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

  • Phrase structure grammar

    Phrase structure grammar

    The term phrase structure grammar was originally introduced by Noam Chomsky as the term for grammar studied previously by Emil Post and Axel Thue (Post canonical systems). Some authors, however, reserve the term for more restricted grammars in the Chomsky hierarchy: context-sensitive grammars or context-free grammars. In a broader sense, phrase structure grammars are also known as constituency grammars. The defining character of phrase structure grammars is thus their adherence to the constituency relation, as opposed to the dependency relation of dependency grammars. == History == In 1956, Chomsky wrote, "A phrase-structure grammar is defined by a finite vocabulary (alphabet) Vp, and a finite set Σ of initial strings in Vp, and a finite set F of rules of the form: X → Y, where X and Y are strings in Vp." == Constituency relation == In linguistics, phrase structure grammars are all those grammars that are based on the constituency relation, as opposed to the dependency relation associated with dependency grammars; hence, phrase structure grammars are also known as constituency grammars. Any of several related theories for the parsing of natural language qualify as constituency grammars, and most of them have been developed from Chomsky's work, including Government and binding theory Generalized phrase structure grammar Head-driven phrase structure grammar Lexical functional grammar The minimalist program Nanosyntax Further grammar frameworks and formalisms also qualify as constituency-based, although they may not think of themselves as having spawned from Chomsky's work, e.g. Arc pair grammar, and Categorial grammar.

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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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  • YaDICs

    YaDICs

    YaDICs is a program written to perform digital image correlation on 2D and 3D tomographic images. The program was designed to be both modular, by its plugin strategy and efficient, by it multithreading strategy. It incorporates different transformations (Global, Elastic, Local), optimizing strategy (Gauss-Newton, Steepest descent), Global and/or local shape functions (Rigid-body motions, homogeneous dilatations, flexural and Brazilian test models)... == Theoretical background == === Context === In solid mechanics, digital image correlation is a tool that allows to identify the displacement field to register a reference image (called herein fixed image) to images during an experiment (mobile image). For example, it is possible to observe the face of a specimen with a painted speckle on it in order to determine its displacement fields during a tensile test. Before the appearance of such methods, researchers usually used strain gauges to measure the mechanical state of the material but strain gauges only measure the strain on a point and don't allow to understand material with an heterogeneous behavior. One can obtain a full in plane strain tensor by derivation of the displacement fields. Many methods are based upon the optical flow. In fluid mechanics a similar method is used, called Particle Image Velocimetry (PIV); the algorithms are similar to those of DIC but it is impossible to ensure that the optical flow is conserved so a vast majority of the software used the normalized cross correlation metric. In mechanics the displacement or velocity fields are the only concern, registering images is just a side effect. There is another process called image registration using the same algorithms (on monomodal images) but where the goal is to register images and thereby identifying the displacement field is just a side effect. YaDICs uses the general principle of image registration with a particular attention to the displacement fields basis. === Image registration principle === YaDICs can be explained using the classical image registration framework: === Image registration general scheme === The common idea of image registration and digital image correlation is to find the transformation between a fixed image and a moving one for a given metric using an optimization scheme. While there are many methods to achieve such a goal, Yadics focuses on registering images with the same modality. The idea behind the creation of this software is to be able to process data that comes from a μ-tomograph; i.e.: data cube over 10003 voxels. With such a size it is not possible to use naive approach usually used in a two-dimensional context. In order to get sufficient performances OpenMP parallelism is used and data are not globally stored in memory. As an extensive description of the different algorithms is given in. === Sampling === Contrary to image registration, Digital Image Correlation targets the transformation, one wants to extracted the most accurate transformation from the two images and not just match the images. Yadics uses the whole image as a sampling grid: it is thus a total sampling. === Interpolator === It is possible to choose between bilinear interpolation and bicubic interpolation for the grey level evaluation at non integer coordinates. The bi-cubic interpolation is the recommended one. === Metrics === ==== Sum of squared differences (SSD) ==== The SSD is also known as mean squared error. The equation below defines the SSD metric: S S D ( μ , I F , I M ) = 1 | Ω F | ∑ x i ∈ Ω F ( I F ( x i ) − I M ( T μ ( x i ) ) ) 2 , {\displaystyle SSD(\mu ,{\mathcal {I_{F}}},{\mathcal {I_{M}}})={\dfrac {1}{\left|\Omega _{F}\right|}}\sum _{x_{i}\in \Omega _{F}}\left({\mathcal {I_{F}}}(x_{i})-{\mathcal {I_{M}}}({T}_{\mu }(x_{i}))\right)^{2},} where I F {\displaystyle {\mathcal {I_{F}}}} is the fixed image, I M {\displaystyle {\mathcal {I_{M}}}} the moving one, Ω F {\displaystyle \Omega _{F}} the integration area | Ω F | {\displaystyle \left|\Omega _{F}\right|} the number of pi(vo)xels (cardinal) and T μ {\displaystyle {T}_{\mu }} the transformation parametrized by μ The transformation can be written as: T μ ( x ) = x + { Φ ( x ) } t { μ } . {\displaystyle T_{\mu }(x)=x+\left\{\Phi (x)\right\}^{t}\left\{\mu \right\}.} This metric is the main one used in the YaDICs as it works well with same modality images. One has to find the minimum of this metric ==== Normalized cross-correlation ==== The normalized cross-correlation (NCC) is used when one cannot assure the optical flow conservation; it happens in case of change of lighting or if particles disappear from the scene can occur in particle images velocimetry (PIV). The NCC is defined by: N C C ( μ , I F , I M ) = ∑ x i ∈ Ω F ( I F ( x i ) − I F ¯ ) ( I M ( T μ ( x i ) ) − I M ¯ ) ∑ x i ∈ Ω F ( I F ( x i ) − I F ¯ ) 2 ∑ x i ∈ Ω F ( I M ( T μ ( x i ) ) − I M ¯ ) 2 , {\displaystyle NCC(\mu ,{\mathcal {I_{F}}},{\mathcal {I_{M}}})={\dfrac {\sum _{x_{i}\in \Omega _{F}}\left({\mathcal {I_{F}}}(x_{i})-{\overline {\mathcal {I_{F}}}}\right)\left({\mathcal {I_{M}}}({T}_{\mu }(x_{i}))-{\overline {\mathcal {I_{M}}}}\right)}{\sqrt {\sum _{x_{i}\in \Omega _{F}}\left({\mathcal {I_{F}}}(x_{i})-{\overline {\mathcal {I_{F}}}}\right)^{2}\sum _{x_{i}\in \Omega _{F}}\left({\mathcal {I_{M}}}({T}_{\mu }(x_{i}))-{\overline {\mathcal {I_{M}}}}\right)^{2}}}},} where I F ¯ {\displaystyle {\overline {\mathcal {I_{F}}}}} and I M ¯ {\displaystyle {\overline {\mathcal {I_{M}}}}} are the mean values of the fixed and mobile images. This metric is only used to find local translation in Yadics. This metric with translation transform can be solved using cross-correlation methods, which are non iterative and can be accelerated using Fast Fourier Transform . === Classification of transformations === There are three categories of parametrization: elastic, global and local transformation. The elastic transformations respect the partition of unity, there are no holes created or surfaces counted several times. This is commonly used in Image Registration by the use of B-Spline functions and in solid mechanics with finite element basis. The global transformations are defined on the whole picture using rigid body or affine transformation (which is equivalent to homogeneous strain transformation). More complex transformations can be defined such as mechanically based one. These transformations have been used for stress intensity factor identification by and for rod strain by. The local transformation can be considered as the same global transformation defined on several Zone Of Interest (ZOI) of the fixed image. ==== Global ==== Several global transforms have been implemented: Rigid and homogeneous (Tx,Ty,Rz in 2D; Tx,Ty,Tz,Rx,Ry,Rz,Exx,Eyy,Ezz,Eyz,Exz,Exy in 3D) Brazilian (Only in 2D), Dynamic Flexion, ==== Elastic ==== First-order quadrangular finite elements Q4P1 are used in Yadics. ===== Local ===== Every global transform can be used on a local mesh. === Optimization === The YaDICs optimization process follows a gradient descent scheme. The first step is to compute the gradient of the metric regarding the transform parameters ∂ S S D ( μ , I F , I M ) ∂ μ = 2 | Ω F | ∑ x i ∈ Ω F ( I F ( x i ) − I M ( T μ ( x i ) ) ) ∂ I M ( T μ ( x i ) ∂ μ = 2 | Ω F | ∑ x i ∈ Ω F ( I F ( x i ) − I M ( T μ ( x i ) ) ) ( ∂ T μ ( x i ) ∂ μ ) t ∂ I M ( T μ ( x i ) ) ∂ x {\displaystyle {\begin{array}{lcl}{\dfrac {\partial SSD(\mu ,{\mathcal {I_{F}}},{\mathcal {I_{M}}})}{\partial \mu }}&=&{\dfrac {2}{\left|\Omega _{F}\right|}}\sum _{x_{i}\in \Omega _{F}}\left({\mathcal {I_{F}}}(x_{i})-{\mathcal {I_{M}}}({T}_{\mu }(x_{i}))\right){\dfrac {\partial {\mathcal {I_{M}}}({T}_{\mu }(x_{i})}{\partial \mu }}\\&=&{\dfrac {2}{\left|\Omega _{F}\right|}}\sum _{x_{i}\in \Omega _{F}}\left({\mathcal {I_{F}}}(x_{i})-{\mathcal {I_{M}}}({T}_{\mu }(x_{i}))\right)\left({\dfrac {\partial {T}_{\mu }(x_{i})}{\partial \mu }}\right)^{t}{\dfrac {\partial {\mathcal {I_{M}}}({T}_{\mu }(x_{i}))}{\partial x}}\\\end{array}}} ==== Gradient method ==== Once the metric gradient has been computed, one has to find an optimization strategy The gradient method principle is explained below: μ k + 1 = μ k + α k d k {\displaystyle \mu _{k+1}=\mu _{k}+\alpha _{k}d_{k}} The gradient step can be constant or updated at every iteration. d k = − γ k ∂ C ( μ , I F , I M ) ∂ μ {\displaystyle d_{k}=-\gamma _{k}{\dfrac {\partial {\mathcal {C}}(\mu ,{\mathcal {I_{F}}},{\mathcal {I_{M}}})}{\partial \mu }}} , γ k {\displaystyle \gamma _{k}} allows one to choose between the following methods : γ k {\displaystyle \gamma _{k}} ⟹ {\displaystyle \Longrightarrow } steepest descent, γ k = [ ∂ C ( μ , I F , I M ) ∂ μ ∂ C ( μ , I F , I M ) ∂ μ t ] − 1 {\displaystyle \gamma _{k}=\left[{\dfrac {\partial {\mathcal {C}}(\mu ,{\mathcal {I_{F}}},{\mathcal {I_{M}}})}{\partial \mu }}{\dfrac {\partial {\mathcal {C}}(\mu ,{\mathcal {I_{F}}},{\mathcal {I_{M}}})}{\partial \mu }}^{t}\right]^{-1}} ⟹ {\displaystyle \Longrightarrow } Gauss-Newto

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  • Image warping

    Image warping

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

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  • Computational humor

    Computational humor

    Computational humor is a branch of computational linguistics and artificial intelligence which uses computers in humor research. It is a relatively new area, with the first dedicated conference organized in 1996. The first "computer model of a sense of humor" was suggested by Suslov as early as 1992. Investigation of the general scheme of the information processing show a possibility of a specific malfunction, conditioned by the necessity of a quick deletion from consciousness of a false version. This specific malfunction can be identified with a humorous effect on the psychological grounds; however, an essentially new ingredient, a role of timing, is added to a well known role of ambiguity. In biological systems, a sense of humour inevitably develops in the course of evolution, because its biological function consists in quickening the transmission of processed information into consciousness and in a more effective use of brain resources. A realization of this algorithm in neural networks explains naturally the mechanism of laughter: deletion of a false version corresponds to zeroing of some part of the neural network and excessive energy of neurons is thrown out to the motor cortex, arousing muscular contractions. Unfortunately, a practical realization of this algorithm needs extensive databases, whose creation in the automatic regime was suggested only recently . As a result, this magistral direction was not developed properly and subsequent investigations (see below) accepted somewhat specialized colouring. == Joke generators == === Pun generation === An approach to analysis of humor is classification of jokes. A further step is an attempt to generate jokes basing on the rules that underlie classification. Simple prototypes for computer pun generation were reported in the early 1990s, based on a natural language generator program, VINCI. Graeme Ritchie and Kim Binsted in their 1994 research paper described a computer program, JAPE, designed to generate question-answer-type puns from a general, i.e., non-humorous, lexicon. (The program name is an acronym for "Joke Analysis and Production Engine".) Some examples produced by JAPE are: Q: What is the difference between leaves and a car? A: One you brush and rake, the other you rush and brake. Q: What do you call a strange market? A: A bizarre bazaar. Since then the approach has been improved, and the latest report, dated 2007, describes the STANDUP joke generator, implemented in the Java programming language. The STANDUP generator was tested on children within the framework of analyzing its usability for language skills development for children with communication disabilities, e.g., because of cerebral palsy. (The project name is an acronym for "System To Augment Non-speakers' Dialog Using Puns" and an allusion to standup comedy.) Children responded to this "language playground" with enthusiasm, and showed marked improvement on certain types of language tests. The two young people, who used the system over a ten-week period, regaled their peers, staff, family and neighbors with jokes such as: "What do you call a spicy missile? A hot shot!" Their joy and enthusiasm at entertaining others was inspirational. === Other === Stock and Strapparava described a program to generate funny acronyms. == Joke recognition == A statistical machine learning algorithm to detect whether a sentence contained a "That's what she said" double entendre was developed by Kiddon and Brun (2011). There is an open-source Python implementation of Kiddon & Brun's TWSS system. A program to recognize knock-knock jokes was reported by Taylor and Mazlack. This kind of research is important in analysis of human–computer interaction. An application of machine learning techniques for the distinguishing of joke texts from non-jokes was described by Mihalcea and Strapparava (2006). Takizawa et al. (1996) reported on a heuristic program for detecting puns in the Japanese language. == Applications == A possible application for assistance in language acquisition is described in the section "Pun generation". Another envisioned use of joke generators is in cases of a steady supply of jokes where quantity is more important than quality. Another obvious, yet remote, direction is automated joke appreciation. It is known that humans interact with computers in ways similar to interacting with other humans that may be described in terms of personality, politeness, flattery, and in-group favoritism. Therefore, the role of humor in human–computer interaction is being investigated. In particular, humor generation in user interface to ease communications with computers was suggested. Craig McDonough implemented the Mnemonic Sentence Generator, which converts passwords into humorous sentences. Based on the incongruity theory of humor, it is suggested that the resulting meaningless but funny sentences are easier to remember. For example, the password AjQA3Jtv is converted into "Arafat joined Quayle's Ant, while TARAR Jeopardized thurmond's vase," an example chosen by combining politicians names with verbs and common nouns. == Related research == John Allen Paulos is known for his interest in mathematical foundations of humor. His book Mathematics and Humor: A Study of the Logic of Humor demonstrates structures common to humor and formal sciences (mathematics, linguistics) and develops a mathematical model of jokes based on catastrophe theory. Conversational systems which have been designed to take part in Turing test competitions generally have the ability to learn humorous anecdotes and jokes. Because many people regard humor as something particular to humans, its appearance in conversation can be quite useful in convincing a human interrogator that a hidden entity, which could be a machine or a human, is in fact a human.

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  • Phase stretch transform

    Phase stretch transform

    Phase stretch transform (PST) is a computational approach to signal and image processing. One of its utilities is for feature detection and classification. PST is related to time stretch dispersive Fourier transform. It transforms the image by emulating propagation through a diffractive medium with engineered 3D dispersive property (refractive index). The operation relies on symmetry of the dispersion profile and can be understood in terms of dispersive eigenfunctions or stretch modes. PST performs similar functionality as phase-contrast microscopy, but on digital images. PST can be applied to digital images and temporal (time series) data. It is a physics-based feature engineering algorithm. == Operation principle == Here the principle is described in the context of feature enhancement in digital images. The image is first filtered with a spatial kernel followed by application of a nonlinear frequency-dependent phase. The output of the transform is the phase in the spatial domain. The main step is the 2-D phase function which is typically applied in the frequency domain. The amount of phase applied to the image is frequency dependent, with higher amount of phase applied to higher frequency features of the image. Since sharp transitions, such as edges and corners, contain higher frequencies, PST emphasizes the edge information. Features can be further enhanced by applying thresholding and morphological operations. PST is a pure phase operation whereas conventional edge detection algorithms operate on amplitude. == Physical and mathematical foundations of phase stretch transform == Photonic time stretch technique can be understood by considering the propagation of an optical pulse through a dispersive fiber. By disregarding the loss and non-linearity in fiber, the non-linear Schrödinger equation governing the optical pulse propagation in fiber upon integration reduces to: E o ( z , t ) = 1 2 π ∫ − ∞ ∞ E ~ i ( 0 , ω ) ⋅ e − i β 2 z ω 2 2 ⋅ e i ω t d ω {\displaystyle E_{o}(z,t)={\frac {1}{2\pi }}\int _{-\infty }^{\infty }{\tilde {E}}_{i}(0,\omega )\cdot e^{\frac {-i\beta _{2}z\omega ^{2}}{2}}\cdot e^{i\omega {t}}\,d\omega } (1) where β 2 {\displaystyle \beta _{2}} = GVD parameter, z is propagation distance, E o ( z , t ) {\displaystyle E_{o}(z,t)} is the reshaped output pulse at distance z and time t. The response of this dispersive element in the time-stretch system can be approximated as a phase propagator as presented in H ( ω ) = e i φ ( ω ) = e i ∑ m = 0 ∞ φ m ( ω ) = ∏ m = 0 ∞ H m ( ω ) {\displaystyle H(\omega )=e^{i\varphi (\omega )}=e^{i\sum _{m=0}^{\infty }\varphi _{m}(\omega )}=\prod _{m=0}^{\infty }H_{m}(\omega )} (2) Therefore, Eq. 1 can be written as following for a pulse that propagates through the time-stretch system and is reshaped into a temporal signal with a complex envelope given by E o ( t ) = 1 2 π ∫ − ∞ ∞ E ~ i ( ω ) ⋅ H ( ω ) ⋅ e i ω t d ω {\displaystyle E_{o}(t)={\frac {1}{2\pi }}\int _{-\infty }^{\infty }{\tilde {E}}_{i}(\omega )\cdot H(\omega )\cdot e^{i\omega t}\,d\omega } (3) The time stretch operation is formulated as generalized phase and amplitude operations, S { E i ( t ) } = ∫ − ∞ + ∞ F { E i ( t ) } ⋅ e i φ ( ω ) ⋅ L ~ ( ω ) ⋅ e i ω t d ω {\displaystyle \mathbb {S} \{E_{i}(t)\}=\int _{-\infty }^{+\infty }{\mathcal {F}}\{E_{i}(t)\}\cdot e^{i\varphi (\omega )}\cdot {\tilde {L}}(\omega )\cdot e^{i\omega {t}}d\omega } (4) where e i φ ( ω ) {\displaystyle e^{i\varphi (\omega )}} is the phase filter and L ~ ( ω ) {\displaystyle {\tilde {L}}(\omega )} is the amplitude filter. Next the operator is converted to discrete domain, S { E i [ n ] } = 1 N ∑ u = 0 N − 1 F F T { E i ( n ) } ⋅ K ~ ( u ) ⋅ L ~ ( u ) ⋅ e i 2 π N u n {\displaystyle \mathbb {S} \{E_{i}[n]\}={\frac {1}{N}}\sum _{u=0}^{N-1}FFT\{E_{i}(n)\}\cdot {\tilde {K}}(u)\cdot {\tilde {L}}(u)\cdot e^{i{\frac {2\pi }{N}}un}} (5) where u {\displaystyle u} is the discrete frequency, K ~ ( u ) {\displaystyle {\tilde {K}}(u)} is the phase filter, L ~ ( u ) {\displaystyle {\tilde {L}}(u)} is the amplitude filter and FFT is fast Fourier transform. The stretch operator S { } {\displaystyle \mathbb {S} \{\}} for a digital image is then S { E i [ n , m ] } = 1 M N ∑ v = 0 N − 1 ∑ u = 0 M − 1 F F T 2 { E i ( n , m ) } ⋅ K ~ ( u , v ) ⋅ L ~ ( u , v ) ⋅ e i 2 π M u m ⋅ e i 2 π N v n {\displaystyle \mathbb {S} \{E_{i}[n,m]\}={\frac {1}{MN}}\sum _{v=0}^{N-1}\sum _{u=0}^{M-1}FFT^{2}\{E_{i}(n,m)\}\cdot {\tilde {K}}(u,v)\cdot {\tilde {L}}(u,v)\cdot e^{i{\frac {2\pi }{M}}um}\cdot e^{i{\frac {2\pi }{N}}vn}} (6) In the above equations, E i [ n , m ] {\displaystyle E_{i}[n,m]} is the input image, n {\displaystyle n} and m {\displaystyle m} are the spatial variables, F F T 2 {\displaystyle FFT^{2}} is the two-dimensional fast Fourier transform, and u {\displaystyle u} and v {\displaystyle v} are spatial frequency variables. The function K ~ ( u , v ) {\displaystyle {\tilde {K}}(u,v)} is the warped phase kernel and the function L ~ ( u , v ) {\displaystyle {\tilde {L}}(u,v)} is a localization kernel implemented in frequency domain. PST operator is defined as the phase of the Warped Stretch Transform output as follows P S T { E i [ n , m ] } ≜ ∡ { S { E i [ x , y ] } } {\displaystyle PST\{E_{i}[n,m]\}\triangleq \measuredangle \{\mathbb {S} \{E_{i}[x,y]\}\}} (7) where ∡ { } {\displaystyle \measuredangle \{\}} is the angle operator. == PST kernel implementation == The warped phase kernel K ~ ( u , v ) {\displaystyle {\tilde {K}}(u,v)} can be described by a nonlinear frequency dependent phase K ~ ( u , v ) = e i φ ( u , v ) {\displaystyle {\tilde {K}}(u,v)=e^{i\varphi (u,v)}} While arbitrary phase kernels can be considered for PST operation, here we study the phase kernels for which the kernel phase derivative is a linear or sublinear function with respect to frequency variables. A simple example for such phase derivative profiles is the inverse tangent function. Consider the phase profile in the polar coordinate system φ ( u , v ) = φ polar ( r , θ ) = φ polar ( r ) {\displaystyle \varphi (u,v)=\varphi _{\text{polar}}(r,\theta )=\varphi _{\text{polar}}(r)} From d φ ( r ) d r = tan − 1 ⁡ ( r ) {\displaystyle {\frac {d\varphi (r)}{dr}}=\tan ^{-1}(r)} we have φ ( r ) = r tan − 1 ⁡ ( r ) − 1 2 log ⁡ ( r 2 + 1 ) {\displaystyle \varphi (r)=r\tan ^{-1}(r)-{\frac {1}{2}}\log(r^{2}+1)} Therefore, the PST kernel is implemented as φ ( r ) = S ⋅ ( W r ) ⋅ tan − 1 ⁡ ( W r ) − 1 2 log ⁡ ( 1 + ( W r ) 2 ) ( W r max ) ⋅ tan − 1 ⁡ ( W r max ) − 1 2 log ⁡ ( 1 + ( W r max ) 2 ) {\displaystyle \varphi (r)=S\cdot {\frac {(Wr)\cdot \tan ^{-1}(Wr)-{\frac {1}{2}}\log(1+(Wr)^{2})}{(Wr_{\max })\cdot \tan ^{-1}(Wr_{\max })-{\frac {1}{2}}\log(1+(Wr_{\max })^{2})}}} where S {\displaystyle S} and W {\displaystyle W} are real-valued numbers related to the strength and warp of the phase profile == Applications == PST has been used for edge detection in biological and biomedical images as well as synthetic-aperture radar (SAR) image processing, as well as detail and feature enhancement for digital images. PST has also been applied to improve the point spread function for single molecule imaging in order to achieve super-resolution. The transform exhibits intrinsic superior properties compared to conventional edge detectors for feature detection in low contrast visually impaired images. The PST function can also be performed on 1-D temporal waveforms in the analog domain to reveal transitions and anomalies in real time. == Open source code release == On February 9, 2016, a UCLA Engineering research group has made public the computer code for PST algorithm that helps computers process images at high speeds and "see" them in ways that human eyes cannot. The researchers say the code could eventually be used in face, fingerprint, and iris recognition systems for high-tech security, as well as in self-driving cars' navigation systems or for inspecting industrial products. The Matlab implementation for PST can also be downloaded from Matlab Files Exchange. However, it is provided for research purposes only, and a license must be obtained for any commercial applications. The software is protected under a US patent. The code was then significantly refactored and improved to support GPU acceleration. In May 2022, it became one algorithm in PhyCV: the first physics-inspired computer vision library.

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  • Acoustic model

    Acoustic model

    An acoustic model is used in automatic speech recognition to represent the relationship between an audio signal and the phonemes or other linguistic units that make up speech. The model is learned from a set of audio recordings and their corresponding transcripts. It is created by taking audio recordings of speech, and their text transcriptions, and using software to create statistical representations of the sounds that make up each word. == Background == Modern speech recognition systems use both an acoustic model and a language model to represent the statistical properties of speech. The acoustic model models the relationship between the audio signal and the phonetic units in the language. The language model is responsible for modeling the word sequences in the language. These two models are combined to get the top-ranked word sequences corresponding to a given audio segment. Most modern speech recognition systems operate on the audio in small chunks known as frames with an approximate duration of 10ms per frame. The raw audio signal from each frame can be transformed by applying the mel-frequency cepstrum. The coefficients from this transformation are commonly known as mel-frequency cepstral coefficients (MFCCs) and are used as an input to the acoustic model along with other features. Recently, the use of convolutional neural networks has led to major improvements in acoustic modeling. == Speech audio characteristics == Audio can be encoded at different sampling rates (i.e. samples per second – the most common being: 8, 16, 32, 44.1, 48, and 96 kHz), and different bits per sample (the most common being: 8-bits, 16-bits, 24-bits or 32-bits). Speech recognition engines work best if the acoustic model they use was trained with speech audio which was recorded at the same sampling rate/bits per sample as the speech being recognized. == Telephony-based speech recognition == The limiting factor for telephony based speech recognition is the bandwidth at which speech can be transmitted. For example, a standard land-line telephone only has a bandwidth of 64 kbit/s at a sampling rate of 8 kHz and 8-bits per sample (8000 samples per second 8-bits per sample = 64000 bit/s). Therefore, for telephony based speech recognition, acoustic models should be trained with 8 kHz/8-bit speech audio files. In the case of voice over IP, the codec determines the sampling rate/bits per sample of speech transmission. Codecs with a higher sampling rate/bits per sample for speech transmission (which improve the sound quality) necessitate acoustic models trained with audio data that matches that sampling rate/bits per sample. == Desktop-based speech recognition == For speech recognition on a standard desktop PC, the limiting factor is the sound card. Most sound cards today can record at sampling rates of between 16–48 kHz of audio, with bit rates of 8- to 16-bits per sample, and playback at up to 96 kHz. As a general rule, a speech recognition engine works better with acoustic models trained with speech audio data recorded at higher sampling rates/bits per sample. But using audio with too high a sampling rate/bits per sample can slow the recognition engine down. A compromise is needed. Thus for desktop speech recognition, the current standard is acoustic models trained with speech audio data recorded at sampling rates of 16 kHz/16 bits per sample.

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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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  • No Thanks (app)

    No Thanks (app)

    No Thanks is a Palestinian boycott-awareness mobile application developed by Palestinian software engineer Ahmed Bashbash, created to assist consumers in identifying and boycotting products associated with companies linked to Israel. Launched in 13 November 2023, the app gained significant attention amid the Gaza–Israel conflict. == History == No Thanks is a mobile application developed by Ahmed Bashbash, a Palestinian software engineer from Gaza residing in Hungary. The app was conceived in October 2023 following the death of Bashbash's brother in an Israeli airstrike on October 31, 2023. His sister had previously died in 2020 due to delayed medical treatment. The app was officially launched on November 13, 2023, and quickly gained traction, got over 100,000 downloads within its first month of release. On November 30, 2023, Google removed the app from its Play Store due to a violation of its content policies. The app's home page included a description: "Welcome to No Thanks, here you can see if the product in your hand supports killing children in Palestine or not," which was deemed to contravene Google's guidelines on hate speech and sensitive content. On December 3, 2023, following changes to the app's description, Google reinstated the app.

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  • Lucy–Hook coaddition method

    Lucy–Hook coaddition method

    The Lucy–Hook coaddition method is an image processing technique for combining sub-stepped astronomical image data onto a finer grid. The method allows the option of resolution and contrast enhancement or the choice of a conservative, re-convolved, output. Tests with very deep Hubble Space Telescope Wide Field and Planetary Camera 2 (WFPC2) imaging data of excellent quality show that these methods can be very effective and allow fine-scale features to be studied better than on the unprocessed images. The Lucy–Hook coaddition method is an extension of the standard Richardson–Lucy deconvolution iterative restoration method. For many purposes it may be more convenient to combine dithered datasets using the Drizzle method.

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  • Framebuffer

    Framebuffer

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

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  • Beauty.AI

    Beauty.AI

    Beauty.AI is a mobile beauty pageant for humans and a contest for programmers developing algorithms for evaluating human appearance. The mobile app and website created by Youth Laboratories that uses artificial intelligence technology to evaluate people's external appearance through certain algorithms, such as symmetry, facial blemishes, wrinkles, estimated age and age appearance, and comparisons to actors and models. The Beauty.AI 2.0 contest caused great concern over important ethical issues with deep neural networks such as age, race and gender bias and lead to the creation of the Diversity.AI think tank dedicated to developing new methods for uncovering and managing bias in artificially intelligent systems. Beauty.AI was also an attempt to find approaches on how machines can perceive human face through evaluating particular features, commonly associated with health and beauty. == Concept == The Beauty.AI app was created by Youth Laboratories, a company based out of Russia and Hong Kong that focuses on facial skin analytics. The bioinformation company Insilico Medicine assists in the Beauty.AI app by testing its deep learning techniques to the app. One goal of the app is to reduce the need for human and animal testing as well as improving people's overall health. Its first contest was started in December 2016, and the results were announced in August 2016. More than 60,000 people submitted entries into the contest. The mobile app uses artificial intelligence technology to inspect photographs for certain facial features in order to both determine a person's beauty through artificial means by multiple robots. Part of the Beauty.AI app's purpose is to collect visual and anecdotal data to improve its creator's Youth Laboratories skin analyst skills. == Accusations of racism == There were a total of 44 individuals from different age groups and genders judged as the most attractive, with 37 white entrants, six Asian entrants, and one dark-skinned entrant. The app has received criticism from social justice advocates and computer science professionals. However, Alex Zhavoronkov, PhD, chief science officer of Youth Laboratories and chief technology officer Konstantin Kiselev, both for Youth Laboratories, noted that a lack of data may have contributed to these results. Also, Kiselev added that another issue was that approximately 75% of entrants were white Europeans, whereas only 7% and 1% were from India and Africa, respectively. Kiselev stated that they would work on doing more and better outreach to these areas to improve in this area. Despite this, it was said by Dr. Zhavoronkov that the AI would discard photos of dark-skinned people if the lighting is too poor. Dr. Zhavoronkov vowed to weed out the issues for the next beauty pageant and to try to avoid a similar controversy in the future.

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  • Imaging

    Imaging

    Imaging is the process of creating visual representations of objects, scenes, or phenomena. The term encompasses both the formation of images through physical processes and the technologies used to capture, store, process, and display them. While traditional imaging relies on visible light, modern imaging systems can visualize information across the electromagnetic spectrum and through other physical phenomena such as sound waves, magnetic fields, and particle emissions, enabling the visualization of subjects invisible to the human eye. Imaging science is the multidisciplinary field concerned with the theoretical foundations and practical applications of image creation and analysis. The field draws on physics, mathematics, electrical engineering, computer science, computer vision, and perceptual psychology to develop systems that generate, collect, duplicate, analyze, modify, and visualize images. == Principles == === The imaging chain === The imaging chain is a conceptual framework describing the interconnected components of any imaging system. Understanding each link in this chain allows engineers and scientists to optimize system performance for specific applications. The chain begins with the subject and its observable properties, typically energy that is emitted, reflected, or transmitted. A light source or other energy source may illuminate the subject to make these properties detectable. The capture device then collects this energy using appropriate sensors: optical systems for electromagnetic radiation, transducers for acoustic waves, or antenna arrays for radio frequencies. In digital systems, a processor converts the captured signals into a format suitable for rendering, applying algorithms for noise reduction, enhancement, or reconstruction. Finally, a display renders the processed information as a visible image on media such as paper, screens, or projection surfaces. Throughout this process, the characteristics of the human visual system inform design decisions, as the ultimate purpose of most imaging systems is to convey information to human observers. === Coherent and non-coherent imaging === Imaging systems are often classified by whether they use coherent or non-coherent illumination. Coherent imaging employs an active source that produces waves with a consistent phase relationship, as in radar, synthetic aperture radar, medical ultrasound, and optical coherence tomography. These systems can capture phase information in addition to amplitude, enabling techniques such as holography and interferometry. Non-coherent imaging systems, including conventional photography, fluorescence microscopy, and telescopes, rely on illumination sources where light waves have random phase relationships. == Methods and applications == Imaging methods span a wide range of physical principles, each suited to particular applications. Optical imaging encompasses photography, cinematography, microscopy, and telescopic observation. These methods capture electromagnetic radiation in or near the visible spectrum and form the basis of most consumer and scientific imaging. Extensions include thermography, which visualizes infrared radiation to reveal temperature distributions, and multispectral imaging, which captures data across multiple wavelength bands for applications in remote sensing and materials analysis. Medical imaging comprises techniques designed to visualize the interior of the human body for diagnostic and therapeutic purposes. Radiography and computed tomography use X-rays to image dense structures such as bone. Magnetic resonance imaging exploits nuclear magnetic properties to produce detailed soft-tissue images without ionizing radiation. Ultrasound imaging uses high-frequency sound waves and is particularly valuable for real-time imaging and fetal monitoring. Nuclear medicine techniques such as positron emission tomography track radioactive tracers to reveal metabolic activity. Emerging modalities include photoacoustic imaging, which combines optical and acoustic principles, and Magneto-acousto-electrical tomography, which maps electrical conductivity in biological tissues. Acoustic imaging uses sound waves to create images. Beyond medical ultrasound, applications include sonar for underwater navigation and mapping, seismic imaging for geological exploration, and industrial non-destructive testing. Radar and microwave imaging employ radio waves to detect and image objects. Synthetic aperture radar produces high-resolution images from aircraft or satellites regardless of weather or lighting conditions, making it essential for Earth observation and reconnaissance. Ground-penetrating radar images subsurface structures for archaeological and engineering applications. Electron and particle imaging use beams of electrons or other particles to achieve resolutions far beyond the diffraction limit of visible light. Electron microscopes can image individual atoms, enabling advances in materials science and structural biology. Chemical imaging combines spectroscopy with spatial imaging to map the chemical composition of samples, with applications in pharmaceutical development, food safety, and forensics. LIDAR (Light Detection and Ranging) measures distances using laser pulses to create three-dimensional representations of surfaces and objects, widely used in autonomous vehicles, topographic mapping, and forestry. Computational and digital imaging encompasses image processing, computer graphics, three-dimensional rendering, and digital image restoration. Computer vision applies algorithmic analysis to extract information from images automatically. == History == Photography and imaging have always been intertwined. When Joseph Nicéphore Niépce created the first permanent photograph using heliography in 1826, and Louis Daguerre refined the process into the daguerreotype a decade later, they weren't just inventing a new art form, they were laying the groundwork for an entire scientific discipline built on silver halide chemistry. For most of the nineteenth century, photography remained the province of specialists. That changed with George Eastman's Kodak camera, introduced in 1888 with the slogan "You press the button, we do the rest." Suddenly, anyone could take pictures. Around the same time, Wilhelm Röntgen stumbled onto X-rays in 1895, an accident that would spawn the entire field of medical imaging. World War II proved to be a turning point. Radar technology, developed frantically on both sides of the conflict, introduced concepts that engineers would later adapt for synthetic aperture radar and medical ultrasound. Then the charge-coupled device came: Willard Boyle and George E. Smith built the first one at Bell Labs in 1969, and within a few decades it had made film nearly obsolete. Magnetic resonance imaging arrived in the 1970s, offering doctors something X-rays never could, detailed views of soft tissue without any radiation. Digital cameras took over fast. By the 2000s, film was already in decline; by the 2010s, smartphones had put a surprisingly capable camera in nearly every pocket. Features that once required real skill, proper exposure, sharp focus, accurate color, became automatic. Today, billions of photos get uploaded to social media every day. As a result, a growing issue is that generative artificial intelligence can fabricate photorealistic images from scratch. What counts as a "real" photograph is no longer necessarily obvious.

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  • Dyme (company)

    Dyme (company)

    Dyme is a Dutch fintech start-up and subscription management app that allows users to cancel and renegotiate their recurring costs. In 2019, Dyme was the first independent Dutch company to receive a PSD2 licence from the Netherlands' central bank (DNB). == History == Dyme was founded in 2018 by Joran Iedema, David Knap, David Schogt and Wouter Florijn. The four had previously founded Cycleswap, a bicycle rental platform launched in 2015 and sold to the American platform Spinlister in 2016. The company gained notability in the Netherlands in 2020 when it appeared on Dutch television in Dragons Den, where Pieter Schoen made a €750,000 bid in an attempt to acquire 51.01% of the company. Dyme's Joran Iedema rejected the deal. == Recognition == Wired described Dyme as one of the "hottest start-ups in Europe" in 2021. As of 2021, the company reportedly had 350,000 registered users in the Netherlands and Great Britain.

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  • Oculus Quill

    Oculus Quill

    Quill is a painting and animation software for virtual reality. It runs on Microsoft Windows with Oculus Rift headsets. It is used to create 3D paintings and animated cartoons. Quill was released on November 29, 2016, on the Oculus Store. Theater Elsewhere(formerly Quill Theater), an application for viewing creations made in Quill, was later made available following the release of the Oculus Quest. In September 2021, Facebook, now known as Meta Platforms, and the owner of Oculus, sold Quill to its original creator, who continues to develop and support the app. == Development == Quill was originally developed by Oculus Story Studio as an internal tool for the creative needs of the studio's project Dear Angelica directed by Saschka Unseld along with its art-director Wesley Allsbrook. == Controls == The software works on Oculus Rift utilizing its 6DoF motion controllers. Users can paint in 3D space using their hands naturally, and animate those paintings with keyframes. They can also capture videos and photos of their creations. == Reception == Dear Angelica, a VR story fully painted in Quill, was nominated for an Emmy Award in 2017.

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