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  • Underwater computer vision

    Underwater computer vision

    Underwater computer vision is a subfield of computer vision. In recent years, with the development of underwater vehicles ( ROV, AUV, gliders), the need to be able to record and process huge amounts of information has become increasingly important. Applications range from inspection of underwater structures for the offshore industry to the identification and counting of fishes for biological research. However, no matter how big the impact of this technology can be to industry and research, it still is in a very early stage of development compared to traditional computer vision. One reason for this is that, the moment the camera goes into the water, a whole new set of challenges appear. On one hand, cameras have to be made waterproof, marine corrosion deteriorates materials quickly and access and modifications to experimental setups are costly, both in time and resources. On the other hand, the physical properties of the water make light behave differently, changing the appearance of a same object with variations of depth, organic material, currents, temperature etc. == Applications == Seafloor survey Vehicle navigation and positioning Biological monitoring {possibly aquatic biomonitoring) Video mosaics as visual navigation maps Submarine pipeline inspection Wreckage visualization Maintenance of underwater structures Drowning detection systems == Medium differences == === Illumination === In air, light comes from the whole hemisphere on cloudy days, and is dominated by the sun. In water direct lighting comes from a cone about 96° wide above the scene. This phenomenon is called Snell's window. Artificial lighting can be used where natural light levels are insufficient and where the light path is too long to produce acceptable colour, as the loss of colour is a function of the total distance through water from the source to the camera lens port. === Light attenuation === Unlike air, water attenuates light exponentially. This results in hazy images with very low contrast. The main reasons for light attenuation are light absorption (where energy is removed from the light) and light scattering, by which the direction of light is changed. Light scattering can further be divided into forward scattering, which results in an increased blurriness and backward scattering that limits the contrast and is responsible for the characteristic veil of underwater images. Both scattering and attenuation are heavily influenced by the amount of organic matter dissolved or suspended in the water. Light attenuation in water is also a function of the wavelength. This means that different colours are attenuated at different rates, leading to colour degradation.with depth and distance. Red and orange light are attenuated faster, followed by yellows and greens. Blue is the least attenuated visible wavelength. === Artificial lighting === == Challenges == In high level computer vision, human structures are frequently used as image features for image matching in different applications. However, the sea bottom lacks such features, making it hard to find correspondences in two images. In order to be able to use a camera in the water, a watertight housing is required. However, refraction will happen at the water-glass and glass-air interface due to differences in density of the materials. This has the effect of introducing a non-linear image deformation. The motion of the vehicle presents another special challenge. Underwater vehicles are constantly moving due to currents and other phenomena. This introduces another uncertainty to algorithms, where small motions may appear in all directions. This can be specially important for video tracking. In order to reduce this problem image stabilization algorithms may be applied. == Relevant technology == === Image restoration === Image restoration< techniques are intended to model the degradation process and then invert it, obtaining the new image after solving. It is generally a complex approach that requires plenty of parameters that vary a lot between different water conditions. === Image enhancement === Image enhancement only tries to provide a visually more appealing image without taking the physical image formation process into account. These methods are usually simpler and less computational intensive. === Color correction === Various algorithms exist that perform automatic color correction. The UCM (Unsupervised Color Correction Method), for example, does this in the following steps: It firstly reduces the color cast by equalizing the color values. Then it enhances contrast by stretching the red histogram towards the maximum and finally saturation and intensity components are optimized. == Underwater stereo vision == It is usually assumed that stereo cameras have been calibrated previously, geometrically and radiometrically. This leads to the assumption that corresponding pixels should have the same color. However this can not be guaranteed in an underwater scene, because of dispersion and backscatter. However, it is possible to digitally model this phenomenon and create a virtual image with those effects removed == Other application fields == Imaging sonars have become more and more accessible and gained resolution, delivering better images. Sidescan sonars are used to produce complete maps of regions of the sea floor stitching together sequences of sonar images. However, sonar images often lack proper contrast and are degraded by artefacts and distortions due to noise, attitude changes of the AUV/ROV carrying the sonar or non uniform beam patterns. Another common problem with sonar computer vision is the comparatively low frame rate of sonar images.

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  • AsoSoft text corpus

    AsoSoft text corpus

    The AsoSoft text corpus is the first large-scale Kurdish text corpus, collected and processed by the AsoSoft research and development group. It contains 458,000 documents (188 million tokens) that are collected from sources such as websites, news agencies, books, and magazines. The corpus is partially tagged by topic, so it can be used for topic identification tasks. Also, it is applicable for extracting language model and computational lexicon information. Part of the corpus (75 million tokens) is available online for non-commercial use. The corpus uses the TEI format.

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  • Vicarious (company)

    Vicarious (company)

    Vicarious was an artificial intelligence company based in the San Francisco Bay Area, California. They use the theorized computational principles of the brain to attempt to build software that can think and learn like a human. Vicarious describes its technology as "a turnkey robotics solution integrator using artificial intelligence to automate tasks too complex and versatile for traditional automations". Alphabet Inc acquired the company in 2022 for an undisclosed amount. == Founders == The company was founded in 2010 by D. Scott Phoenix and Dileep George. Before co-founding Vicarious, Phoenix was Entrepreneur in Residence at Founders Fund and CEO of Frogmetrics, a touchscreen analytics company he co-founded through the Y Combinator incubator program. Previously, George was Chief Technology Officer at Numenta, a company he co-founded with Jeff Hawkins and Donna Dubinsky while completing his PhD at Stanford University. == Funding == The company launched in February 2011 with funding from Founders Fund, Dustin Moskovitz, Adam D’Angelo (former Facebook CTO and co-founder of Quora), Felicis Ventures, and Palantir co-founder Joe Lonsdale. In August 2012, in its Series A round of funding, it raised an additional $15 million. The round was led by Good Ventures; Founders Fund, Open Field Capital and Zarco Investment Group also participated. The company received $40 million in its Series B round of funding. The round was led by individuals including Mark Zuckerberg, Elon Musk, and others. An additional undisclosed amount was later contributed by Amazon.com CEO Jeff Bezos, Yahoo! co-founder Jerry Yang, Skype co-founder Janus Friis and Salesforce.com CEO Marc Benioff. == Recursive Cortical Network == Vicarious is developing machine learning software based on the computational principles of the human brain. One such software is a vision system known as the Recursive Cortical Network (RCN), it is a generative graphical visual perception system that interprets the contents of photographs and videos in a manner similar to humans. The system is powered by a balanced approach that takes sensory data, mathematics, and biological plausibility into consideration. On October 22, 2013, beating CAPTCHA, Vicarious announced its model was reliably able to solve modern CAPTCHAs, with character recognition rates of 90% or better when trained on one style. However, Luis von Ahn, a pioneer of early CAPTCHA and founder of reCAPTCHA, expressed skepticism, stating: "It's hard for me to be impressed since I see these every few months." He pointed out that 50 similar claims to that of Vicarious had been made since 2003. Vicarious later published their findings in peer-reviewed journal Science. Vicarious has indicated that its AI was not specifically designed to complete CAPTCHAs and its success at the task is a product of its advanced vision system. Because Vicarious's algorithms are based on insights from the human brain, it is also able to recognize photographs, videos, and other visual data.

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  • Natural language understanding

    Natural language understanding

    Natural language understanding (NLU) or natural language interpretation (NLI) is a subset of natural language processing in artificial intelligence that deals with machine reading comprehension. NLU has been considered an AI-hard problem. There is considerable commercial interest in the field because of its application to automated reasoning, machine translation, question answering, news-gathering, text categorization, voice-activation, archiving, and large-scale content analysis. == History == The program STUDENT, written in 1964 by Daniel Bobrow for his PhD dissertation at MIT, is one of the earliest known attempts at NLU by a computer. Eight years after John McCarthy coined the term artificial intelligence, Bobrow's dissertation (titled Natural Language Input for a Computer Problem Solving System) showed how a computer could understand simple natural language input to solve algebra word problems. A year later, in 1965, Joseph Weizenbaum at MIT wrote ELIZA, an interactive program that carried on a dialogue in English on any topic, the most popular being psychotherapy. ELIZA worked by simple parsing and substitution of key words into canned phrases and Weizenbaum sidestepped the problem of giving the program a database of real-world knowledge or a rich lexicon. Yet ELIZA gained surprising popularity as a toy project and can be seen as a very early precursor to current commercial systems such as those used by Ask.com. In 1969, Roger Schank at Stanford University introduced the conceptual dependency theory for NLU. This model, partially influenced by the work of Sydney Lamb, was extensively used by Schank's students at Yale University, such as Robert Wilensky, Wendy Lehnert, and Janet Kolodner. In 1970, William A. Woods introduced the augmented transition network (ATN) to represent natural language input. Instead of phrase structure rules ATNs used an equivalent set of finite-state automata that were called recursively. ATNs and their more general format called "generalized ATNs" continued to be used for a number of years. In 1971, Terry Winograd finished writing SHRDLU for his PhD thesis at MIT. SHRDLU could understand simple English sentences in a restricted world of children's blocks to direct a robotic arm to move items. The successful demonstration of SHRDLU provided significant momentum for continued research in the field. Winograd continued to be a major influence in the field with the publication of his book Language as a Cognitive Process. At Stanford, Winograd would later advise Larry Page, who co-founded Google. In the 1970s and 1980s, the natural language processing group at SRI International continued research and development in the field. A number of commercial efforts based on the research were undertaken, e.g., in 1982 Gary Hendrix formed Symantec Corporation originally as a company for developing a natural language interface for database queries on personal computers. However, with the advent of mouse-driven graphical user interfaces, Symantec changed direction. A number of other commercial efforts were started around the same time, e.g., Larry R. Harris at the Artificial Intelligence Corporation and Roger Schank and his students at Cognitive Systems Corp. In 1983, Michael Dyer developed the BORIS system at Yale which bore similarities to the work of Roger Schank and W. G. Lehnert. The third millennium saw the introduction of systems using machine learning for text classification, such as the IBM Watson. However, experts debate how much "understanding" such systems demonstrate: e.g., according to John Searle, Watson did not even understand the questions. John Ball, cognitive scientist and inventor of the Patom Theory, supports this assessment. Natural language processing has made inroads for applications to support human productivity in service and e-commerce, but this has largely been made possible by narrowing the scope of the application. There are thousands of ways to request something in a human language that still defies conventional natural language processing. According to Wibe Wagemans, "To have a meaningful conversation with machines is only possible when we match every word to the correct meaning based on the meanings of the other words in the sentence – just like a 3-year-old does without guesswork." == Scope and context == The umbrella term "natural language understanding" can be applied to a diverse set of computer applications, ranging from small, relatively simple tasks such as short commands issued to robots, to highly complex endeavors such as the full comprehension of newspaper articles or poetry passages. Many real-world applications fall between the two extremes, for instance text classification for the automatic analysis of emails and their routing to a suitable department in a corporation does not require an in-depth understanding of the text, but needs to deal with a much larger vocabulary and more diverse syntax than the management of simple queries to database tables with fixed schemata. Throughout the years various attempts at processing natural language or English-like sentences presented to computers have taken place at varying degrees of complexity. Some attempts have not resulted in systems with deep understanding, but have helped overall system usability. For example, Wayne Ratliff originally developed the Vulcan program with an English-like syntax to mimic the English speaking computer in Star Trek. Vulcan later became the dBase system whose easy-to-use syntax effectively launched the personal computer database industry. Systems with an easy-to-use or English-like syntax are, however, quite distinct from systems that use a rich lexicon and include an internal representation (often as first order logic) of the semantics of natural language sentences. Hence the breadth and depth of "understanding" aimed at by a system determine both the complexity of the system (and the implied challenges) and the types of applications it can deal with. The "breadth" of a system is measured by the sizes of its vocabulary and grammar. The "depth" is measured by the degree to which its understanding approximates that of a fluent native speaker. At the narrowest and shallowest, English-like command interpreters require minimal complexity, but have a small range of applications. Narrow but deep systems explore and model mechanisms of understanding, but they still have limited application. Systems that attempt to understand the contents of a document such as a news release beyond simple keyword matching and to judge its suitability for a user are broader and require significant complexity, but they are still somewhat shallow. Systems that are both very broad and very deep are beyond the current state of the art. == Components and architecture == Regardless of the approach used, most NLU systems share some common components. The system needs a lexicon of the language and a parser and grammar rules to break sentences into an internal representation. The construction of a rich lexicon with a suitable ontology requires significant effort, e.g., the Wordnet lexicon required many person-years of effort. The system also needs theory from semantics to guide the comprehension. The interpretation capabilities of a language-understanding system depend on the semantic theory it uses. Competing semantic theories of language have specific trade-offs in their suitability as the basis of computer-automated semantic interpretation. These range from naive semantics or stochastic semantic analysis to the use of pragmatics to derive meaning from context. Semantic parsers convert natural-language texts into formal meaning representations. Advanced applications of NLU also attempt to incorporate logical inference within their framework. This is generally achieved by mapping the derived meaning into a set of assertions in predicate logic, then using logical deduction to arrive at conclusions. Therefore, systems based on functional languages such as Lisp need to include a subsystem to represent logical assertions, while logic-oriented systems such as those using the language Prolog generally rely on an extension of the built-in logical representation framework. The management of context in NLU can present special challenges. A large variety of examples and counter examples have resulted in multiple approaches to the formal modeling of context, each with specific strengths and weaknesses.

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  • The Triple Revolution

    The Triple Revolution

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

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  • Integrated writing environment

    Integrated writing environment

    An integrated writing environment (IWE) is software that provides comprehensive writing and knowledge management functionality for writers and information workers. IWEs enable writers and information workers to perform a variety of tasks related to the document in the IWE in a single environment. This provides a distraction-free workspace and streamlined writing experience. IWEs provide similar efficiency and functionality benefits to writers and information professionals that integrated development environments (IDEs) provide to software developers. == Overview == IWEs are designed to maximize productivity and help improve the quality of written work by integrating together tools that allow users to work effectively in a single application. The IWE features may include integrated content search, reversion management, outlining, note management, and reference management, as may be suitable for the target field of use. == List of IWEs == Celtx This IWE is intended for screenplay writers and has screenplay writing and management tools. Celtex provides tools for the pre-production work phase, story development, storyboarding, script breakdowns, production scheduling, and reports. Scrivener This IWE targets novel, research paper, and script writing. Scrivener provides tools to organize notes and research documents for easy access and referencing. After completing the writing, Scrivener allows the user to export the document to formats supported by common word processors, such as Microsoft Word. TeXstudio This IWE targets LaTeX documents and provides interactive spelling checker, code folding, and syntax highlighting.

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  • Meesho

    Meesho

    Meesho Limited (short for Meri shop, transl. My shop) is an Indian e-commerce company, headquartered in Bengaluru. Founded by Vidit Aatrey and Sanjeev Barnwal in December 2015, Meesho is an online marketplace in categories such as fashion, home and kitchen, beauty and personal care, electronics accessories, and daily use products. == History == Meesho Private Limited, formerly Fashnear Technologies Private Limited, was established by IIT Delhi graduates Vidit Aatrey and Sanjeev Barnwal in December, 2015 In 2016, the founders came up with the idea of re-establishing the platform as Meesho, one that would enable country-wide shipping for resellers with the use of social media sites as tools for marketing. In February 2019, the platform reported having around 209,000 users and about 1.2 million monthly orders, and in March 2020, it reported approximately 563,000 users and 3.1 million monthly orders. In 2021, the Meesho mobile application was ranked among the most downloaded shopping apps globally. In 2022, Meesho had about 120 million monthly users and about 910 million orders were made through the platform, with a gross merchandise value (GMV) of about $5 billion. According to report as of August 2023 Meesho delisted 42 lakh counterfeit listings and 10 lakh restricted products under its initiative Project Suraksha. During the same period, the platform blocked access for over 12,000 user accounts flagged for policy violations. The Court granted injunctive relief by directing domain registrars to suspend the infringing websites. Additionally, the Court ordered law enforcement authorities to initiate criminal investigations, freeze associated financial accounts against the identified offenders. In 2023, Meesho became the fastest shopping app to cross over 500 million downloads. In 2024, Meesho introduced Valmo, a logistics marketplace, to provide shipment services to sellers by aggregating multiple logistics providers. Meesho employs over 3,000 small businesses and 10-12 large firms for warehousing and sorting operations within its logistics framework. According to media reports, Valmo operating in approximately 15,000 pincodes in India with around 6,000 partners. It is reported to handle over 50% of Meesho's daily orders. In November 2024, Meesho introduced a generative AI-powered voice bot for customer support, managing approximately 60,000 calls daily in English and Hindi. According to media reports, the system resolves the majority of queries without human assistance, with only a small fraction of calls requiring manual intervention. According to media reports, in 2024, Meesho prevented over 22 million suspicious or potentially fraudulent transactions on its platform. The company initiated legal proceedings, resulting in the filing of twelve cases, including nine specifically targeting over forty individuals in the cities of Kolkata and Ranchi. The company filed a suit in the Delhi High Court for a permanent injunction against parties operating deceptive websites misappropriating its brand identity. Meesha went public through an initial public offering in December 2025, raising $603 million. It is listed on both the BSE and NSE. == Recognition == In 2023, Meesho was named one of the most influential companies of the year by Time (magazine).

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  • Huroof

    Huroof

    Huroof (Arabic: حروف, lit. 'letters') is an Android kids application produced by the Islamic State, specifically the Islamic States' Al-Himmah Library, which is targeted towards kids in order to teach kids the Arabic alphabet, and to also get kids to support the Islamic State and its practices. == Application == Huroof uses child-like appearances on the main menu, and throughout multiple of Huroof's in-game games for learning the alphabet, a lot of the games reference jihadist concepts, including imagery of weapons (such as missile, tank, cannon, sword,...), 'violent' images, as well as Islamic State imagery, including the flag of the Islamic State, Huroof uses nasheeds from Ajnad Media Foundation for audio production in the app. Reportedly, Huroof was released via Telegram channels of the Islamic State, as well as other file sharing websites. It is not the first moblie app released by Islamic State, but it is the first time they released a moblie application targeting children. === Nasheed game === In the Huroof app, there's a game where you listen to a radio, with the Al-Bayan logo on it, and learn the Arabic alphabet while the nasheed plays. === Writing game === In Huroof, there's a game where you can write out letters of the Arabic alphabet, as well as numbers while a small child tells you what they are. === Letter choosing game === In the app, there's a game they shows you images, and you choose which letter that image/item starts with.

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  • List of monochrome and RGB color formats

    List of monochrome and RGB color formats

    This list of monochrome and RGB palettes includes generic repertoires of colors (color palettes) to produce black-and-white and RGB color pictures by a computer's display hardware. RGB is the most common method to produce colors for displays; so these complete RGB color repertoires have every possible combination of R-G-B triplets within any given maximum number of levels per component. Each palette is represented by a series of color patches. When the number of colors is low, a 1-pixel-size version of the palette appears below it, for easily comparing relative palette sizes. Huge palettes are given directly in one-color-per-pixel color patches. For each unique palette, an image color test chart and sample image (truecolor original follows) rendered with that palette (without dithering) are given. The test chart shows the full 256 levels of the red, green, and blue (RGB) primary colors and cyan, magenta, and yellow complementary colors, along with a full 256-level grayscale. Gradients of RGB intermediate colors (orange, lime green, sea green, sky blue, violet, and fuchsia), and a full hue spectrum are also present. Color charts are not gamma corrected. These elements illustrate the color depth and distribution of the colors of any given palette, and the sample image indicates how the color selection of such palettes could represent real-life images. These images are not necessarily representative of how the image would be displayed on the original graphics hardware, as the hardware may have additional limitations regarding the maximum display resolution, pixel aspect ratio and color placement. Implementation of these formats is specific to each machine. Therefore, the number of colors that can be simultaneously displayed in a given text or graphic mode might be different. Also, the actual displayed colors are subject to the output format used - PAL or NTSC, composite or component video, etc. - and might be slightly different. For simulated images and specific hardware and alternate methods to produce colors other than RGB (ex: composite), see the List of 8-bit computer hardware palettes, the List of 16-bit computer hardware palettes and the List of video game console palettes. For various software arrangements and sorts of colors, including other possible full RGB arrangements within 8-bit color depth displays, see the List of software palettes. == Monochrome palettes == These palettes only have some shades of gray, from black to white (considered the darkest and lightest "grays", respectively). The general rule is that those palettes have 2n different shades of gray, where n is the number of bits needed to represent a single pixel. === Monochrome (1-bit grayscale) === Monochrome graphics displays typically have a black background with a white or light gray image, though green and amber monochrome monitors were also common. Such a palette requires only one bit per pixel. Where photo-realism was desired, these early computer systems had a heavy reliance on dithering to make up for the limits of the technology. In some systems, as Hercules and CGA graphic cards for the IBM PC, a bit value of 1 represents white pixels (light on) and a value of 0 the black ones (light off); others, like the Playdate and Atari ST and Apple Macintosh with monochrome monitors, a bit value of 0 means a white pixel (no ink) and a value of 1 means a black pixel (dot of ink), which it approximates to the printing logic. === 2-bit Grayscale === In a 2-bit color palette each pixel's value is represented by 2 bits resulting in a 4-value palette (22 = 4). 2-bit dithering: It has black, white and two intermediate levels of gray as follows: A monochrome 2-bit palette is used on: The Monochrome Display Adapter for the IBM PC NeXT Computer, NeXTcube and NeXTstation monochrome graphic displays. Original Game Boy system portable video game console. Macintosh PowerBook 150 monochrome LC displays. Amiga with A2024 monochrome monitor in high-resolution mode. The original Amazon Kindle The original WonderSwan The Tiger Electronics Game.com portable video game console The original Neo Geo Pocket. === 4-bit Grayscale === In a 4-bit color palette each pixel's value is represented by 4 bits resulting in a 16-value palette (24 = 16): 4-bit grayscale dithering does a fairly good job of reducing visible banding of the level changes: A monochrome 4-bit palette is used on: MOS Technology VDC (on the Commodore 128 with monochrome monitor) Amstrad CPC series with a GT64/GT65 Green Monitor (16 unique green shades) Amstrad CPC Plus series with the MM12 Monochrome monitor (16 shades of grey) Some Apple PowerBooks equipped with monochrome displays like the PowerBook 5300 The original VideoNow === 8-bit Grayscale === In an 8-bit color palette each pixel's value is represented by 8 bits resulting in a 256-value palette (28 = 256). This is usually the maximum number of grays in ordinary monochrome systems; each image pixel occupies a single memory byte. Most scanners can capture images in 8-bit grayscale, and image file formats like TIFF and JPEG natively support this monochrome palette size. Alpha channels employed for video overlay also use (conceptually) this palette. The gray level indicates the opacity of the blended image pixel over the background image pixel. == Dichrome palettes == === 16-bit RG palette === The RG or red–green color space is a color space that uses only two primary colors: red and green. It was used on early color processes for films. It was used as an additive format, similar to the RGB color model but without a blue channel, on processes such as Kinemacolor, Prizma, Technicolor I, Raycol, etc., producing shades of black, red, green and yellow. Alternatively, it was used as a subtractive format on Brewster Color I, Kodachrome I, Prizma II, Technicolor II, etc., producing shades of transparent, red, green and black. Until recently, its primary use was in low-cost light-emitting diode displays in which red and green tended to be far more common than the still nascent blue LED technology, but full-color LEDs with blue have become more common in recent years. ColorCode 3-D, a anaglyph stereoscopic color scheme, uses the RG color space to simulate a broad spectrum of color in one eye, while the blue portion of the spectrum transmits a black-and-white (black-and-blue) image to the other eye to give depth perception. === 16-bit RB palette === === 16-bit GB palette === == Regular RGB palettes == Here are grouped those full RGB hardware palettes that have the same number of binary levels (i.e., the same number of bits) for every red, green and blue components using the full RGB color model. Thus, the total number of colors are always the number of possible levels by component, n, raised to a power of 3: n×n×n = n3. === 3-bit RGB === 3-bit RGB dithering: Systems with a 3-bit RGB palette use 1 bit for each of the red, green and blue color components. That is, each component is either "on" or "off" with no intermediate states. This results in an 8-color palette ((21)3 = 23 = 8) that has black, white, the three RGB primary colors red, green and blue and their correspondent complementary colors cyan, magenta and yellow as follows: The color indices vary between implementations; therefore, index numbers are not given. The 3-bit RGB palette is used by: Text terminals following the ECMA-48 standard (sometimes known as the "ANSI standard", although ANSI X3.128 does not define colors) World System Teletext Level 1/1.5 Videotex Oric computers BBC Micro PC-8801 (up to the MkII) PC-9801 (with original 8086 CPU, before the VM/VX models) Sharp X1 (models before the X1 Turbo Z) Sharp MZ 700 FM-7, FM New 7, FM 77 (before the FM77AV) Sinclair QL Space Invaders Part II (arcade hardware) Macintosh SE (with a color printer or external monitor) Atari 2600 (SECAM version) Color Maximite (PIC32 based microcomputer) Arcadia 2001 PV-1000 Monkey Magic (arcade hardware) VIC-20 (high-res mode) Mouse Trap (arcade hardware) Sanyo MBC-550 series Windows 1.0 (includes dithering) === 6-bit RGB === Systems with a 6-bit RGB palette use 2 bits for each of the red, green, and blue color components. This results in a (22)3 = 43 = 64-color palette as follows: 6-bit RGB systems include the following: Enhanced Graphics Adapter (EGA) for IBM PC/AT (16 colors at once) Sega Master System video game console (32 colors at once) GIME for TRS-80 Color Computer 3 (16 colors at once) Pebble Time smartwatch which has a 6-bit (64 color) e-paper display Parallax Propeller using the reference VGA circuit === 9-bit RGB === Systems with a 9-bit RGB palette use 3 bits for each of the red, green, and blue color components. This results in a (23)3 = 83 = 512-color palette as follows: 9-bit RGB systems include the following: Atari ST (Normally 4 to 16 at once without tricks) MSX2 computers (up to 16 at once) Sega Genesis video game console, (64 colors at once) Sega Nomad TurboGrafx-16 (NEC PC-Engine) ZX Spectrum Next The NEC PC-88

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  • Neural processing unit

    Neural processing unit

    A neural processing unit (NPU), also known as an AI accelerator or deep learning processor, is a class of specialized hardware accelerator or computer system designed to accelerate artificial intelligence and machine learning applications, including artificial neural networks and computer vision. == Use == Their purpose is either to efficiently execute already trained AI models (inference) or to train AI models. NPUs can be more efficient in terms of speed or power consumption. NPU applications include algorithms for robotics, Internet of things, and data-intensive or sensor-driven tasks. They are often manycore or spatial designs and focus on low-precision arithmetic, novel dataflow architectures, or in-memory computing capability. As of 2024, a widely used datacenter-grade AI integrated circuit chip, the Nvidia H100 GPU, contains tens of billions of MOSFETs. === Consumer devices === AI accelerators are used in Apple silicon, Qualcomm, Samsung, Huawei, and Google Tensor smartphone processors. Vision processing units are accelerators specialized for machine vision algorithms such as CNN (convolutional neural networks) and SIFT (scale-invariant feature transform). They are used in devices that need to keep track of objects visually such as AR headsets and drones. It is more recently (circa 2017) added to processors from Apple and (circa 2022) to processors from Intel and AMD. All models of Intel Meteor Lake processors have a built-in versatile processor unit (VPU) for accelerating inference for computer vision and deep learning. On consumer devices, the NPU is intended to be small, power-efficient, but reasonably fast when used to run small models. To do this they are designed to support low-bitwidth operations using data types such as INT4, INT8, FP8, and FP16. A common metric is trillions of operations per second (TOPS). Although TOPS does not explicitly specify the kind of operations, it is typically INT8 additions and multiplications. === Datacenters === Accelerators are used in cloud computing servers: e.g., tensor processing units (TPU) for Google Cloud Platform, and Trainium and Inferentia chips for Amazon Web Services. Many vendor-specific terms exist for devices in this category, and it is an emerging technology without a dominant design. Since the late 2010s, graphics processing units designed by companies such as Nvidia and AMD often include AI-specific hardware in the form of dedicated functional units for low-precision matrix-multiplication operations. These GPUs are commonly used as AI accelerators, both for training and inference. === Scientific computation === Although NPUs are tailored for low-precision (e.g., FP16, INT8) matrix multiplication operations, they can be used to emulate higher-precision matrix multiplications in scientific computing. As modern GPUs place much focus on making the NPU part fast, using emulated FP64 (Ozaki scheme) on NPUs can potentially outperform native FP64. This has been demonstrated using FP16-emulated FP64 on NVIDIA TITAN RTX and using INT8-emulated FP64 on NVIDIA consumer GPUs and the A100 GPU. Consumer GPUs especially benefited as they have limited FP64 hardware capacity, showing a 6× speedup. Since CUDA Toolkit 13.0 Update 2, cuBLAS automatically uses INT8-emulated FP64 matrix multiplication of the equivalent precision if it is faster than native. This is in addition to the FP16-emulated FP32 feature introduced in version 12.9. == Programming == An operating system or a higher-level library may provide application programming interfaces such as TensorFlow with LiteRT Next (Android), CoreML (iOS, macOS) or DirectML (Windows). Formats such as ONNX are used to represent trained neural networks. Consumer CPU-integrated NPUs are accessible through vendor-specific APIs. AMD (Ryzen AI), Intel (OpenVINO), Apple silicon (CoreML), and Qualcomm (SNPE) each have their own APIs, which can be built upon by a higher-level library. GPUs generally use existing GPGPU pipelines such as CUDA and OpenCL adapted for lower precisions and specialized matrix-multiplication operations. Vulkan is also being used. Custom-built systems such as the Google TPU use private interfaces. There are a large number of separate underlying acceleration APIs and compilers/runtimes in use in the AI field, causing a great increase in software development effort due to the many combinations involved. As of 2025, the open standard organization Khronos Group is pursuing standardization of AI-related interfaces to reduce the amount of work needed. Khronos is working on three separate fronts: expansion of data types and intrinsic operations in OpenCL and Vulkan, inclusion of compute graphs in SPIR-V, and a NNEF/SkriptND file format for describing a neural network.

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  • Ericom Connect

    Ericom Connect

    Ericom Connect is a remote access/application publishing solution produced by Ericom Software that provides secure, centrally managed access to physical or hosted desktops and applications running on Microsoft Windows and Linux systems. == Product overview == Ericom Connect is desktop virtualization and application virtualization software that allows users to run applications remotely, without installing them on the local computer or device. The software is noted for its scalability, ease of deployment, and compatibility with any type of infrastructure, cloud or physical. Ericom Connect uses AccessPad (native client for desktops), AccessToGo (native client for mobile), or AccessNow, one of the first HTML5 RDP solutions to support clientless access to Windows desktops and applications from any device with an HTML5-compatible browser, including Macintosh computers, mobile devices, and Google Chromebooks. Other notable features include performance monitoring, built-in real-time analytics & BI, support for two-factor authentication (using RSA SecurID), multi-tenancy and multi-datacenter support via a single unified web interface, and a “Launch Simulation” feature that allows users to visualize and simulate actual step-by-step user processes directly from within the administration console. In addition to scalability, by distributing configurations, logs, etc., across multiple servers there is no single point of failure, as can be the case if all configuration information is stored on one server. == History == Ericom Connect was introduced in 2015. Ericom Connect is a successor to Ericom PowerTerm Web Connect. PowerTerm Web Connect used an architecture similar to what was then current with Citrix and VMWare, relying on a centralized SQL server, a connection broker, image management for different hypervisors, and a variety of clients. Ericom Connect uses a new grid architecture that provides more scalability, reliability, and flexibility than before.

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  • ChromaDB

    ChromaDB

    Chroma or ChromaDB is open-source data infrastructure tailored to applications with large language models. Its headquarters are in San Francisco. In April 2023, it raised 18 million US dollars as seed funding. ChromaDB has been used in academic studies on artificial intelligence, particularly as part of the tech stack for retrieval-augmented generation.

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  • Glyph (data visualization)

    Glyph (data visualization)

    In the context of data visualization, a glyph is any marker, such as an arrow or similar marking, used to specify part of a visualization. This is a representation to visualize data where the data set is presented as a collection of visual objects. These visual objects are collectively called a glyph. It helps visualizing data relation in data analysis, statistics, etc. by using any custom notation. In the context of data visualization, a glyph is the visual representation of a piece of data where the attributes of a graphical entity are dictated by one or more attributes of a data record. == Constructing glyphs == Glyph construction can be a complex process when there are many dimensions to be represented in the visualization. Maguire et al proposed a taxonomy based approach to glyph-design that uses a tree to guide the visual encodings used to representation various data items. Duffy et al created perhaps one of the most complex glyph representations with their representation of sperm movement.

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  • Question answering

    Question answering

    Question answering (QA) is a computer science discipline within the fields of information retrieval and natural language processing (NLP) that is concerned with building systems that automatically answer questions that are posed by humans in a natural language. A question-answering implementation, usually a computer program, may construct its answers by querying a structured database of knowledge or information, usually a knowledge base. More commonly, question-answering systems can pull answers from an unstructured collection of natural language documents. Some examples of natural language document collections used for question answering systems include reference texts, compiled newswire reports, Wikipedia pages and other World Wide Web pages. == History == Two early question answering systems were BASEBALL and LUNAR. BASEBALL answered questions about Major League Baseball over a period of one year. LUNAR answered questions about the geological analysis of rocks returned by the Apollo Moon missions. Both question answering systems were very effective in their chosen domains. LUNAR was demonstrated at a lunar science convention in 1971 and it was able to answer 90% of the questions in its domain that were posed by people untrained on the system. Further restricted-domain question answering systems were developed in the following years. The common feature of all these systems is that they had a core database or knowledge system that was hand-written by experts of the chosen domain. The language abilities of BASEBALL and LUNAR used techniques similar to ELIZA and DOCTOR, the first chatterbot programs. SHRDLU was a successful question-answering program developed by Terry Winograd in the late 1960s and early 1970s. It simulated the operation of a robot in a toy world (the "blocks world"), and it offered the possibility of asking the robot questions about the state of the world. The strength of this system was the choice of a very specific domain and a very simple world with rules of physics that were easy to encode in a computer program. In the 1970s, knowledge bases were developed that targeted narrower domains of knowledge. The question answering systems developed to interface with these expert systems produced more repeatable and valid responses to questions within an area of knowledge. These expert systems closely resembled modern question answering systems except in their internal architecture. Expert systems rely heavily on expert-constructed and organized knowledge bases, whereas many modern question answering systems rely on statistical processing of a large, unstructured, natural language text corpus. The 1970s and 1980s saw the development of comprehensive theories in computational linguistics, which led to the development of ambitious projects in text comprehension and question answering. One example was the Unix Consultant (UC), developed by Robert Wilensky at U.C. Berkeley in the late 1980s. The system answered questions pertaining to the Unix operating system. It had a comprehensive, hand-crafted knowledge base of its domain, and it aimed at phrasing the answer to accommodate various types of users. Another project was LILOG, a text-understanding system that operated on the domain of tourism information in a German city. The systems developed in the UC and LILOG projects never went past the stage of simple demonstrations, but they helped the development of theories on computational linguistics and reasoning. Specialized natural-language question answering systems have been developed, such as EAGLi for health and life scientists. Question answering systems have been extended in recent years to encompass additional domains of knowledge For example, systems have been developed to automatically answer temporal and geospatial questions, questions of definition and terminology, biographical questions, multilingual questions, and questions about the content of audio, images, and video. Current question answering research topics include: interactivity—clarification of questions or answers answer reuse or caching semantic parsing answer presentation knowledge representation and semantic entailment social media analysis with question answering systems sentiment analysis utilization of thematic roles Image captioning for visual question answering Embodied question answering In 2011, Watson, a question answering computer system developed by IBM, competed in two exhibition matches of Jeopardy! against Brad Rutter and Ken Jennings, winning by a significant margin. Facebook Research made their DrQA system available under an open source license. This system uses Wikipedia as knowledge source. The open source framework Haystack by deepset combines open-domain question answering with generative question answering and supports the domain adaptation of the underlying language models for industry use cases. Large Language Models (LLMs)[36] like GPT-4[37], Gemini[38] are examples of successful QA systems that are enabling more sophisticated understanding and generation of text. When coupled with Multimodal[39] QA Systems, which can process and understand information from various modalities like text, images, and audio, LLMs significantly improve the capabilities of QA systems. == Types == Question-answering research attempts to develop ways of answering a wide range of question types, including fact, list, definition, how, why, hypothetical, semantically constrained, and cross-lingual questions. Answering questions related to an article in order to evaluate reading comprehension is one of the simpler form of question answering, since a given article is relatively short compared to the domains of other types of question-answering problems. An example of such a question is "What did Albert Einstein win the Nobel Prize for?" after an article about this subject is given to the system. Closed-book question answering is when a system has memorized some facts during training and can answer questions without explicitly being given a context. This is similar to humans taking closed-book exams. Closed-domain question answering deals with questions under a specific domain (for example, medicine or automotive maintenance) and can exploit domain-specific knowledge frequently formalized in ontologies. Alternatively, "closed-domain" might refer to a situation where only a limited type of questions are accepted, such as questions asking for descriptive rather than procedural information. Question answering systems in the context of machine reading applications have also been constructed in the medical domain, for instance related to Alzheimer's disease. Open-domain question answering deals with questions about nearly anything and can only rely on general ontologies and world knowledge. Systems designed for open-domain question answering usually have much more data available from which to extract the answer. An example of an open-domain question is "What did Albert Einstein win the Nobel Prize for?" while no article about this subject is given to the system. Another way to categorize question-answering systems is by the technical approach used. There are a number of different types of QA systems, including: rule-based systems, statistical systems, and hybrid systems. Rule-based systems use a set of rules to determine the correct answer to a question. Statistical systems use statistical methods to find the most likely answer to a question. Hybrid systems use a combination of rule-based and statistical methods. == Architecture == As of 2001, question-answering systems typically included a question classifier module that determined the type of question and the type of answer. Different types of question-answering systems employ different architectures. For example, modern open-domain question answering systems may use a retriever-reader architecture. The retriever is aimed at retrieving relevant documents related to a given question, while the reader is used to infer the answer from the retrieved documents. Systems such as GPT-3, T5, and BART use an end-to-end architecture in which a transformer-based architecture stores large-scale textual data in the underlying parameters. Such models can answer questions without accessing any external knowledge sources. == Methods == Question answering is dependent on a good search corpus; without documents containing the answer, there is little any question answering system can do. Larger collections generally mean better question answering performance, unless the question domain is orthogonal to the collection. Data redundancy in massive collections, such as the web, means that nuggets of information are likely to be phrased in many different ways in differing contexts and documents, leading to two benefits: If the right information appears in many forms, the question answering system needs to perform fewer complex NLP techniques to understand the text. Correct answers can be filtered from false positives because the syst

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  • Talking Angela

    Talking Angela

    Talking Angela is a mobile game (formerly a chatbot), developed by Slovenian studio Outfit7 as part of the Talking Tom & Friends series. It was released on 13 November 2012 and December 2012 for iPhone, iPod and iPad, January 2013 for Android, and January 2014 for Google Play. The game's successor, the My Talking Angela game, was released in December 2014. The game takes place in a café in Paris and allows players to interact with Angela, an anthropomorphic white cat in different ways. Players can use coins to purchase makeup, accessories and items, as well as drinks that will trigger different visual effects. The fortune cookie button causes Angela to read out a fortune cookie, while the bird icon will prompt birds to fly around the screen, or have Angela feed them. Players can also pet or poke Angela, as well the café's sign. Prior to their removal, the game featured a chat system and a camera button. Users can engage in conversations with Angela, ask for quizzes or initiate a short snippet of the song "That's Falling In Love". If the player was to type in "Who is an idiot?", Angela would respond with a random swear word. Additionally, inquiring Angela about sexual topics would cause her to reply with "Do you want to talk about sex?", though she will quickly change the topic regardless of what the player writes next. A hoax claiming that Angela's eyes were hidden cameras that enabled hackers or paedophiles to watch children was spread. Despite the claims, Snopes and The Guardian found no evidence. Due to the hoax, Angela received a blue dress, as well as an altered eye asset with a different reflection, and later the chat and camera functions were removed altogether. == Hoaxes == In February 2014, Talking Angela was the subject of an Internet hoax alleging that the application was a front for child predators to exploit children. The rumor, which was widely circulated on Facebook and various websites claiming to be dedicated to parenting, claims that a sinister sexual predator or hacker, asked children for private personal information using the game's text-chat feature. Other versions of the rumour even attributed the disappearance of a child to the game; one news report claimed that a seven year old boy disappeared after downloading the app. Another variation included that it was run by a paedophile ring, citing a man that could be seen in Angela's eyes. The app's developers, Outfit7, later gave a statement refuting the hoaxes. The hoax was eventually debunked by Snopes, a fact-checking website. The site's owners, Barbara and David Mikkelson, reported that they had tried to "prompt" it to give responses asking for private information, but were unsuccessful, even when asking it explicitly sexual questions. While it is true that, in the game with child mode off, Angela does ask for the user's name, age and personal preferences to determine conversation topics, Outfit7 has said that this information is all "anonymized" and all personal information is removed from it. It is also impossible for a person to take control of what Angela says in the game, since the game is based on chatbot software. When the mode was turned on, the chat feature was disabled, meaning no personal questions could be asked. In 2015, the hoax was revived on Facebook, which prompted online security company Sophos and The Guardian to debunk it again. Sophos employee Paul Ducklin wrote that the message being posted on Facebook promoting the hoax was "close to 600 rambling, repetitious words, despite claiming at the start that it didn't have words to describe the situation. It's ill-written, and borders on being illiterate and incomprehensible." Bruce Wilcox, one of the game's programmers, attributed the hoax's popularity to the fact that the chatbot program in Talking Angela aimed to sound realistic. Concern was raised that the game's child mode may have been too easy for children to turn off. It allowed them to purchase "coins", premium currency in the game, via iTunes, and enabled the chat feature. While not "connecting your children to paedophiles", this still raised concerns according to The Guardian. === Impact === The scare significantly boosted the game's popularity, and was credited with helping the app enter the top 10 free iPhone apps soon after the hoax became widely known in February 2015,In the truth the reason there is a man in Angela’s eyes is because of pareidoila, the ability to see through diamonds and other minerals and water bodies and shiny objects,which is the reason why players notice a man in her eyes,The truth is that being Angela’s eyes simply serve as a reflective surface,Because of the low quality of this reflection the reflection was mistaken for a humanoid figure. oref>Smith, Josh (19 February 2014). "Talking Angela App Scare Skyrockets App to Top of Charts". GottaBeMobile.com. Archived from the original on 2 April 2016. Retrieved 10 May 2014. and third most popular for all iPhone apps at the start of the following month. In 2016, Outfit7 removed the chat feature along with the camera function from the app due to this controversy, though this decision was met with criticism.

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