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  • Stop Motion Studio

    Stop Motion Studio

    Stop Motion Studio is a stop motion animation software developed by Cateater LLC. It is available as both an app for iOS and Android and as a software for Windows and Mac. Two versions of the software exist, the standard Stop Motion Studio for free, and the paid Stop Motion Studio Pro, which contains extra, more advanced features. The software is commonly used in brickfilming.

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  • Robotics

    Robotics

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

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  • BeReal

    BeReal

    BeReal (stylized on the app logo as BeReal.) is a French social-networking app released in 2020, developed by Alexis Barreyat and Kévin Perreau. Currently, it is owned by Voodoo. Its main feature is a daily notification that encourages users to share photos of themselves in their day-to-day life, on any randomly selected two-minute window every day. Critics noted its emphasis on authenticity, which some felt crossed the line into the mundane. The primary reference of its name relates to its focus on users uploading unpolished photos, with it being a pun of the term B-reel. According to the app's description on Apple's App Store, BeReal encourages its users to "show their friends who they really are, for once," by removing filters and opportunities to stage or edit photos. After a couple of years of relative obscurity, it rapidly gained popularity in early and mid-2022 growing from 21.6 million to 73.5 million users between July and August, before experiencing a decrease in use in 2023 and continuing to decline to 23 million users at the beginning of 2024. == History == The app was developed by Alexis Barreyat, a former employee at GoPro, and Kévin Perreau, a graduate from 42 in Paris. Initially released in 2020, it first gained widespread popularity in early 2022. It first spread widely on college campuses, partially due to a paid ambassador program. In late August 2022, the application had over 10 million active daily users and 21.6 million active monthly users. As of February 2023, the app has grown to 13 million active daily users and 47.8 million active monthly users. In June 2021, BeReal received a $30 million funding round led by Andreessen Horowitz and Accel. In May 2022, BeReal secured $85 million in a funding round led by Yuri Milner's DST Global, increasing its valuation to about $600 million. On July 25, 2022, BeReal topped Apple's free app list in the iOS App Store, and remained until September 2022. BeReal also received Apple's iPhone App of the Year in 2022. By late spring 2023, the app's momentum was waning, as daily users dropped to about 6 million, from 15 million in October 2022. In August 2024, there was a resurgence after a campaign at the Paris Olympics 2024, with the app reportedly gaining 1000 users. In June 2024, BeReal was acquired by the French company Voodoo for a reported €500 million. Alexis Barreyat is set to step down after a transition period. == Features == Once per day, BeReal notifies all users that a two-minute window to post is open. It asks users to create a post (known eponymously as a "BeReal") which, using mandatory simultaneous photos and now short videos from both the front and back cameras, provides a visual depiction of what they are doing at that moment, with an option to caption their post. The given window varies from day to day, and is not known to users before the notification is received. Once the daily notification is sent, users lose the ability to see others' BeReals from the previous day. Furthermore, users cannot see any of the current day's BeReals until they upload their own. On-time BeReals show the time it was uploaded, meanwhile, late BeReals uploaded after the two-minute window shows how late the BeReal was taken, but the user has to long-press the BeReal to reveal the time it was uploaded. Other users can also see how many attempts the poster took to take the BeReal, as well as their location when the BeReal was taken. Users only get one chance to delete their BeReal and post another one, and they used to not be able to post more than one at any time. However, in 2023, a feature was added that allowed users to post up to two extra BeReals on days when they posted their first BeReal within the 2-minute window. In July 2024, the number of bonus BeReals was increased to 5. [1] BeReal also features a "Discovery" section, wherein users are given the option to share to a much wider, public audience. This feature, however, is limited, as users are not able to interact with the posts through commenting—unlike the "My Friends" feature. In August 2023, in an attempt to make BeReal more social, another feature was added so that users are now able to see their friends of friends' BeReal. The app reportedly uses HiveAI to automate its image moderation process. However, there is also a report function that allows users to report a photo or another user if they are posting inappropriate content. === Comparison to other platforms === Because of its daily cycle of engagement, it has been compared to Wordle, which gained popularity earlier in 2022. It also supports a platform similar to Snapchat with a theme of impermanence and brevity. BeReal has been described as designed to compete with Instagram while simultaneously de-emphasising social media addiction and overuse. The app does not allow any photo filters or other editing, and has no follower counts. Marketing material from the company said that the app "can be addictive" and that "BeReal won't make you famous." Jacob Arnott, managing director of social agency We the People, describes BeReal as "an anti-Instagram" due to its raw and unedited nature. The app's foundation on friends rather than followers resembles Facebook's platform of adding friends, which comprise the content of a user's feed. This also resembles Instagram's "close friends" story feature. Further, rather than "liking" posts, BeReal uses "RealMojis" which involves taking a photo to interact with other posts. With the popularity of BeReal, other providers have launched similar features. In July 2022, Instagram launched a "Dual Camera" feature similar to BeReal, and in August 2022 it began testing a feature called "IG Candid Challenges", where users are prompted to post once a day within two minutes. As of September 2022, TikTok has also launched a feature called TikTok Now, following the same concept. In December 2022, similar to Spotify's "Wrapped," BeReal launched a feature involving a video of a compilation of users' BeReal posts of 2022. == User characteristics == BeReal is considered to be targeted towards Generation Z users, and attempts to minimise "social media fatigue", a feeling of numbness and disconnection from reality caused by constant interaction with an idealised version of others. This is a "core generational value" that this demographic holds compared to Millennials. Further, BeReal's users have been particularly strong across universities and university-aged students, and the majority of users are in the United States, the United Kingdom, and Germany. In 2022, the majority of users were female, with 43.2% of users falling within the age range of 16 to 25 and 55.1% of users being 26 to 44 years old. BeReal, the platform encourages users to share their real time moments by sending a daily notification that gives a least two minutes to post a unedited photo using bot the front and back camera, although users can post later and retake photos from when the notification happens, this action are still visible to friends, reinforcing transparency and genuine in the moment sharing. == Reception == Jason Koebler, a writer for Vice, wrote that in contrast to Instagram, which presents an unattainable view of people's lives, BeReal instead "makes everyone look extremely boring". Niklas Myhr, a professor of social media at Chapman University, argued that depth of engagement may determine whether the app is a passing trend or has "staying power". Kelsey Weekman, a reporter for BuzzFeed News, noted that the app's unwillingness to "glamorise the banality of life" made it feel "humbling" in its emphasis on authenticity. Niloufar Haidari for The Guardian comments similarly that where the app succeeds in being "drab" in perhaps a positive way, it fails in potentially "un-inspiring" users. Likewise, Dr. Brad Ridout, a behavioral psychologist at the University of Sydney, emphasizes that the "boring" experience is what the creators are targeting for the app and, in response to Instagram's platform of flawlessness, that "perfection is the enemy of happiness". === Criticisms === Some people regularly post after the two-minute notification expires, leading to some criticism of the app, as the ability to post late undermines its aims of authenticity. In addition, BeReal's daily two-minute window has been argued to contribute to social media fatigue and a need for self-exposure, as well as constant access to phones.

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  • Yap (company)

    Yap (company)

    Yap Speech Cloud was a multimodal speech recognition system developed by American technology company Yap Inc. It offered a fully cloud-based speech-to-text transcription platform that was used by customers such as Microsoft. The Company was a contestant at the inaugural TechCrunch conference and was subsequently acquired by Amazon in September 2011 to help develop products such as Alexa Voice Service, Echo, and Fire TV.

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  • .ai

    .ai

    .ai is the Internet country code top-level domain (ccTLD) for Anguilla, a British Overseas Territory in the Caribbean. It is administered by the government of Anguilla. It is a popular domain hack with companies and projects related to the artificial intelligence industry (AI). Google's ad targeting treats .ai as a generic top-level domain (gTLD) because "users and website owners frequently see [the domain] as being more generic than country-targeted." In 2021, Google Search analyst Gary Illyes announced that ".ai" had been added to Google’s list of generic country-code top-level domains, meaning that Google would no longer infer Anguilla-specific targeting from the ccTLD. Identity Digital began managing the domain as of January 2025. == Second and third level registrations == Registrations within off.ai, com.ai, net.ai, and org.ai are available worldwide without restriction. From 15 September 2009, second level registrations within .ai are available to everyone worldwide. == Registration == The minimum registration term allowed for .ai domains is 2 through 10 years for registration and renewal, and a 2-year renewal for domain transfer. Identity Digital is the authority in charge of managing this extension. Registrations began on 16 February 1995. The limits on the number of characters used for the domain name are, at a minimum, from 1 to 3, depending on the registrar, and always at most 63 characters. The character set supported for .ai domain names includes A–Z, a–z, 0–9, and hyphen. As of November 2022, .ai domains cannot accommodate IDN characters. There are no requirements for registering a domain, including local and foreign residents. A .ai domain can be suspended or revoked, if the domain is involved in illegal activity such as violating trademarks or copyrights. Usage must not violate the laws of Anguilla. Anguilla uses the UDRP. Filing a UDRP challenge requires using one of the ICANN Approved Dispute Resolution Service Providers. If the domain is with an ICANN accredited registrar, they should work with the arbitrator. Usually this means either doing nothing or transferring a domain. .ai domains are transferable to any desired registrars as the registration of domain is done maintaining EPP. There used to be a whois.ai-based platform of expired domains in which those could be procured and auctioned every ten days through a standard online process. The last auctions of such kind closed there in December 2024; the platform had been scheduled for shutdown on 30 June 2025, but remained online in the months following that date. == Valuation == Domains cost depends on the registrar, with yearly fees ranging from US$140 (the base fee, as established by Anguilla) to $200. As of July 2025, the highest-valued .ai domain is an undisclosed one sold on 8 November 2023, on Escrow.com, for US$1,500,000—months after an initial $300,000 sale to the same buyer. Among the publicly disclosed ones, the most valued, fin.ai, was sold for $1,000,000 in March 2025. On 16 December 2017, the .ai registry started supporting the Extensible Provisioning Protocol (EPP) and migrated all of its domains onto an EPP system. Consequently, many registrars are allowed to sell .ai domains. Since that date, the .ai ccTLD has also been popular with artificial intelligence companies and organisations. Though such trends are primarily seen among new AI based companies or startups, many established AI and Tech companies preferred not to opt for .ai domains. For example, DeepMind has its domain retained at .com; Meta has redirected its facebook.ai domain to ai.meta.com. == Impact on Anguilla's economy == The registration fees earned from the .ai domains go to the treasury of the Government of Anguilla. As per a 2018 New York Times report, the total revenue generated out of selling .ai domains was $2.9 million. In 2023, Anguilla's government made about US$32 million from fees collected for registering .ai domains; that amounted to over 10% of gross domestic product for the territory. "In the years before the real breakthrough of AI, revenue from .ai domains made up less than 1% of our state income, by 2025 it will be around 47%," explained Jose Vanterpool, Minister of Infrastructure and Communications (MICUHITES), in an interview with BBC. The high 90% renewal rate of .ai domains and the 2025 renewal wave of domains registered in 2023 are driving another surge in state revenues, according to Domaintechnik.

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  • Feed forward (control)

    Feed forward (control)

    A feed forward (sometimes written feedforward) is an element or pathway within a control system that passes a controlling signal from a source in its external environment to a load elsewhere in its external environment. This is often a command signal from an external operator. In control engineering, a feedforward control system is a control system that uses sensors to detect disturbances affecting the system and then applies an additional input to minimize the effect of the disturbance. This requires a mathematical model of the system so that the effect of disturbances can be properly predicted. A control system which has only feed-forward behavior responds to its control signal in a pre-defined way without responding to the way the system reacts; it is in contrast with a system that also has feedback, which adjusts the input to take account of how it affects the system, and how the system itself may vary unpredictably. In a feed-forward system, the control variable adjustment is not error-based. Instead it is based on knowledge about the process in the form of a mathematical model of the process and knowledge about, or measurements of, the process disturbances. Some prerequisites are needed for control scheme to be reliable by pure feed-forward without feedback: the external command or controlling signal must be available, and the effect of the output of the system on the load should be known (that usually means that the load must be predictably unchanging with time). Sometimes pure feed-forward control without feedback is called 'ballistic', because once a control signal has been sent, it cannot be further adjusted; any corrective adjustment must be by way of a new control signal. In contrast, 'cruise control' adjusts the output in response to the load that it encounters, by a feedback mechanism. These systems could relate to control theory, physiology, or computing. == Overview == With feed-forward or feedforward control, the disturbances are measured and accounted for before they have time to affect the system. In the house example, a feed-forward system may measure the fact that the door is opened and automatically turn on the heater before the house can get too cold. The difficulty with feed-forward control is that the effects of the disturbances on the system must be accurately predicted, and there must not be any unmeasured disturbances. For instance, if a window was opened that was not being measured, the feed-forward-controlled thermostat might let the house cool down. The term has specific meaning within the field of CPU-based automatic control. The discipline of feedforward control as it relates to modern, CPU based automatic controls is widely discussed, but is seldom practiced due to the difficulty and expense of developing or providing for the mathematical model required to facilitate this type of control. Open-loop control and feedback control, often based on canned PID control algorithms, are much more widely used. There are three types of control systems: open-loop, feed-forward, and feedback. An example of a pure open-loop control system is manual non-power-assisted steering of a motor car; the steering system does not have access to an auxiliary power source and does not respond to varying resistance to turning of the direction wheels; the driver must make that response without help from the steering system. In comparison, power steering has access to a controlled auxiliary power source, which depends on the engine speed. When the steering wheel is turned, a valve is opened which allows fluid under pressure to turn the wheels. A sensor monitors that pressure so that the valve only opens enough to cause the correct pressure to reach the wheel turning mechanism. This is feed-forward control where the output of the system, the change in direction of travel of the vehicle, plays no part in the system. See Model predictive control. If the driver is included in the system, then they do provide a feedback path by observing the direction of travel and compensating for errors by turning the steering wheel. In that case you have a feedback system, and the block labeled System in Figure(c) is a feed-forward system. In other words, systems of different types can be nested, and the overall system regarded as a black-box. Feedforward control is distinctly different from open-loop control and teleoperator systems. Feedforward control requires a mathematical model of the plant (process and/or machine being controlled) and the plant's relationship to any inputs or feedback the system might receive. Neither open-loop control nor teleoperator systems require the sophistication of a mathematical model of the physical system or plant being controlled. Control based on operator input without integral processing and interpretation through a mathematical model of the system is a teleoperator system and is not considered feedforward control. == History == Historically, the use of the term feedforward is found in works by Harold S. Black in US patent 1686792 (invented 17 March 1923) and D. M. MacKay as early as 1956. While MacKay's work is in the field of biological control theory, he speaks only of feedforward systems. MacKay does not mention feedforward control or allude to the discipline of feedforward controls. MacKay and other early writers who use the term feedforward are generally writing about theories of how human or animal brains work. Black also has US patent 2102671 invented 2 August 1927 on the technique of feedback applied to electronic systems. The discipline of feedforward controls was largely developed by professors and graduate students at Georgia Tech, MIT, Stanford and Carnegie Mellon. Feedforward is not typically hyphenated in scholarly publications. Meckl and Seering of MIT and Book and Dickerson of Georgia Tech began the development of the concepts of Feedforward Control in the mid-1970s. The discipline of Feedforward Controls was well defined in many scholarly papers, articles and books by the late 1980s. == Benefits == The benefits of feedforward control are significant and can often justify the extra cost, time and effort required to implement the technology. Control accuracy can often be improved by as much as an order of magnitude if the mathematical model is of sufficient quality and implementation of the feedforward control law is well thought out. Energy consumption by the feedforward control system and its driver is typically substantially lower than with other controls. Stability is enhanced such that the controlled device can be built of lower cost, lighter weight, springier materials while still being highly accurate and able to operate at high speeds. Other benefits of feedforward control include reduced wear and tear on equipment, lower maintenance costs, higher reliability and a substantial reduction in hysteresis. Feedforward control is often combined with feedback control to optimize performance. == Model == The mathematical model of the plant (machine, process or organism) used by the feedforward control system may be created and input by a control engineer or it may be learned by the control system. Control systems capable of learning and/or adapting their mathematical model have become more practical as microprocessor speeds have increased. The discipline of modern feedforward control was itself made possible by the invention of microprocessors. Feedforward control requires integration of the mathematical model into the control algorithm such that it is used to determine the control actions based on what is known about the state of the system being controlled. In the case of control for a lightweight, flexible robotic arm, this could be as simple as compensating between when the robot arm is carrying a payload and when it is not. The target joint angles are adjusted to place the payload in the desired position based on knowing the deflections in the arm from the mathematical model's interpretation of the disturbance caused by the payload. Systems that plan actions and then pass the plan to a different system for execution do not satisfy the above definition of feedforward control. Unless the system includes a means to detect a disturbance or receive an input and process that input through the mathematical model to determine the required modification to the control action, it is not true feedforward control. === Open system === In control theory, an open system is a feed forward system that does not have any feedback loop to control its output. In contrast, a closed system uses on a feedback loop to control the operation of the system. In an open system, the output of the system is not fed back into the input to the system for control or operation. == Applications == === Physiological feed-forward system === In physiology, feed-forward control is exemplified by the normal anticipatory regulation of heartbeat in advance of actual physical exertion by the central autonomic network. Feed-forward

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  • Avid DS

    Avid DS

    Avid DS (which was called Avid DS Nitris until early 2008) is a high-end offline and finishing system comprising a non-linear editing system and visual effects software. It was developed by Softimage (this company was owned by Microsoft at the time of DS v1.0's launch before being acquired from Microsoft by Avid Technology, Inc. shortly thereafter) in Montreal. DS was discontinued on September 30, 2013 with support ending on the same date the following year. == Software == DS was called ‘Digital Studio’ in development. It was envisioned to be a complete platform for video/audio work. The first previews of the system were on the SGI platform, but this version was never released. The system was rewritten on Windows NT with different video hardware platforms (Matrox DigiSuite or Play Trinity running on a NetPower system) before the final system was released on Intergraph/StudioZ hardware in January 1998. After its acquisition by Avid, DS was always positioned as a high end video finishing tool. However, many users found it to be uniquely soup-to-nuts in its capabilities. From version 1.0 of the product, it competed with products like Autodesk Smoke, Quantel and Avid Symphony. The toolset in DS offered video timeline editing, an object-oriented vector-based paint tool, 2D layer compositing, sample based audio and starting with version 3.01 of the product, a 3D environment. Originally, a subset of the Softimage|XSI 3D software was planned to become part of the DS toolset, both were built on the same software foundation, but over time the code bases divided between the applications and the integration never happened. While the first version of the DS still lacked a few key features (no 3D, poor keying, no real-time effects), it had some significant features compared to the competing products at the time. It offered a large number of built in effects. Avid OMF import was available, positioning Softimage DS as a strong finishing tool for then typical off-line Avid systems. Lastly the integration of the toolset of Softimage DS was beyond what other product offered. A Softimage DS user could quickly go from editing, to paint, to compositing with a few mouse clicks all inside the same interface. Some of the lacking features were quickly resolved, within months of version 1.0 a new chroma keyer was released. Early versions of the software (up thru 4.0) added additional key features. Development continued with one of the first uncompressed HD editing systems (version 4.01) and an attempt to make the system more friendly to Media Composer editors in version 6. In later versions (v7.5 on beyond) DS was criticized for slow development of compositing tools, mainly lack of a new 3D environment and better tracking tools. Many DS users felt that Avid had not been giving DS the attention that it deserved. On July 7, 2013, Avid sent out an email marking the end of life of the DS product. "To Our Avid DS customers, We are writing to inform you that Avid will be realigning our business strategy to focus on a core suite of products to best leverage our developmental and creative resources. As part of this transition, we will be ceasing future development of Avid DS with a final sale date of September 30th, 2013" == Hardware == Up until version 10.5, DS was sold as a turn-key system; the software was not available without purchasing CPU, I/O and storage hardware from Avid. Beginning with 10.5, customers were able to configure their own systems using widely available components, based on recommended system requirements. In turn-key systems, there were many hardware refreshes over time. StudioZ single stream: Intergraph TDZ-425 with 30 minutes of uncompressed SCSI storage. CPUs at the time were Pentium II/300 MHz. StudioZ dual stream: Intergraph TDZ-2000 GT1 with one hour of fibre channel storage. CPUs on first systems were Pentium II/400 MHz, but last shipping systems had Pentium III/1 GHz. DS was one of the first applications to show that real-time effects could be processed with just the CPUs of the system, not requiring special video cards with real-time effect hardware. Equinox: Developed by Avid, it was one of the first uncompressed HD video cards available. Systems were available on CPUs from Pentium III/1 GHz to Pentium 4/2.8 GHz. Storage was typically SCSI, but fibre channel was also supported. Nitris DNA: Developed by Avid, the Nitris hardware was probably the largest hardware update to the system since it was released. 10-bit HD and SD support was standard. Real-time down and cross convert. This was the only hardware for DS that had on-board effect processing. This allowed a system at the time to play back dual-stream uncompressed HD effects in real-time at 16-bit precision. This was also the first hardware from Avid to support the DNxHD codec. Starting with Pentium 4, Intel Core Xeons were supported. SCSI storage was primarily used. AJA Video Systems: First available as a 4:4:4 option to be used in conjunction with Nitris hardware. Final-generation DS systems used the AJA Video Systems Kona 3 (Xena 2K) card as the only I/O for the system. The last systems shipped with two Intel Core Xeon 6-core processors. SAS is the recommended storage for these systems. == History ==

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  • Biorobotics

    Biorobotics

    Biorobotics is an interdisciplinary science that combines the fields of biomedical engineering, cybernetics, and robotics to develop new technologies that integrate biology with mechanical systems to develop more efficient communication, alter genetic information, and create machines that imitate biological systems. == Cybernetics == Cybernetics focuses on the communication and system of living organisms and machines that can be applied and combined with multiple fields of study such as biology, mathematics, computer science, engineering, and much more. This discipline falls under the branch of biorobotics because of its combined field of study between biological bodies and mechanical systems. Studying these two systems allows for advanced analysis on the functions and processes of each system as well as the interactions between them. === History === Cybernetic theory is a concept that has existed for centuries, dating back to the era of Plato where he applied the term to refer to the "governance of people". The term cybernetique is seen in the mid-1800s used by physicist André-Marie Ampère. The term cybernetics was popularized in the late 1940s to refer to a discipline that touched on, but was separate, from established disciplines, such as electrical engineering, mathematics, and biology. === Science === Cybernetics is often misunderstood because of the breadth of disciplines it covers. In the early 20th century, it was coined as an interdisciplinary field of study that combines biology, science, network theory, and engineering. Today, it covers all scientific fields with system related processes. The goal of cybernetics is to analyze systems and processes of any system or systems in an attempt to make them more efficient and effective. === Applications === Cybernetics is used as an umbrella term so applications extend to all systems related scientific fields such as biology, mathematics, computer science, engineering, management, psychology, sociology, art, and more. Cybernetics is used amongst several fields to discover principles of systems, adaptation of organisms, information analysis and much more. == Genetic engineering == Genetic engineering is a field that uses advances in technology to modify biological organisms. Through different methods, scientists are able to alter the genetic material of microorganisms, plants and animals to provide them with desirable traits. For example, making plants grow bigger, better, and faster. Genetic engineering is included in biorobotics because it uses new technologies to alter biology and change an organism's DNA for their and society's benefit. === History === Although humans have modified genetic material of animals and plants through artificial selection for millennia (such as the genetic mutations that developed teosinte into corn and wolves into dogs), genetic engineering refers to the deliberate alteration or insertion of specific genes to an organism's DNA. The first successful case of genetic engineering occurred in 1973 when Herbert Boyer and Stanley Cohen were able to transfer a gene with antibiotic resistance to a bacterium. === Science === There are three main techniques used in genetic engineering: The plasmid method, the vector method and the biolistic method. ==== Plasmid method ==== This technique is used mainly for microorganisms such as bacteria. Through this method, DNA molecules called plasmids are extracted from bacteria and placed in a lab where restriction enzymes break them down. As the enzymes do this, some develop a rough edge that resembles that of a staircase which is considered 'sticky' and capable of reconnecting. These 'sticky' molecules are inserted into another bacteria where they will connect to the DNA rings with the altered genetic material. ==== Vector method ==== The vector method is considered a more precise technique than the plasmid method as it involves the transfer of a specific gene instead of a whole sequence. In the vector method, a specific gene from a DNA strand is isolated through restriction enzymes in a laboratory and is inserted into a vector. Once the vector accepts the genetic code, it is inserted into the host cell where the DNA will be transferred. ==== Biolistic method ==== The biolistic method is typically used to alter the genetic material of plants. This method embeds the desired DNA with a metallic particle such as gold or tungsten in a high speed gun. The particle is then bombarded into the plant. Due to the high velocities and the vacuum generated during bombardment, the particle is able to penetrate the cell wall and inserts the new DNA into the cell. === Applications === Genetic engineering has many uses in the fields of medicine, research and agriculture. In the medical field, genetically modified bacteria are used to produce drugs such as insulin, human growth hormones and vaccines. In research, scientists genetically modify organisms to observe physical and behavioral changes to understand the function of specific genes. In agriculture, genetic engineering is extremely important as it is used by farmers to grow crops that are resistant to herbicides and to insects such as BTCorn. == Bionics == Bionics is a medical engineering field and a branch of biorobotics consisting of electrical and mechanical systems that imitate biological systems, such as prosthetics and hearing aids. It's a portmanteau that combines biology and electronics. === History === The history of bionics goes as far back in time as ancient Egypt. A prosthetic toe made out of wood and leather was found on the foot of a mummy. The time period of the mummy corpse was estimated to be from around the fifteenth century B.C. Bionics can also be witnessed in ancient Greece and Rome. Prosthetic legs and arms were made for amputee soldiers. In the early 16th century, a French military surgeon by the name of Ambroise Pare became a pioneer in the field of bionics. He was known for making various types of upper and lower prosthetics. One of his most famous prosthetics, Le Petit Lorrain, was a mechanical hand operated by catches and springs. During the early 19th century, Alessandro Volta further progressed bionics. He set the foundation for the creation of hearing aids with his experiments. He found that electrical stimulation could restore hearing by inserting an electrical implant to the saccular nerve of a patient's ear. In 1945, the National Academy of Sciences created the Artificial Limb Program, which focused on improving prosthetics since there were a large number of World War II amputee soldiers. Since this creation, prosthetic materials, computer design methods, and surgical procedures have improved, creating modern-day bionics. === Science === ==== Prosthetics ==== The important components that make up modern-day prosthetics are the pylon, the socket, and the suspension system. The pylon is the internal frame of the prosthetic that is made up of metal rods or carbon-fiber composites. The socket is the part of the prosthetic that connects the prosthetic to the person's missing limb. The socket consists of a soft liner that makes the fit comfortable, but also snug enough to stay on the limb. The suspension system is important in keeping the prosthetic on the limb. The suspension system is usually a harness system made up of straps, belts or sleeves that are used to keep the limb attached. The operation of a prosthetic could be designed in various ways. The prosthetic could be body-powered, externally-powered, or myoelectrically powered. Body-powered prosthetics consist of cables attached to a strap or harness, which is placed on the person's functional shoulder, allowing the person to manipulate and control the prosthetic as he or she deems fit. Externally-powered prosthetics consist of motors to power the prosthetic and buttons and switches to control the prosthetic. Myoelectrically powered prosthetics are new, advanced forms of prosthetics where electrodes are placed on the muscles above the limb. The electrodes will detect the muscle contractions and send electrical signals to the prosthetic to move the prosthetic. The downside to this type of prosthetic is that if the sensors are not placed correctly on the limb then the electrical impulses will fail to move the prosthetic. TrueLimb is a specific brand of prosthetics that uses myoelectrical sensors which enable a person to have control of their bionic limb. ==== Hearing aids ==== Four major components make up the hearing aid: the microphone, the amplifier, the receiver, and the battery. The microphone takes in outside sound, turns that sound to electrical signals, and sends those signals to the amplifier. The amplifier increases the sound and sends that sound to the receiver. The receiver changes the electrical signal back into sound and sends the sound into the ear. Hair cells in the ear will sense the vibrations from the sound, convert the vibrations into nerve signals, and send it to the brain so

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  • Natural language processing

    Natural language processing

    Natural language processing (NLP) is the processing of natural language information by a computer. NLP is a subfield of computer science and is closely associated with artificial intelligence. NLP is also related to information retrieval, knowledge representation, computational linguistics, and linguistics more broadly. Major processing tasks in an NLP system include: speech recognition, text classification, natural language understanding, and natural language generation. == History == Natural language processing has its roots in the 1950s. Already in 1950, Alan Turing published an article titled "Computing Machinery and Intelligence," which proposed what is now called the Turing test as a criterion of intelligence, though at the time that was not articulated as a problem separate from artificial intelligence. The proposed test includes a task that involves the automated interpretation and generation of natural language. === Symbolic NLP (1950s – early 1990s) === The premise of symbolic NLP is often illustrated using John Searle's Chinese room thought experiment: Given a collection of rules (e.g., a Chinese phrasebook, with questions and matching answers), the computer emulates natural language understanding (or other NLP tasks) by applying those rules to the data it confronts. 1950s: The Georgetown experiment in 1954 involved fully automatic translation of more than sixty Russian sentences into English. The authors claimed that within three or five years, machine translation would be a solved problem. However, real progress was much slower, and after the ALPAC report in 1966, which found that ten years of research had failed to fulfill the expectations, funding for machine translation was dramatically reduced. Little further research in machine translation was conducted in America (though some research continued elsewhere, such as Japan and Europe) until the late 1980s when the first statistical machine translation systems were developed. 1960s: Some notably successful natural language processing systems developed in the 1960s were SHRDLU, a natural language system working in restricted "blocks worlds" with restricted vocabularies, and ELIZA, a simulation of Rogerian psychotherapy, written by Joseph Weizenbaum between 1964 and 1966. Despite using minimal information about human thought or emotion, ELIZA was able to produce interactions that appeared human-like. When the "patient" exceeded the very small knowledge base, ELIZA might provide a generic response, for example, responding to "My head hurts" with "Why do you say your head hurts?". Ross Quillian's successful work on natural language was demonstrated with a vocabulary of only twenty words, because that was all that would fit in a computer memory at the time. 1970s: During the 1970s, many programmers began to write "conceptual ontologies", which structured real-world information into computer-understandable data. Examples are MARGIE (Schank, 1975), SAM (Cullingford, 1978), PAM (Wilensky, 1978), TaleSpin (Meehan, 1976), QUALM (Lehnert, 1977), Politics (Carbonell, 1979), and Plot Units (Lehnert 1981). During this time, the first chatterbots were written (e.g., PARRY). 1980s: The 1980s and early 1990s mark the heyday of symbolic methods in NLP. Focus areas of the time included research on rule-based parsing (e.g., the development of HPSG as a computational operationalization of generative grammar), morphology (e.g., two-level morphology), semantics (e.g., Lesk algorithm), reference (e.g., within Centering Theory) and other areas of natural language understanding (e.g., in the Rhetorical Structure Theory). Other lines of research were continued, e.g., the development of chatterbots with Racter and Jabberwacky. An important development (that eventually led to the statistical turn in the 1990s) was the rising importance of quantitative evaluation in this period. === Statistical NLP (1990s–present) === Up until the 1980s, most natural language processing systems were based on complex sets of hand-written rules. Starting in the late 1980s, however, there was a revolution in natural language processing with the introduction of machine learning algorithms for language processing. This shift was influenced by increasing computational power (see Moore's law) and a decline in the dominance of Chomskyan linguistic theories (e.g. transformational grammar), whose theoretical underpinnings discouraged the sort of corpus linguistics that underlies the machine-learning approach to language processing. 1990s: Many of the notable early successes in statistical methods in NLP occurred in the field of machine translation, due especially to work at IBM Research, such as IBM alignment models. These systems were able to take advantage of existing multilingual textual corpora that had been produced by the Parliament of Canada and the European Union as a result of laws calling for the translation of all governmental proceedings into all official languages of the corresponding systems of government. However, many systems relied on corpora that were specifically developed for the tasks they were designed to perform. This reliance has been a major limitation to their broader effectiveness and continues to affect similar systems. Consequently, significant research has focused on methods for learning effectively from limited amounts of data. 2000s: With the growth of the web, increasing amounts of raw (unannotated) language data have become available since the mid-1990s. Research has thus increasingly focused on unsupervised and semi-supervised learning algorithms. Such algorithms can learn from data that has not been hand-annotated with the desired answers or using a combination of annotated and non-annotated data. Generally, this task is much more difficult than supervised learning, and typically produces less accurate results for a given amount of input data. However, large quantities of non-annotated data are available (including, among other things, the entire content of the World Wide Web), which can often make up for the worse efficiency if the algorithm used has a low enough time complexity to be practical. 2003: word n-gram model, at the time the best statistical algorithm, is outperformed by a multi-layer perceptron (with a single hidden layer and context length of several words, trained on up to 14 million words, by Bengio et al.) 2010: Tomáš Mikolov (then a PhD student at Brno University of Technology) with co-authors applied a simple recurrent neural network with a single hidden layer to language modeling, and in the following years he went on to develop Word2vec. In the 2010s, representation learning and deep neural network-style (featuring many hidden layers) machine learning methods became widespread in natural language processing. This shift gained momentum due to results showing that such techniques can achieve state-of-the-art results in many natural language tasks, e.g., in language modeling and parsing. This is increasingly important in medicine and healthcare, where NLP helps analyze notes and text in electronic health records that would otherwise be inaccessible for study when seeking to improve care or protect patient privacy. == Approaches: Symbolic, statistical, neural networks == Symbolic approach, i.e., the hand-coding of a set of rules for manipulating symbols, coupled with a dictionary lookup, was historically the first approach used both by AI in general and by NLP in particular: such as by writing grammars or devising heuristic rules for stemming. Machine learning approaches, which include both statistical and neural networks, on the other hand, have many advantages over the symbolic approach: both statistical and neural network methods tend to focus more on the most common cases extracted from a corpus of texts, whereas the rule-based approach needs to provide rules for both rare and common cases equally. language models, produced by either statistical or neural networks methods, are more robust to both unfamiliar (e.g. containing words or structures that have not been seen before) and erroneous input (e.g. with misspelled words or words accidentally omitted) in comparison to the rule-based systems, which are also more costly to produce. the larger such a (probabilistic) language model is, the more accurate it becomes, in contrast to rule-based systems that can gain accuracy only by increasing the amount and complexity of the rules leading to intractability problems. Rule-based systems are commonly used: when the amount of training data is insufficient to successfully apply machine learning methods, e.g., for the machine translation of low-resource languages such as provided by the Apertium system, for preprocessing in NLP pipelines, e.g., tokenization, or for post-processing and transforming the output of NLP pipelines, e.g., for knowledge extraction from syntactic parses. === Statistical approach === In the late 1980s and mid-1990s, the statistical approach ended a peri

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  • CapCut

    CapCut

    CapCut, known domestically as JianYing (Chinese: 剪映; pinyin: Jiǎnyìng) and formerly internationally as ViaMaker, is a video editor developed by ByteDance, available as a mobile app, desktop app, and web app. == History == The app was first released in China in 2019 and was initially available for iPhone and Android. In 2020, it was rebranded in English from ViaMaker to CapCut and became available globally. It later expanded to include web and desktop versions for Mac and Windows. In 2022, CapCut reached 200 million active users. According to The Wall Street Journal, in March 2023, it was the second-most downloaded app in the U.S., behind that of Chinese discount retailer Temu. In January 2025, CapCut had over 1 billion downloads on the Google Play Store. On February 1, 2021, CapCut Pro for Windows was launched. On November 27, the Pro version for Mac was launched. In July 2025, CapCut Pro for HarmonyOS was available on HarmonyOS NEXT tablets. In July 2024, CapCut was reported by the South China Morning Post to be a generative AI (GenAI) application that led global AI app downloads, with approximately 38.42 million downloads and 323 million monthly active users. == Features == CapCut supports basic video editing functions, including editing, trimming, and adding or splitting clips. Editing projects is limited to single-layer editing, but the app supports overlay options that enable additional effects, including multi-layer editing. The app includes a library of pre-made templates and a tool that generates editable video captions. It also provides photo editing tools, including retouch and product photo features integrated within the editing interface. CapCut's video editor includes AI-based features such as video and script generation. Users can export or save completed projects directly to different social media platforms. CapCut includes a free version and a paid Pro version with cloud storage and advanced features. == Controversies == === Illegal data collection === In July 2023, many users of CapCut accused it of illegally profiting off their personal data. A class-action lawsuit filed in the U.S. District Court for the Northern District of Illinois on July 28, 2023, alleged that CapCut illegally harvests and profits from user data including biometric information and geolocation without consent. In September 2025, a federal court excluded most of the lawsuit, which alleged that TikTok’s parent company improperly scraped private data from CapCut's video editing software, as lacking grounds, with some of the class action continuing to move forward. == Bans and restrictions == === Ban in India === As a response to border clashes with China in May 2020, the Indian government banned around 56 Chinese applications including CapCut and TikTok, which is owned by CapCut's parent company ByteDance. Indian users were unable to use and download the application. As of February 2022, around 273 Chinese applications have been banned by the Indian government under the concern of national security and Indian user privacy. === Ban in the United States === On January 18, 2025, at 10 PM EST, CapCut was banned in the United States along with TikTok and all other ByteDance apps due to the implementation of the Protecting Americans from Foreign Adversary Controlled Applications Act. Hours after the suspension of services took effect, President Donald Trump indicated on Truth Social that he would issue an executive order on the day of his inauguration "to extend the period of time before the law's prohibitions take effect". On January 21, CapCut began restoring service. On February 13, Google and Apple restored CapCut on the App Store and Google Play Store.

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  • Transfer function matrix

    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

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  • DAVI

    DAVI

    The Dutch Automated Vehicle Initiative (DAVI) is a research and demonstration initiative developing automated vehicles for use on public roads. The project is unique in that, besides simply making driverless cars, it also focuses on having automated vehicles share information among each other. The aim is to have the cars help to avoid traffic congestion by reducing the safety distance between the cars (from 2 seconds to 0.5 seconds) and avoiding sudden traffic slow-downs due to maneuvers undertaken by drivers.

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  • Autonomous agent

    Autonomous agent

    An autonomous agent is an artificial intelligence (AI) system that can perform complex tasks independently. == Definitions == There are various definitions of autonomous agent. According to Brustoloni (1991): "Autonomous agents are systems capable of autonomous, purposeful action in the real world." According to Maes (1995): "Autonomous agents are computational systems that inhabit some complex dynamic environment, sense and act autonomously in this environment, and by doing so realize a set of goals or tasks for which they are designed." Franklin and Graesser (1997) review different definitions and propose their definition: "An autonomous agent is a system situated within and a part of an environment that senses that environment and acts on it, over time, in pursuit of its own agenda and so as to effect what it senses in the future." They explain that: "Humans and some animals are at the high end of being an agent, with multiple, conflicting drives, multiples senses, multiple possible actions, and complex sophisticated control structures. At the low end, with one or two senses, a single action, and an absurdly simple control structure we find a thermostat." == Agent appearance == Lee et al. (2015) post safety issue from how the combination of external appearance and internal autonomous agent have impact on human reaction about autonomous vehicles. Their study explores the human-like appearance agent and high level of autonomy are strongly correlated with social presence, intelligence, safety and trustworthiness. In specific, appearance impacts most on affective trust while autonomy impacts most on both affective and cognitive domain of trust where cognitive trust is characterized by knowledge-based factors and affective trust is largely emotion driven. == Applications == Agentic AI systems: Advanced AI agents that can scope out projects and complete them with necessary tools, representing a significant evolution from simple task-oriented systems. Internet of things (IoT) Integration: Autonomous agents increasingly interact with IoT devices, enabling smart home systems, industrial monitoring, and urban infrastructure management. Collaborative software development: Tools like Cognition AI's Devin aim to create autonomous software engineers capable of complex reasoning, planning, and completing engineering tasks requiring thousands of decisions. Enterprise automation: Business process automation platforms like Salesforce's Agentforce provide autonomous bots for various service functions. == Challenges and considerations == Uncertainty and incomplete information: Autonomous agents must make decisions with limited or uncertain information about their environment and future states. Integration complexity: Incorporating autonomous agents into existing systems and workflows can be technically challenging and resource-intensive. Scalability: As systems become more complex and more agents are used, maintaining coordination and avoiding conflicts becomes increasingly difficult. Trust: Research has shown the combination of external appearance and internal autonomous capabilities significantly impacts human reactions and trust. Lee et al. (2015) found that human-like appearance and high levels of autonomy are strongly correlated with social presence, intelligence, safety, and trustworthiness perceptions. Specifically, appearance impacts affective trust most significantly, while autonomy affects both affective and cognitive trust domains, where affective trust is emotionally driven, and cognitive trust is characterized by knowledge-based factors. Vulnerability to manipulation: Researchers from Harvard, MIT and other educational institutions found that AI agents could become vulnerable to manipulation and could perform detrimental actions in the process of being helpful. == Ethical and regulatory concerns == Accountability: Determining responsibility when autonomous agents make incorrect or harmful decisions remains a complex issue. Privacy and security: autonomous agents often require access to sensitive data, raising concerns about data protection and system security.

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  • Oversampled binary image sensor

    Oversampled binary image sensor

    An oversampled binary image sensor is an image sensor with non-linear response capabilities reminiscent of traditional photographic film. Each pixel in the sensor has a binary response, giving only a one-bit quantized measurement of the local light intensity. The response function of the image sensor is non-linear and similar to a logarithmic function, which makes the sensor suitable for high dynamic range imaging. == Working principle == Before the advent of digital image sensors, photography, for the most part of its history, used film to record light information. At the heart of every photographic film are a large number of light-sensitive grains of silver-halide crystals. During exposure, each micron-sized grain has a binary fate: Either it is struck by some incident photons and becomes "exposed", or it is missed by the photon bombardment and remains "unexposed". In the subsequent film development process, exposed grains, due to their altered chemical properties, are converted to silver metal, contributing to opaque spots on the film; unexposed grains are washed away in a chemical bath, leaving behind the transparent regions on the film. Thus, in essence, photographic film is a binary imaging medium, using local densities of opaque silver grains to encode the original light intensity information. Thanks to the small size and large number of these grains, one hardly notices this quantized nature of film when viewing it at a distance, observing only a continuous gray tone. The oversampled binary image sensor is reminiscent of photographic film. Each pixel in the sensor has a binary response, giving only a one-bit quantized measurement of the local light intensity. At the start of the exposure period, all pixels are set to 0. A pixel is then set to 1 if the number of photons reaching it during the exposure is at least equal to a given threshold q. One way to build such binary sensors is to modify standard memory chip technology, where each memory bit cell is designed to be sensitive to visible light. With current CMOS technology, the level of integration of such systems can exceed 109~1010 (i.e., 1 giga to 10 giga) pixels per chip. In this case, the corresponding pixel sizes (around 50~nm ) are far below the diffraction limit of light, and thus the image sensor is oversampling the optical resolution of the light field. Intuitively, one can exploit this spatial redundancy to compensate for the information loss due to one-bit quantizations, as is classic in oversampling delta-sigma converters. Building a binary sensor that emulates the photographic film process was first envisioned by Fossum, who coined the name digital film sensor (now referred to as a quanta image sensor). The original motivation was mainly out of technical necessity. The miniaturization of camera systems calls for the continuous shrinking of pixel sizes. At a certain point, however, the limited full-well capacity (i.e., the maximum photon-electrons a pixel can hold) of small pixels becomes a bottleneck, yielding very low signal-to-noise ratios (SNRs) and poor dynamic ranges. In contrast, a binary sensor whose pixels need to detect only a few photon-electrons around a small threshold q has much less requirement for full-well capacities, allowing pixel sizes to shrink further. == Imaging model == === Lens === Consider a simplified camera model shown in Fig.1. The λ 0 ( x ) {\displaystyle \lambda _{0}(x)} is the incoming light intensity field. By assuming that light intensities remain constant within a short exposure period, the field can be modeled as only a function of the spatial variable x {\displaystyle x} . After passing through the optical system, the original light field λ 0 ( x ) {\displaystyle \lambda _{0}(x)} gets filtered by the lens, which acts like a linear system with a given impulse response. Due to imperfections (e.g., aberrations) in the lens, the impulse response, a.k.a. the point spread function (PSF) of the optical system, cannot be a Dirac delta, thus, imposing a limit on the resolution of the observable light field. However, a more fundamental physical limit is due to light diffraction. As a result, even if the lens is ideal, the PSF is still unavoidably a small blurry spot. In optics, such diffraction-limited spot is often called the Airy disk, whose radius R a {\displaystyle R_{a}} can be computed as R a = 1.22 w f , {\displaystyle R_{a}=1.22\,wf,} where w {\displaystyle w} is the wavelength of the light and f {\displaystyle f} is the F-number of the optical system. Due to the lowpass (smoothing) nature of the PSF, the resulting λ ( x ) {\displaystyle \lambda (x)} has a finite spatial-resolution, i.e., it has a finite number of degrees of freedom per unit space. === Sensor === Fig.2 illustrates the binary sensor model. The s m {\displaystyle s_{m}} denote the exposure values accumulated by the sensor pixels. Depending on the local values of s m {\displaystyle s_{m}} , each pixel (depicted as "buckets" in the figure) collects a different number of photons hitting on its surface. y m {\displaystyle y_{m}} is the number of photons impinging on the surface of the m {\displaystyle m} th pixel during an exposure period. The relation between s m {\displaystyle s_{m}} and the photon count y m {\displaystyle y_{m}} is stochastic. More specifically, y m {\displaystyle y_{m}} can be modeled as realizations of a Poisson random variable, whose intensity parameter is equal to s m {\displaystyle s_{m}} , As a photosensitive device, each pixel in the image sensor converts photons to electrical signals, whose amplitude is proportional to the number of photons impinging on that pixel. In a conventional sensor design, the analog electrical signals are then quantized by an A/D converter into 8 to 14 bits (usually the more bits the better). But in the binary sensor, the quantizer is 1 bit. In Fig.2, b m {\displaystyle b_{m}} is the quantized output of the m {\displaystyle m} th pixel. Since the photon counts y m {\displaystyle y_{m}} are drawn from random variables, so are the binary sensor output b m {\displaystyle b_{m}} . === Spatial and temporal oversampling === If it is allowed to have temporal oversampling, i.e., taking multiple consecutive and independent frames without changing the total exposure time τ {\displaystyle \tau } , the performance of the binary sensor is equivalent to the sensor with same number of spatial oversampling under certain condition. It means that people can make trade off between spatial oversampling and temporal oversampling. This is quite important, since technology usually gives limitation on the size of the pixels and the exposure time. == Advantages over traditional sensors == Due to the limited full-well capacity of conventional image pixel, the pixel will saturate when the light intensity is too strong. This is the reason that the dynamic range of the pixel is low. For the oversampled binary image sensor, the dynamic range is not defined for a single pixel, but a group of pixels, which makes the dynamic range high. == Reconstruction == One of the most important challenges with the use of an oversampled binary image sensor is the reconstruction of the light intensity λ ( x ) {\displaystyle \lambda (x)} from the binary measurement b m {\displaystyle b_{m}} . Maximum likelihood estimation can be used for solving this problem. Fig. 4 shows the results of reconstructing the light intensity from 4096 binary images taken by single photon avalanche diodes (SPADs) camera. A better reconstruction quality with fewer temporal measurements and faster, hardware friendly implementation, can be achieved by more sophisticated algorithms.

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  • Automated storage and retrieval system

    Automated storage and retrieval system

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

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