Social media and suicide

Social media and suicide

Since the rise of social media, there have been numerous cases of individuals being influenced towards committing suicide or self-harm through their use of social media, and even of individuals arranging to broadcast suicide attempts, some successful, on social media. Researchers have studied social media and suicide to determine what, if any, risks social media poses in terms of suicide, and to identify methods of mitigating such risks, if they exist. The search for a correlation has not yet uncovered a clear answer. == Background == Suicide is one of the leading causes of death worldwide, and as of 2020, the second leading cause of death in the United States for those aged 15–34. According to the Center for Disease Control and Prevention, suicide was the third leading cause of death among adolescents in the US, from 1999 to 2006. In 2020, people in the US had a suicide rate of 13.5 per 100,000. Suicide was a leading cause of death in the United States accounting for 48,183 deaths in 2021. Suicide rates increased by 30 per cent from 2000 to 2018 and declined in 2019 and 2020. Suicide remains a significant public health issue worldwide, despite prevention efforts and treatments. Suicide has been identified not only as an individual phenomenon but also as being influenced by social and environmental factors. There is growing evidence that online activity has influenced suicide-related behavior. The use of social media throughout the 21st century has grown exponentially. For this reason, there are a variety of sources that are accessible to the public in various forms, especially social media sites such as Facebook, Instagram, Twitter, YouTube, Snapchat, TikTok and many more. Although these platforms were intended to allow people to connect virtually, these platforms can lead to cyber-bullying, insecurity, and emotional distress, and sometimes may influence a person to attempt suicide. Bullying, whether on social media or elsewhere, physical or not, significantly increases victims' risk of suicidal behavior. Since social media was introduced some people have taken their lives as a result of cyberbullying. Furthermore, suicide rates among teenagers have increased from 2010 to 2022 as social media has become something that people interact with more throughout their day-to-day lives. Media algorithms tend to popularize videos and posts to inform the country of the rising trouble, which may create a popular appeal to the young and immature minds of teenagers. This is why, social media could provide higher risks with the promotion of different kinds of pro-suicidal sites, message boards, chat rooms, and forums. Moreover, the Internet not only reports suicide incidents but documents suicide methods (for example, suicide pacts, an agreement between two or more people to kill themselves at a particular time and often by the same lethal means). Therefore, the role the Internet plays, particularly social media, in suicide-related behavior is a topic of growing interest. == Cyberbullying == There is substantial evidence that the Internet and social media can influence suicide-related behavior. Such evidence includes an increase in exposure to graphic content. A research study conducted by Sameer Hinduja and Justin Patchin found a correlation between cyberbullying and suicide. According to their findings, cyber-bullying increases suicidal thoughts by 14.5 percent and suicide attempts by 8.7 percent. Particularly alarming is the fact that children and young people under 25 who are victims of cyberbullying are more than twice as likely to self-harm and engage in suicidal behavior. Overall, teen suicide rates have increased within the past decade.This presents a significant public health concern, with over 40,000 suicides in the United States and nearly one million worldwide annually. Adolescents involved in cyberbullying often downplay its seriousness by calling it a joke or blaming the victim. These moral disengagement strategies can normalize harmful behavior and reduce feelings of guilt. This normalization may increase emotional distress and contribute to risks like depression and suicidal thoughts. Recent data from the Centers for Disease Control and Prevention reveals that 14.9 per cent of teenagers have experienced online bullying, while 13.6 per cent of teenagers have seriously attempted suicide. Both of these incidents are in increasing numbers in the United States. Furthermore, in numerous recent incidents, cyber-bullying led the victim to commit suicide; this phenomenon is now known as cyberbullicide. Many parents and children are unaware of the dangers and potential legal consequences of cyberbullying. As a response, anti-bullying regulations implemented by schools aim to prevent any form of bullying, including through technology, and protect students from online harassment. While some states have enacted laws against cyberbullying, there are currently no federal regulations addressing this issue. == Social media's influence on suicide == The media may portray suicidal behavior or language which can potentially influence people to act on these suicidal ideation. This may include news reports of actual suicides that have occurred or television shows and films that reenact suicides. Some organizations have proposed guidelines about how the media should report suicide. There is evidence that compliance with the guidelines varies. Some research showed that it is unclear whether the guidelines have successfully reduced the number of suicides. On the contrary, other research studies stated that the guidelines have worked in some cases. == Impact of pro-suicidal sites, message boards, chat rooms and forums == Social media platforms have transformed traditional methods of communication by allowing instantaneous and interactive sharing of information created and controlled by individuals, groups, organizations, and governments. As of the third quarter of 2022, Facebook had 266 million monthly active users, between Canada and the US. An immense quantity of information on the topic of suicide is available on the Internet and via social media. The information available on social media on the topic of suicide can influence suicidal behavior, both negatively and positively. The social cognitive theory plays a vital role in suicide attempts influenced through social media. This theory is demonstrated when one is influenced by what they see through various processes that form into modeled behaviors. This can be shown when people post their suicide attempts online or promote suicidal behavior in general. Contributors to these social media platforms may also exert peer pressure and encourage others to take their own lives, idolize those who have killed themselves, and facilitate suicide pacts. These pro-suicidal sites reported the following. For example, on a Japanese message board in 2008, it was shared that people can kill themselves using hydrogen sulfide gas. Shortly afterwards, 220 people attempted suicide in this way, and 208 were successful. Biddle et al. conducted a systematic Web search of 12 suicide-associated terms (e.g., suicide, suicide methods, how to kill yourself, and best suicide methods) to analyze the search results, and found that pro-suicide sites and chat rooms that discussed general issues associated with suicide most often occurred within the first few hits of a search. In another study, 373 suicide-related websites were found using Internet search engines and examined. Among them, 31% were suicide-neutral, 29% were anti-suicide, and 11% were pro-suicide. Together, these studies have shown that obtaining pro-suicide information on the Internet, including detailed information on suicide methods, is very easy. While social media has been prevalent in young adult suicide, some young adults find comfort and solace through these platforms. Young adults are making connections with people in like situations that are helping them feel less lonely. Although the public opinion is that message boards are harmful, the following studies show how they point to suicide prevention and have positive influences. A study using content analysis analyzed all of the postings on the AOL Suicide Bulletin Board over 11 months and concluded that most contributions contained positive, empathetic, and supportive postings. Then, a multi-method study was able to demonstrate that the users of such forums experience a great deal of social support and only a small amount of social strain. Lastly, in the survey participants were asked to assess the extent of their suicidal thoughts on a 7-level scale (0, absolutely no suicidal thoughts, to 7, very strong suicidal thoughts) for the time directly before their first forum visit and at the time of the survey. The study found a significant reduction after using the forum. The study however cannot conclude the forum is the only reason for the decrease. Together, these studies show how forums can reduce the number of

Transfer function matrix

In control system theory, and various branches of engineering, a transfer function matrix, or just transfer matrix is a generalisation of the transfer functions of single-input single-output (SISO) systems to multiple-input and multiple-output (MIMO) systems. The matrix relates the outputs of the system to its inputs. It is a particularly useful construction for linear time-invariant (LTI) systems because it can be expressed in terms of the s-plane. In some systems, especially ones consisting entirely of passive components, it can be ambiguous which variables are inputs and which are outputs. In electrical engineering, a common scheme is to gather all the voltage variables on one side and all the current variables on the other regardless of which are inputs or outputs. This results in all the elements of the transfer matrix being in units of impedance. The concept of impedance (and hence impedance matrices) has been borrowed into other energy domains by analogy, especially mechanics and acoustics. Many control systems span several different energy domains. This requires transfer matrices with elements in mixed units. This is needed both to describe transducers that make connections between domains and to describe the system as a whole. If the matrix is to properly model energy flows in the system, compatible variables must be chosen to allow this. == General == A MIMO system with m outputs and n inputs is represented by a m × n matrix. Each entry in the matrix is in the form of a transfer function relating an output to an input. For example, for a three-input, two-output system, one might write, [ y 1 y 2 ] = [ g 11 g 12 g 13 g 21 g 22 g 23 ] [ u 1 u 2 u 3 ] {\displaystyle {\begin{bmatrix}y_{1}\\y_{2}\end{bmatrix}}={\begin{bmatrix}g_{11}&g_{12}&g_{13}\\g_{21}&g_{22}&g_{23}\end{bmatrix}}{\begin{bmatrix}u_{1}\\u_{2}\\u_{3}\end{bmatrix}}} where the un are the inputs, the ym are the outputs, and the gmn are the transfer functions. This may be written more succinctly in matrix operator notation as, Y = G U {\displaystyle \mathbf {Y} =\mathbf {G} \mathbf {U} } where Y is a column vector of the outputs, G is a matrix of the transfer functions, and U is a column vector of the inputs. In many cases, the system under consideration is a linear time-invariant (LTI) system. In such cases, it is convenient to express the transfer matrix in terms of the Laplace transform (in the case of continuous time variables) or the z-transform (in the case of discrete time variables) of the variables. This may be indicated by writing, for instance, Y ( s ) = G ( s ) U ( s ) {\displaystyle \mathbf {Y} (s)=\mathbf {G} (s)\mathbf {U} (s)} which indicates that the variables and matrix are in terms of s, the complex frequency variable of the s-plane arising from Laplace transforms, rather than time. The examples in this article are all assumed to be in this form, although that is not explicitly indicated for brevity. For discrete time systems s is replaced by z from the z-transform, but this makes no difference to subsequent analysis. The matrix is particularly useful when it is a proper rational matrix, that is, all its elements are proper rational functions. In this case, the state-space representation can be applied. In systems engineering, the overall system transfer matrix G (s) is decomposed into two parts: H (s) representing the system being controlled, and C(s) representing the control system. C (s) takes as its inputs the inputs of G (s) and the outputs of H (s). The outputs of C (s) form the inputs for H (s). == Electrical systems == In electrical systems, it is often the case that the distinction between input and output variables is ambiguous. They can be either, depending on circumstance and point of view. In such cases, the concept of port (a place where energy is transferred from one system to another) can be more useful than input and output. It is customary to define two variables for each port (p): the voltage across it (Vp) and the current entering it (Ip). For instance, the transfer matrix of a two-port network can be defined as follows, [ V 1 V 2 ] = [ z 11 z 12 z 21 z 22 ] [ I 1 I 2 ] {\displaystyle {\begin{bmatrix}V_{1}\\V_{2}\end{bmatrix}}={\begin{bmatrix}z_{11}&z_{12}\\z_{21}&z_{22}\\\end{bmatrix}}{\begin{bmatrix}I_{1}\\I_{2}\end{bmatrix}}} where the zmn are called the impedance parameters, or z-parameters. They are so-called because they are in units of impedance and relate port currents to a port voltage. The z-parameters are not the only way that transfer matrices are defined for two-port networks. Six basic matrices relate voltages and currents, each with advantages for particular system network topologies. However, only two of these can be extended beyond two ports to an arbitrary number of ports. These two are the z-parameters and their inverse, the admittance parameters or y-parameters. To understand the relationship between port voltages and currents and inputs and outputs, consider the simple voltage divider circuit. If we only wish to consider the output voltage (V2) resulting from applying the input voltage (V1) then the transfer function can be expressed as, [ V 2 ] = [ R 2 R 1 + R 2 ] [ V 1 ] {\displaystyle {\begin{bmatrix}V_{2}\end{bmatrix}}={\begin{bmatrix}{\dfrac {R_{2}}{R_{1}+R_{2}}}\end{bmatrix}}{\begin{bmatrix}V_{1}\end{bmatrix}}} which can be considered the trivial case of a 1×1 transfer matrix. The expression correctly predicts the output voltage if there is no current leaving port 2, but is increasingly inaccurate as the load increases. If, however, we attempt to use the circuit in reverse, driving it with a voltage at port 2 and calculate the resulting voltage at port 1 the expression gives completely the wrong result even with no load on port 1. It predicts a greater voltage at port 1 than was applied at port 2, an impossibility with a purely resistive circuit like this one. To correctly predict the behaviour of the circuit, the currents entering or leaving the ports must also be taken into account, which is what the transfer matrix does. The impedance matrix for the voltage divider circuit is, [ V 1 V 2 ] = [ R 1 + R 2 R 2 R 2 R 2 ] [ I 1 I 2 ] {\displaystyle {\begin{bmatrix}V_{1}\\V_{2}\end{bmatrix}}={\begin{bmatrix}R_{1}+R_{2}&R_{2}\\R_{2}&R_{2}\end{bmatrix}}{\begin{bmatrix}I_{1}\\I_{2}\end{bmatrix}}} which fully describes its behaviour under all input and output conditions. At microwave frequencies, none of the transfer matrices based on port voltages and currents are convenient to use in practice. Voltage is difficult to measure directly, current next to impossible, and the open circuits and short circuits required by the measurement technique cannot be achieved with any accuracy. For waveguide implementations, circuit voltage and current are entirely meaningless. Transfer matrices using different sorts of variables are used instead. These are the powers transmitted into, and reflected from a port, which are readily measured in the transmission line technology used in distributed-element circuits in the microwave band. The most well-known and widely used of these sorts of parameters is the scattering parameters, or s-parameters. == Mechanical and other systems == The concept of impedance can be extended into the mechanical and other domains through a mechanical-electrical analogy, hence the impedance parameters and other forms of 2-port network parameters can also be extended to the mechanical domain. To do this, an effort variable and a flow variable are made analogues of voltage and current, respectively. For mechanical systems under translation these variables are force and velocity respectively. Expressing the behaviour of a mechanical component as a two-port or multi-port with a transfer matrix is a useful thing to do because, like electrical circuits, the component can often be operated in reverse and its behaviour is dependent on the loads at the inputs and outputs. For instance, a gear train is often characterised simply by its gear ratio, a SISO transfer function. However, the gearbox output shaft can be driven around to turn the input shaft, requiring a MIMO analysis. In this example, the effort and flow variables are torque T and angular velocity ω, respectively. The transfer matrix in terms of z-parameters will look like, [ T 1 T 2 ] = [ z 11 z 12 z 21 z 22 ] [ ω 1 ω 2 ] {\displaystyle {\begin{bmatrix}T_{1}\\T_{2}\end{bmatrix}}={\begin{bmatrix}z_{11}&z_{12}\\z_{21}&z_{22}\end{bmatrix}}{\begin{bmatrix}\omega _{1}\\\omega _{2}\end{bmatrix}}} However, the z-parameters are not necessarily the most convenient for characterising gear trains. A gear train is the analogue of an electrical transformer and the h-parameters (hybrid parameters) better describe transformers because they directly include the turns ratios (the analogue of gear ratios). The gearbox transfer matrix in h-parameter format is, [ T 1 ω 2 ] = [ h 11 h 12 h 21 h 22 ] [ ω 1 T 2 ] {\displaystyle {\begin{bmatrix}T_{1}\\\omega _{2}\end{bm

Adobe After Effects

Adobe After Effects is a digital effects, motion graphics, and compositing application developed by Adobe Inc.; it is used for animation and in the post-production process of film making, video games and television production. Among other things, After Effects can be used for keying, tracking, compositing, and animation. It also functions as a very basic non-linear editor, audio editor, and media transcoder. In 2019, the program won an Academy Award for scientific and technical achievement. == History == After Effects was originally created by David Herbstman, David Simons, Daniel Wilk, David M. Cotter, and Russell Belfer at the Company of Science and Art in Providence, Rhode Island. The first two versions of the software, 1.0 (January 1993) and 1.1, were released there by the company. CoSA with After Effects was acquired by Aldus Corporation in July 1993, which in turn was acquired by Adobe in 1994. Adobe acquired PageMaker as well. Adobe's first new release of After Effects was version 3.0. == Third-party integrations == After Effects functionality can be extended through a variety of third-party integrations. The most common integrations are: plug-ins, scripts, and extensions. === Plug-ins === Plug-ins are predominantly written in C or C++ and extend the functionality of After Effects, allowing for more advanced features such as particle systems, physics engines, 3D effects, and the ability to bridge the gap between After Effects and another. === Scripts === After Effects Scripts are a series of commands written in both JavaScript and the ExtendScript language. After Effects Scripts, unlike plug-ins, can only access the core functionality of After Effects. Scripts are often developed to automate repetitive tasks, to simplify complex After Effects features, or to perform complex calculations that would otherwise take a long time to complete. Scripts can also use some functionality not directly exposed through the graphical user interface. === Extensions === After Effects Extensions offer the ability to extend After Effects functionality through modern web development technologies like HTML5, and Node.js, without the need for C++. After Effects Extensions make use of Adobe's Common Extensibility Platform or CEP Panels, which means they can be built to interact with other Adobe CC apps.

Productivity software

Productivity software (also called personal productivity software or office productivity software) is application software used for producing information (such as documents, presentations, worksheets, databases, charts, graphs, digital paintings, electronic music and digital video). Its names arose from it increasing productivity, especially of individual office workers, from typists to knowledge workers, although its scope is now wider than that. Office suites, which brought word processing, spreadsheet, and relational database programs to the desktop in the 1980s, are the core example of productivity software. They revolutionized the office with the magnitude of the productivity increase they brought as compared with the pre-1980s office environments of typewriters, paper filing, and handwritten lists and ledgers. In the United States, as of 2015, some 78% of "middle-skill" occupations (those that call for more than a high school diploma but less than a bachelor's degree) required the use of productivity software. == Details == Productivity software traditionally runs directly on a computer. For example, Plus/4 model of computer contains in ROM for applications of productivity software. Productivity software is one of the reasons people use personal computers. == Office suite == An office suite is a bundle of productivity software (a software suite) intended to be used by office workers. The components are generally distributed together, have a consistent user interface and usually can interact with each other, sometimes in ways that the operating system would not normally allow. The earliest office suite for personal computers was MicroPro International's StarBurst in the early 1980s, comprising the WordStar word processor, the CalcStar spreadsheet and the DataStar database software. Other suites arose in the 1980s, and Microsoft Office came to dominate the market in the 1990s, a position it retains as of 2024. During the 1990s, office suite products gained popularity by offering bundles of applications that, when bought as part of a suite, effectively discounted the individual applications, with four or five applications being bundled for the price of two applications bought separately. When faced with such potential savings, customers could be "tempted by the suite, rather than the value of a particular product", and by 1994 more than 60 percent of the sales of Microsoft Word and around 70 percent of the sales of Microsoft Excel were as part of sales of Microsoft Office. Such considerations had an impact on vendors of individual applications, often smaller companies, raising concerns that office suites were "stifling innovation", and even established vendors such as Borland and WordPerfect were having to adapt to the suite phenomenon, Borland ultimately deciding to sell its Quattro Pro spreadsheet to WordPerfect as the latter sought to assemble its own suite product. The dominant suite vendors, Microsoft and Lotus, downplayed competition and innovation concerns, claiming that users were still able to exercise choice and that "user-driven development" was guiding the evolution of office suites. Another view was that component-based software would eventually emerge, focusing development on more specialised components used by productivity software, empowering "a plethora of third-party developers", and that a "mix and match" approach of such components would adapt to the user's way of working. === Office suite components === The base components of office suites are: Word processor Spreadsheet Presentation program Other components include: Database software Graphics suite (raster graphics editor, vector graphics editor, image viewer) Desktop publishing software Formula editor Diagramming software Email client Communication software Personal information manager Notetaking Groupware Project management software Table (information) Web log analysis software

Softwarp

Softwarp is a software technique to warp an image so that it can be projected on a curved screen. This can be done in real time by inserting the softwarp as a last step in the rendering cycle. The problem is to know how the image should be warped to look correct on the curved screen. There are several techniques to auto calibrate the warping by projecting a pattern and using cameras and/or sensors. The information from the sensors is sent to the software so that it can analyze the data and calculate the curvature of the projection screen. == Usage == The softwarp can be used to project virtual views on curved walls and domes. These are usually used in vehicle simulators, for instance boat-, car- and airplane simulators. To make it possible to cover a dome with a 360 degree view you need to use several projectors. A problem with using several projectors on the same screen is that the edges between the projected images get about twice the amount of light. This is solved by using a technique called edge blending. With this technique a “filter” is inserted on the edge that fades the image from 100% light strength (luminance) to 0% (the lowest luminance depends on the contrast ratio of the projector). == History == The first warping technologies used a hardware image processing unit to warp the image. This processing unit was inserted between the graphics card and the projector. The problem with this technique is that it depends on the type of signal and the quality of the signal from the graphics card to warp it correctly. The process unit also needs several lines of image information before it can start sending out the warped image. This adds a latency to the display system that could be a problem in simulators that need fast response time, for instance fighter jet simulators. Softwarping eliminates the latency.

Dave's Redistricting

Dave's Redistricting App (DRA) is an online web app originally created by Dave Bradlee that allows anyone to simulate redistricting a U.S. state's congressional and legislative districts. == Purpose == According to Bradlee, the software was designed to "put power in people's hands," and so that they "can see how the process works, so it's a little less mysterious than it was 10 years ago." Bradlee has noticed that many citizens are taking this process seriously and using his app to create legitimate redistricting maps that could be put in place. Some websites have called Bradlee the pioneer and cause of the rise of do-it-yourself redistricting. States such as Montana in 2021 allowed the general population to use it to submit redistricting proposals following the 2020 United States Census. Dave's Redistricting has frequently been mentioned as a resource that can be used to combat gerrymandering, given that the public has free access to it. Political science firms such as FiveThirtyEight have used the website to draw examples of gerrymandered districts, including on their famous Atlas of Redistricting. Dave Bradlee built the first generation of DRA. DRA 2020 is built by a small team of volunteers—Dave Bradlee, Terry Crowley, Alec Ramsay, and David Rinn—all with a shared passion for technology & democracy and all Microsoft veterans. Their mission is to empower civic organizations and citizen activists to advocate for fair congressional and legislative districts and increased transparency in the redistricting process. == Functions == Users can redraw the congressional and state legislative districts for all 50 states, the District of Columbia, and Puerto Rico using a variety of census and election datasets including Cook PVI. Maps can be optimized for different criteria. DRA 2020 added several major features to the first generation app: Sharing & collaborative editing of maps, like Google Docs Multiple statewide elections for all 50 states including the ability to import your own data Comprehensive analytics for evaluating and comparing maps Custom overlays, and Block-level editing DRA remains free to use. == Versions == 2.2: This uses Bing Maps, an outdated software that projects the districts of a single state onto a map of the United States. 2.5: After Bing Maps announced that it would no longer be updating for the foreseen future, the U.S. Map feature was removed. DRA 2020: At the end of 2018, a beta version of 2020 was released. This version that did not require Microsoft Silverlight and could be used in any web browser. DRA 2020 has been under continuous development since and is built using React (JavaScript library), Mapbox, OpenStreetMap, TypeScript, Node.js, Amazon Web Services, as well as many open source components, tools, and icons.

Line detection

In image processing, line detection is an algorithm that takes a collection of n edge points and finds all the lines on which these edge points lie. The most popular line detectors are the Hough transform and convolution-based techniques. == Hough transform == The Hough transform can be used to detect lines and the output is a parametric description of the lines in an image, for example ρ = r cos(θ) + c sin(θ). If there is a line in a row and column based image space, it can be defined ρ, the distance from the origin to the line along a perpendicular to the line, and θ, the angle of the perpendicular projection from the origin to the line measured in degrees clockwise from the positive row axis. Therefore, a line in the image corresponds to a point in the Hough space. The Hough space for lines has therefore these two dimensions θ and ρ, and a line is represented by a single point corresponding to a unique set of these parameters. The Hough transform can then be implemented by choosing a set of values of ρ and θ to use. For each pixel (r, c) in the image, compute r cos(θ) + c sin(θ) for each values of θ, and place the result in the appropriate position in the (ρ, θ) array. At the end, the values of (ρ, θ) with the highest values in the array will correspond to strongest lines in the image == Convolution-based technique == In a convolution-based technique, the line detector operator consists of a convolution masks tuned to detect the presence of lines of a particular width n and a θ orientation. Here are the four convolution masks to detect horizontal, vertical, oblique (+45 degrees), and oblique (−45 degrees) lines in an image. a) Horizontal mask(R1) (b) Vertical (R3) (C) Oblique (+45 degrees)(R2) (d) Oblique (−45 degrees)(R4) In practice, masks are run over the image and the responses are combined given by the following equation: R(x, y) = max(|R1 (x, y)|, |R2 (x, y)|, |R3 (x, y)|, |R4 (x, y)|) If R(x, y) > T, then discontinuity As can be seen below, if mask is overlay on the image (horizontal line), multiply the coincident values, and sum all these results, the output will be the (convolved image). For example, (−1)(0)+(−1)(0)+(−1)(0) + (2)(1) +(2)(1)+(2)(1) + (−1)(0)+(−1)(0)+(−1)(0) = 6 pixels on the second row, second column in the (convolved image) starting from the upper left corner of the horizontal lines. page 82 == Example == These masks above are tuned for light lines against a dark background, and would give a big negative response to dark lines against a light background. == Code example == The code was used to detect only the vertical lines in an image using Matlab and the result is below. The original image is the one on the top and the result is below it. As can be seen on the picture on the right, only the vertical lines were detected