap systems, because the predicted text that is automatically written provides the speed and mechanical efficiency benefit, which, if the user is not careful to review, results in transmitting misinformation. Predictive text systems take time to learn to use well, and so generally, a device's system has user options to set up the choice of multi-tap or any one of several schools of predictive text methods. == Background == Short message service (SMS) permits a mobile phone user to send text messages (also called messages, SMSes, texts, and txts) as a short message. The most common system of SMS text input is referred to as "multi-tap". Using multi-tap, a key is pressed multiple times to access the list of letters on that key. For instance, pressing the "2" key once displays an "a", twice displays a "b" and three times displays a "c". To enter two successive letters that are on the same key, the user must either pause or hit a "next" button. A user can type by pressing an alphanumeric keypad without looking at the electronic equipment display. Thus, multi-tap is easy to understand and can be used without any visual feedback. However, multi-tap is not very efficient, requiring potentially many keystrokes to enter a single letter. In ideal predictive text entry, all words used are in the dictionary, punctuation is ignored, no spelling mistakes are made, and no typing mistakes are made. The ideal dictionary would include all slang, proper nouns, abbreviations, URLs, foreign-language words and other user-unique words. This ideal circumstance gives predictive text software a reduction in the number of key strokes a user is required to enter a word. The user presses the number corresponding to each letter. As long as the word exists in the predictive text dictionary or is correctly disambiguated by non-dictionary systems, it will appear. For instance, pressing "4663" will typically be interpreted as the word good, provided that a linguistic database in English is currently in use, though alternatives such as home, hood and hoof are also valid interpretations of the sequence of key strokes. The most widely used systems of predictive text are Tegic's T9, Motorola's iTap, and the Eatoni Ergonomics' LetterWise and WordWise. T9 and iTap use dictionaries, but Eatoni Ergonomics' products use a disambiguation process, a set of statistical rules to recreate words from keystroke sequences. All predictive text systems require a linguistic database for every supported input language. == Dictionary vs. non-dictionary systems == Traditional disambiguation works by referencing a dictionary of commonly used words, though Eatoni offers a dictionaryless disambiguation system. In dictionary-based systems, as the user presses the number buttons, an algorithm searches the dictionary for a list of possible words that match the keypress combination and offers up the most probable choice. The user can then confirm the selection and move on, or use a key to cycle through the possible combinations. A non-dictionary system constructs words and other sequences of letters from the statistics of word parts. To attempt predictions of the intended result of keystrokes not yet entered, disambiguation may be combined with a word completion facility. Either system (disambiguation or predictive) may include a user database, which can be further classified as a "learning" system when words or phrases are entered into the user database without direct user intervention. The user database is for storing words or phrases that are not well disambiguated by the pre-supplied database. Some disambiguation systems further attempt to correct spelling, format text or perform other automatic rewrites, with the risky effect of either enhancing or frustrating user efforts to enter text. == History == The predictive text and autocomplete technology was invented out of necessities by Chinese scientists and linguists in the 1950s to solve the input inefficiency of the Chinese typewriter, as the typing process involved finding and selecting thousands of logographic characters on a tray, drastically slowing down the word processing speed. The actuating keys of the Chinese typewriter created by Lin Yutang in the 1940s included suggestions for the characters following the one selected. In 1951, the Chinese typesetter Zhang Jiying arranged Chinese characters in associative clusters, a precursor of modern predictive text entry, and broke speed records by doing so. Predictive entry of text from a telephone keypad has been known at least since the 1970s (Smith and Goodwin, 1971). Predictive text was mainly used to look up names in directories over the phone until mobile phone text messaging came into widespread use. == Example == On a typical phone keypad, if users wished to type the in a "multi-tap" keypad entry system, they would need to: Press 8 (tuv) once to select t. Press 4 (ghi) twice to select h. Press 3 (def) twice to select e. Meanwhile, in a phone with predictive text, they need only: Press 8 once to select the (tuv) group for the first character. Press 4 once to select the (ghi) group for the second character. Press 3 once to select the (def) group for the third character. The system updates the display as each keypress is entered, to show the most probable entry. In this example, prediction reduced the number of button presses from five to three. The effect is even greater with longer words and those composed of letters later in each key's sequence. A dictionary-based predictive system is based on the hope that the desired word is in the dictionary. That hope may be misplaced if the word differs in any way from common usage—in particular, if the word is not spelled or typed correctly, is slang, or is a proper noun. In these cases, some other mechanism must be used to enter the word. Furthermore, the simple dictionary approach fails with agglutinative languages, where a single word does not necessarily represent a single semantic entity. == Companies and products == Predictive text is developed and marketed in a variety of competing products, such as Nuance Communications's T9. Other products include Motorola's iTap; Eatoni Ergonomic's LetterWise (character, rather than word-based prediction); WordWise (word-based prediction without a dictionary); EQ3 (a QWERTY-like layout compatible with regular telephone keypads); Prevalent Devices's Phraze-It; Xrgomics' TenGO (a six-key reduced QWERTY keyboard system); Adaptxt (considers language, context, grammar and semantics); Lightkey (a predictive typing software for Windows); Clevertexting (statistical nature of the language, dictionaryless, dynamic key allocation); and Oizea Type (temporal ambiguity); Intelab's Tauto; WordLogic's Intelligent Input Platform™ (patented, layer-based advanced text prediction, includes multi-language dictionary, spell-check, built-in Web search); Google's Gboard. == Textonyms == Words produced by the same combination of keypresses have been called "textonyms"; also "txtonyms"; or "T9o

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  • Reverse correlation technique

    Reverse correlation technique

    The reverse correlation technique is a data driven study method used primarily in psychological and neurophysiological research. This method earned its name from its origins in neurophysiology, where cross-correlations between white noise stimuli and sparsely occurring neuronal spikes could be computed quicker when only computing it for segments preceding the spikes. The term has since been adopted in psychological experiments that usually do not analyze the temporal dimension, but also present noise to human participants. In contrast to the original meaning, the term is here thought to reflect that the standard psychological practice of presenting stimuli of defined categories to the participants is "reversed": Instead, the participant's mental representations of categories are estimated from interactions of the presented noise and the behavioral responses. It is used to create composite pictures of individual and/or group mental representations of various items (e.g. faces, bodies, and the self) that depict characteristics of said items (e.g. trustworthiness and self-body image). This technique is helpful when evaluating the mental representations of those with and without mental illnesses. == Terms == This technique utilizes spike-triggered average to explain what areas of signal and noise in an image are valuable for the given research question. Signal is information used to produce objects of value that help explain and connect the world around us. Noise is commonly referred to as unwanted signal that obscures the information that the signal is trying to present. Most importantly for reverse correlation studies, noise is randomly varying information. To determine the areas of importance using reverse correlation, noise is applied to a base image and then evaluated by observers. A base image is any image void of noise that relates to the research question. A base image that has noise superimposed on top is the stimuli that is presented to and evaluated by participants. Each time a new set of stimuli is presented to a participant, this is known as a trial. After a participant has responded to hundreds to thousands of trials, a researcher is ready to create a classification image. A classification image (abbreviated as "CI" in some studies) is a single image that represents the average noise patterns in the images selected by participants. A classification image can also be computed for groups by averaging the individuals’ classification images. These classification images are what researchers use to interpret the data and draw conclusions. As a whole, the reverse correlation method is a process that results in a composite image (from an individual or group) that can be used to estimate and interpret mental representations. == Basic study layout == The reverse correlation method is typically executed as an in-lab computer experiment. This method follows four broad steps. Each of the following steps are described in greater detail below. After creating a research question and determining that the reverse correlation method is the most suitable technique to answer the question, a researcher must (1) design randomly varying stimuli. After the stimuli have been prepared, a researcher should (2) collect data from participants who will see and respond to approximately 300 -1,000 trials. Each trial will either consist of one or two images (side by side) derived from the same base image with noise superimposed on top. Participant responses will depend on the chosen study design; if a researcher presents only one image at a time, participants rate the image on a 4pt scale, but when two images are shown, the participant is asked to choose which best aligns with the given category (e.g. choose the image that looks the most aggressive). Once all of the data is collected, the researcher will (3) compute classification images for each participant and using those images compute group classification images. Finally, with the classification images available, the researcher will (4) evaluate the images and draw conclusions about their results. === Step 1: making stimuli === When designing the stimuli for a reverse correlation study, the two primary factors that one should consider are (1) the base image and (2) the noise that will be used. While not all bases are images per se, the majority are and for this reason the base is typically referred to as a base image. The base image should represent whatever the research question is addressing. For example, if you are interested in peoples’ mental representations of Chinese people, it would not make sense to use a base image of a Spanish or Caucasian person. Again, if you are interested in the mental representations of male vocal patterns, it would make the most sense to use a base vocal pattern that has been produced by a male. Having a base is important because it provides a kind of anchor for participants to work from. When there is no base image, the number of trials that are required increases dramatically, thus making it harder to collect data. While there are studies that have excluded a base image, (e.g. the S study), for more elaborate and nuanced research questions, it is important to have a base image that is a fair representation of what participants are being asked to categorize. Photographs of faces are generally the most popular base image. Although the reverse correlation method is capable of investigating a wide variety of research questions, the most common application of the method is for evaluating faces on a single trait. Reverse correlation studies that address evaluations of the face are sometimes referred to as being a face space reverse correlation model (FSRCM). Thankfully, there are existing databases for face images of varying demographics and emotion that work well as base images. The reverse correlation method can also be used to help researchers identify what areas of an image (e.g. the areas on the face) have diagnostic value. In order to identify these areas of value, researchers start by minimizing the space a participant can pull information from. By imposing a “mask” on an image (e.g. blur an image while leaving random areas un-blurred), this reduces the information individuals might see, and forces them to focus on certain areas. Then, if/when participants are able to correctly identify an image with a trait repeatedly, we can draw conclusions about what areas have diagnostic value. While faces and visual stimuli are the most popular, this is not the only stimuli that can be used in a reverse correlation study. This method was originally designed for auditory stimuli which allows researchers to investigate how perceivers interpret auditory information and create trait based attributions to different sound patterns. For example, by segmenting a vocal recording of a single word (total sound time 426 ms) into six segments (71 ms each), and varying each segment's pitch using Gaussian distributions, researchers were able to uncover what vocal patterns people associated with certain traits. Specifically, this study investigated how listeners rated sound clips of the word “really” as sounding more interrogative (i.e. like the more common reverse correlation studies this study had participants listen to two sound clips per trial, choose which fit the category the best, and then created an average of the pitch contours). Beyond face and auditory perception, research utilizing the reverse correlation method has expanded to investigate how individuals see three-dimensional objects in images with noise (but no signal). After selecting your base image, regardless of what the image is, it is helpful to apply a Gaussian blur to smooth noise in the image. While noise will be applied later, it is helpful to reduce existing noise in the photo before applying your chosen noise. There are three primary choices when it comes to noise: white noise, sine-wave noise, and Gabor noise. The latter two of these constrain the configurations that the noise can have, and because of this white noise is usually the most commonly used. Regardless of the type of noise that is chosen, it is crucial that the noise randomly varies. === Step 2: data collection === Once the stimuli for the study has been developed, the researcher must make a few decisions before actually collecting the data. The researcher must come to a conclusion on how many stimuli will be presented at a time and how many trials the participants will see. In terms of stimuli presentation, a researcher can choose from either a 2-Image Forced Choice (2IFC) or a 4-Alternative Forced Choice (4AFC). The 2IFC presents two images at once (side by side) and requires participants to choose between the two on a specified category (e.g. which image looks the most like a male). Typically the noise from the left image is the mathematical inverse of the noise from the right image. This method was developed to better answer questions that could n

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  • Super-resolution imaging

    Super-resolution imaging

    Super-resolution imaging (SR) is a class of techniques that improve the resolution of an imaging system. In optical SR the diffraction limit of systems is transcended, while in geometrical SR the resolution of digital imaging sensors is enhanced. In some radar and sonar imaging applications (e.g. magnetic resonance imaging (MRI), high-resolution computed tomography), subspace decomposition-based methods (e.g. MUSIC) and compressed sensing-based algorithms (e.g., SAMV) are employed to achieve SR over standard periodogram algorithm. Super-resolution imaging techniques are used in general image processing and in super-resolution microscopy. == Super-resolution principles == Several concepts are fundamental to super-resolution imaging: Diffraction limit: the capacity of an optical instrument to reproduce the details of an object in an image has limits that are imposed by laws of physics: the diffraction equations in the wave theory of light, or the uncertainty principle for photons in quantum mechanics. Information transfer can never be increased beyond this boundary, but packets outside the limits can be cleverly swapped for (or multiplexed with) some inside it. Super-resolution microscopy does not so much “break” as “circumvent” the diffraction limit. New procedures probing electro-magnetic disturbances at the molecular level (in the so-called near field) remain fully consistent with Maxwell's equations. Spatial frequency domain: A succinct expression of the diffraction limit is given in the spatial frequency domain. In Fourier optics light distributions are expressed as superpositions of a series of grating light patterns in a range of fringe widths - these widths represent the spatial frequencies. It is generally taught that diffraction theory stipulates an upper limit, the cut-off spatial-frequency, beyond which pattern elements fail to be transferred into the optical image, i.e., are not resolved. But in fact what is set by diffraction theory is the width of the passband, not a fixed upper limit. No laws of physics are broken when a spatial frequency band beyond the cut-off spatial frequency is swapped for one inside it: this has long been implemented in dark-field microscopy. Nor are information-theoretical rules broken when superimposing several bands, disentangling them in the received image needs assumptions of object invariance during multiple exposures, i.e., the substitution of one kind of uncertainty for another. Information: When the term super-resolution is used in techniques based on the inference of object details using a statistical treatment of the image within standard resolution limits (for example, averaging multiple exposures), it involves an exchange of one kind of information (extracting signal from noise) for another (the assumption that the target has remained invariant). Recent breakthroughs incorporate quantum-transformer hybrids into super-resolution, such as QUIET‑SR, a 2025 model that employs shifted quantum window attention within a transformer to enhance image detail while respecting diffraction and information-theory limits Similarly, frequency-integrated transformers (e.g., FIT) enrich super-resolution by explicitly combining spatial and frequency-domain information via FFT-based attention, improving reconstruction across scales Resolution and localization: True resolution involves the distinction of whether a target, e.g. a star or a spectral line, is single or double, ordinarily requiring separable peaks in the image. When a target is known to be single, its location can be determined with higher precision than the image width by finding the centroid (center of gravity) of its image light distribution. The word ultra-resolution had been proposed for this process but it did not catch on, and the high-precision localization procedure is typically referred to as super-resolution. == Techniques == === Optical or diffractive super-resolution === Substituting spatial-frequency bands: Though the bandwidth allowable by diffraction is fixed, it can be positioned anywhere in the spatial-frequency spectrum. Dark-field illumination in microscopy is an example. See also aperture synthesis. ==== Multiplexing spatial-frequency bands ==== An image is formed using the normal passband of the optical device. Then, some known light structure (for example, a set of light fringes) is superimposed on the target. The image now contains components resulting from the combination of the target and the superimposed light structure, e.g. moiré fringes, and carries information about target detail which simple unstructured illumination does not. The “superresolved” components, however, need disentangling to be revealed. For an example, see structured illumination (figure to left). ==== Multiple parameter use within traditional diffraction limit ==== If a target has no special polarization or wavelength properties, two polarization states or non-overlapping wavelength regions can be used to encode target details, one in a spatial-frequency band inside the cut-off limit the other beyond it. Both would use normal passband transmission but are then separately decoded to reconstitute target structure with extended resolution. ==== Probing near-field electromagnetic disturbance ==== Super-resolution microscopy is generally discussed within the realm of conventional optical imagery. However, modern technology allows the probing of electromagnetic disturbance within molecular distances of the source, which has superior resolution properties. See also evanescent waves and the development of the new super lens. === Geometrical or image-processing super-resolution === ==== Multi-exposure image noise reduction ==== When an image is degraded by noise, the resolution may be improved by averaging multiple exposures. See example on the right. ==== Single-frame deblurring ==== Known defects in a given imaging situation, such as defocus or aberrations, can sometimes be mitigated in whole or in part by suitable spatial-frequency filtering of even a single image. Such procedures all stay within the diffraction-mandated passband, and do not extend it. ==== Sub-pixel image localization ==== The location of a single source can be determined by computing the "center of gravity" (centroid) of the light distribution extending over several adjacent pixels (see figure on the left). Provided that there is enough light, this can be achieved with arbitrary precision, very much better than pixel width of the detecting apparatus and the resolution limit for the decision of whether the source is single or double. This technique, which requires the presupposition that all the light comes from a single source, is at the basis of what has become known as super-resolution microscopy, e.g. stochastic optical reconstruction microscopy (STORM), where fluorescent probes attached to molecules give nanoscale distance information. It is also the mechanism underlying visual hyperacuity. ==== Bayesian induction beyond traditional diffraction limit ==== Some object features, though beyond the diffraction limit, may be known to be associated with other object features that are within the limits and hence contained in the image. Then conclusions can be drawn, using statistical methods, from the available image data about the presence of the full object. The classical example is Toraldo di Francia's proposition of judging whether an image is that of a single or double star by determining whether its width exceeds the spread from a single star. This can be achieved at separations well below the classical resolution bounds, and requires the prior limitation to the choice "single or double?" The approach can take the form of extrapolating the image in the frequency domain, by assuming that the object is an analytic function, and that we can exactly know the function values in some interval. This method is severely limited by the ever-present noise in digital imaging systems, but it can work for radar, astronomy, microscopy or magnetic resonance imaging. More recently, a fast single image super-resolution algorithm based on a closed-form solution to ℓ 2 − ℓ 2 {\displaystyle \ell _{2}-\ell _{2}} problems has been proposed and demonstrated to accelerate most of the existing Bayesian super-resolution methods significantly. == Aliasing == Geometrical SR reconstruction algorithms are possible if and only if the input low resolution images have been under-sampled and therefore contain aliasing. Because of this aliasing, the high-frequency content of the desired reconstruction image is embedded in the low-frequency content of each of the observed images. Given a sufficient number of observation images, and if the set of observations vary in their phase (i.e. if the images of the scene are shifted by a sub-pixel amount), then the phase information can be used to separate the aliased high-frequency content from the true low-frequency content, and the full-resolution image can be accurate

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