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  • Sparrow (chatbot)

    Sparrow (chatbot)

    Sparrow is a chatbot developed by the artificial intelligence research lab DeepMind, a subsidiary of Alphabet Inc. It is designed to answer users' questions correctly, while reducing the risk of unsafe and inappropriate answers. One motivation behind Sparrow is to address the problem of language models producing incorrect, biased or potentially harmful outputs. Sparrow is trained using human judgements, in order to be more “Helpful, Correct and Harmless” compared to baseline pre-trained language models. The development of Sparrow involved asking paid study participants to interact with Sparrow, and collecting their preferences to train a model of how useful an answer is. To improve accuracy and help avoid the problem of hallucinating incorrect answers, Sparrow has the ability to search the Internet using Google Search in order to find and cite evidence for any factual claims it makes. To make the model safer, its behaviour is constrained by a set of rules, for example "don't make threatening statements" and "don't make hateful or insulting comments", as well as rules about possibly harmful advice, and not claiming to be a person. During development study participants were asked to converse with the system and try to trick it into breaking these rules. A 'rule model' was trained on judgements from these participants, which was used for further training. Sparrow was introduced in a paper in September 2022, titled "Improving alignment of dialogue agents via targeted human judgements"; however, the bot was not released publicly. DeepMind CEO Demis Hassabis said DeepMind is considering releasing Sparrow for a "private beta" some time in 2023. == Training == Sparrow is a deep neural network based on the transformer machine learning model architecture. It is fine-tuned from DeepMind's Chinchilla AI pre-trained large language model (LLM), which has 70 Billion parameters. Sparrow is trained using reinforcement learning from human feedback (RLHF), although some supervised fine-tuning techniques are also used. The RLHF training utilizes two reward models to capture human judgements: a “preference model” that predicts what a human study participant would prefer and a “rule model” that predicts if the model has broken one of the rules. == Limitations == Sparrow's training data corpus is mainly in English, meaning it performs worse in other languages. When adversarially probed by study participants it breaks the rules 8% of the time; however, this is still three times lower than the baseline prompted pre-trained model (Chinchilla).

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  • Web content development

    Web content development

    Web content development is the process of researching, writing, gathering, organizing, and editing information for publication on websites. Website content may consist of prose, graphics, pictures, recordings, movies, or other digital assets that could be distributed by a hypertext transfer protocol server, and viewed by a web browser. == Web developers and content developers == When the World Wide Web began, web developers either developed online content themselves, or modified existing documents and coded them into hypertext markup language (HTML). In time, the field of website development came to encompass many technologies, so it became difficult for website developers to maintain so many different skills. Content developers are specialized website developers who have content generation skills such as graphic design, multimedia development, professional writing, and documentation. They can integrate content into new or existing websites without using information technology skills such as script language programming and database programming. Content developers or technical content developers can also be technical writers who produce technical documentation that helps people understand and use a product or service. This documentation includes online help, manuals, white papers, design specifications, developer guides, deployment guides, release notes, etc. == Search engine optimization == Content developers may also be search engine optimization specialists, or internet marketing professionals. High quality, unique content is what search engines are looking for. Content development specialists, therefore, have a very important role to play in the search engine optimization process. One issue currently plaguing the world of web content development is keyword-stuffed content which are prepared solely for the purpose of manipulating search engine rankings. The effect is that content is written to appeal to search engine (algorithms) rather than human readers. Search engine optimization specialists commonly submit content to article directories to build their website's authority on any given topic. Most article directories allow visitors to republish submitted content with the agreement that all links are maintained. This has become a method of search engine optimization for many websites today. If written according to SEO copywriting rules, the submitted content will bring benefits to the publisher (free SEO-friendly content for a webpage) as well as to the author (a hyperlink pointing to his/her website, placed on an SEO-friendly webpage). == New content types == Web content is no longer restricted to text. Search engines now index audio/visual media, including video, images, PDFs, and other elements of a web page. Website owners sometimes use content protection networks to scan for plagiarized content.

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  • Festival of International Virtual & Augmented Reality Stories

    Festival of International Virtual & Augmented Reality Stories

    Festival of International Virtual & Augmented Reality Stories (FIVARS) is a Canadian media festival for story-driven works using extended reality (XR) and immersive media, including virtual reality, augmented reality, WebXR, live VR performance, projection mapping and spatialized audio. Founded in Toronto in 2015, it has been described as Canada's first dedicated virtual and augmented reality stories festival, the first Canadian festival of its kind, and Canada's original festival dedicated to immersive storytelling. FIVARS has described itself as "the original and longest-running festival wholly dedicated to Virtual and Augmented Reality Stories", while third-party XR coverage has called it one of the longest-running events dedicated to immersive content. FIVARS is produced by Constant Change Media Group, Inc., with its partner event VRTO. == History == FIVARS began in 2015, with preview screenings at the Camp Wavelength music festival on Toronto Island and an inaugural festival held in Toronto in September 2015. Contemporary coverage described the first edition as a virtual reality film festival held at UG3 Live in Toronto. The festival continued with a second edition in 2016. L'Express described the 2016 festival as presenting Canadian and international interactive works in virtual and augmented reality narrative forms. FIVARS's 2016 festival was also listed in a York University Future Cinema course page as a public event students could attend. In 2017, the third annual FIVARS festival was held at the House of VR in Toronto. In 2018, the festival was held at the Matador Ballroom, which NOW Magazine reported was reopening for FIVARS from September 14 to 16. The festival's own history states that the 2018 edition included 36 works from 12 countries and that Stephanie Greenall took over as co-producer that year. In 2019, FIVARS moved to the Toronto Media Arts Centre for its fifth anniversary and listed official selections in passive and interactive immersive-experience categories. The festival also held talks and panels at the Toronto Media Arts Centre. During the COVID-19 pandemic, FIVARS moved part of its programming online. In 2020, Voices of VR reported that Malicki-Sanchez and WebXR developer James Baicoianu used JanusXR code to create a platform for presenting 360-degree video through the web. The festival's history states that its 2020 online festival included 39 selections from 16 countries and was produced by Malicki-Sanchez and Greenall. In 2021, FIVARS introduced a dual-event structure with FIVARS in FEB and FIVARS in FALL. The fall 2021 edition used a hybrid format, with an in-person component in West Hollywood from October 15 to 17 and an online WebXR component from October 22 to November 2. In 2022, FIVARS held hybrid programming with pop-up viewing locations in Los Angeles and Toronto. The fall 2022 edition was listed by blogTO as the festival's tenth edition, with an in-person component at Stackt - an outdoor arts park built from shipping containers in Toronto and online programming. The 2023 festival was presented as a hybrid exhibition of 65 immersive stories, with an in-person Toronto component and an online component. The FIVARS Online Festival was later listed among the Innovator of the Year nominees for the 2024 Poly Awards. FIVARS stated that the nominees for that recognition were producer and designer Keram Malicki-Sanchez and developer James Baicoianu. The 2024 edition was listed as FIVARS 2024 (Toronto + Online), with an in-person Toronto event from October 3 to 8 and an online component beginning October 10. The festival also published a 2024 official selections list covering virtual reality, augmented reality, spherical video, spatial web and related immersive formats. In 2025, FIVARS and VRTO were held together at OCAD University. The 2026 edition is scheduled for June 15 to 19, 2026, at OCAD University in Toronto, with OCAD University as presenting sponsor and first-time venue host. FIVARS has featured official selections from more than forty countries across six continents. == Organization == FIVARS was founded in 2015 by Keram Malicki-Sánchez. Joseph Ellsworth was the festival's original technical director and helped operate FIVARS during its early years. Malicki-Sánchez remains executive director and festival director. Jessy Blaze joined Malicki-Sánchez as co-producer in 2016 and served until Stephanie Greenall took over the role in 2018. Greenall served as co-producer and associate producer from 2018 to 2022. Aimee Reynolds took over from Greenall in 2022 and has served as associate producer of FIVARS and VRTO since 2022. == Immersive Media Awards == FIVARS presents People's Choice awards for interactive works and immersive video or passive immersive works. Juried award categories have included the Grand Jury Prize, Impact Award, Technical Achievement, Excellence in Experience Design, Excellence in Visual Design, Excellence in Sound Design, and Outstanding Performance. === 2015 === On Monday, September 21, the festival announced People's Choice awards for two categories at the Cadillac Lounge, a music venue and restaurant in Toronto. People's Choice Best Interactive Experience: Apollo 11 Best Immersive Video: SONAR === 2016 === People's Choice Best Interactive Experience: Pearl (Patrick Osborne) Best Immersive Video: Help (Justin Lin) Juried Grand Jury Award: Real (Connor Hair and Alex Meader) === 2017 === People's Choice Best Interactive: Alteration Best Immersive (Passive): Guardian of the Guge Kingdom Juried Impact Award: Priya's Shakti / Priya's Mirror (Dan Goldman) Grand Jury Prize: Manifest 99 === 2018 === People's Choice Best Interactive: Museum of Symmetry (Paloma Dawkins) Best Immersive (Passive): Going Home (David Beier) Juried Impact Award: The Hidden (Annie Lukowski, BJ Schwartz) Grand Jury Prize: Battlescar (Nico Casavecchia, Martin Allais) === 2019 === People's Choice Best Interactive: After Dan Graham (David Han/Friend Generator) Best Immersive (Passive): 2nd Step (Joerg Courtial) Juried Technical Achievement: tx-reverse Excellence in Experience Design: Battlescar (Nico Casavecchia, Martin Allais) Excellence in Sound Design: Unheard (Zhechuan Zhang) Excellence in Visual Design: Ex Anima (Pierre Zandrowicz) Impact Award: State Power (Jeff Stanzler) Grand Jury Prize: The Industry (Mirka Duijn) === 2020 === People's Choice Best Interactive: Gravity VR (Fabito Rychter, Amir Admoni) Best Immersive (Passive): Warsaw Rising (Tomasz Dobosz) Juried Technical Achievement: The Cosmic Laughter of Cucci Binaca (Jonathan Sims) Excellence in Experience Design: Sleeping Eyes (Sojung Bahng, Sungeun Lee) Excellence in Sound Design: Symphony of Noise VR (Michaela Pnacekova) Excellence in Visual Design: Hominidae (Brian Andrews) Impact Award: Indirect Actions (Maranatha Hay) Grand Jury Prize: Minimum Mass (Raqi Syed, Areito Echevarria) === 2021 === FIVARS in FEB – People's Choice Best Interactive: CLAWS (created by Evan Neiden; directed by John Ertman) Best Immersive (Passive): Inside COVID 19 (Gary Yost, Adam Loften) FIVARS in FALL – People's Choice Best Interactive: Samsara (director: Hsin-Chien Huang) Best Immersive (Passive): The Invasion of Normandy Omaha Beach (director: Uli Futschik) Juried Technical Achievement: Dark Threads (director: Jonathon Corbiere) Excellence in Experience Design: Andy's World (director: Liquan Liu) Excellence in Sound Design: Symphony (director: Igor Cortadellas) Excellence in Visual Design: Mind VR Exploration (director: Deng Zuyun) Outstanding Performance: Lori Kovachevich, Lena's Journey (director: Wes Evans) Impact Award: Om Devi: Sheroes Revolution (director: Claudio Casale) Grand Jury Prize: Montegelato (director: Davide Rapp) === 2022 === FIVARS in FEB – People's Choice Best Interactive: Severance Theory: Welcome to Respite (Lyndsie Scoggin, United States) Best Immersive (Passive): Beescapes (Alan Nguyen, Australia) FIVARS in FALL – People's Choice Best Interactive: Namuanki (Kevin Mack, United States) Best Immersive (Passive): Reimagined Vol. 1: Nyssa (Julie Cavaliere, United States) Juried (Whole Year) Technical Achievement: Namuanki (Kevin Mack, United States) Excellence in Experience Design: Unframed: Hand Puppets, Paul Klee (Martin Charrière, Switzerland) Excellence in Visual Design: The Last Dance (Toshiaki Hanzaki, Japan) Excellence in Sound Design: Kingdom of Plants with David Attenborough (Iona McEwan, UK and USA) Outstanding Performance: Ari Tarr, OffRail (Ari Tarr, United States) Impact Award: Tearless (Gina Kim, South Korea) Grand Jury Prize: Klaxon. My dear sweet Friend (Nikita Shokhov, United States) === 2023 === People's Choice Best Interactive: PULSAR Best Immersive (Passive): Behind the Dish Juried Technical Achievement: VFC Excellence in Experience Design: Broken Spectre Excellence in Visual Design: Night Creatures Excellence in Sound Design: VFC Outstanding Performance: Origins Impact Award: LOU Grand Jury Prize: Stay Alive, My Son === 2024 ==

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  • Digital heritage

    Digital heritage

    The Charter on the Preservation of Digital Heritage of UNESCO defines digital heritage as embracing "cultural, educational, scientific and administrative resources, as well as technical, legal, medical and other kinds of information created digitally, or converted into digital form from existing analogue resources". Digital heritage also includes the use of digital media in the service of understanding and preserving cultural or natural heritage. The digitization of both cultural heritage and Natural heritage serves to enable the permanent access of current and future generations to culturally important objects ranging from literature and paintings to flora, fauna, or habitats. It is also used in the preservation and access of objects with enduring or significant historical, scientific, or cultural value including buildings, archeological sites, and natural phenomena. The main idea is the transformation of a material object into a virtual copy. It should not be confused with digital humanities, which uses digitizing technology to specifically help with research. There have been several debates concerning the efficiency of the process of digitizing heritage. Some of the drawbacks refer to the deterioration and technological obsolescence due to the lack of funding for archival materials and underdeveloped policies that would regulate such a process. Another main social debate has taken place around the restricted accessibility due to the digital divide that exists around the world. Nevertheless, new technologies enable easy, instant and cross boarder access to the digitized work. Many of these technologies include spatial and surveying technology to gain aerial or 3D images. Digital heritage is also used to monitor cultural heritage sites over years to help with preservation, maintenance, and sustainable tourism. It aims to observe any changes, diseases, or deterioration that may occur on objects. == Cultural and natural heritage == Digital Heritage that is not born-digital can be divided into two separate groups—digital cultural heritage and digital natural heritage. Digital cultural heritage is the maintenance or preservation of cultural objects through digitization. These are objects, in some cases entire cities, that are considered of cultural importance. These objects are sometimes able to be digitized or physically represented in minute detail. Digital cultural heritage also includes intangible heritage. These are things such as "oral traditions, customs, value systems, skills, traditional dances, diets, performances" and other unique features of a culture. Intangible heritage is particularly vulnerable to destruction due to urbanization. There are several projects and programs which concentrate on digital cultural heritage. One such project is Mapping Gothic France, which aims to document and preserve cathedrals across France using images, VR tours, laser scans, and panoramas. This allows for scientific and historical study and preservation of the cathedrals and also provides detailed access to the sites for anyone in the world. The aim of projects like these is to help with the preservation and restoration of cultural objects. After the fire at Notre-Dame de Paris in 2019, digital scans are a major component in the ongoing restoration. Digital natural heritage pertains to objects of natural heritage that are considered of cultural, scientific, or aesthetic importance. Digital heritage in this instance is used not only to grant access to these objects, but to monitor any changes over time, such as with plant or animal habitats. Geographic information systems are a form of technology that is used primarily in the study of natural heritage. Western Australia has one such digital heritage project where they have created a digital repository of native plants important to both the region and the Aboriginal people. This is in order to protect and preserve the important biological heritage of Western Australia. == Educational impact == The digitization of these heritage objects has impacts around the world and across many disciplines. The increase of digital items means that people, especially the youth, are able to learn about new objects and cultures online through various media. They provide viewers with a more in-depth experience with an item or place, instead of just an image. The media is also able to be curated to age- or educational-level appropriateness, making learning easier. Some of the technology used in education, especially in museums, includes mobile apps, virtual reality, social media, and video games. Cultural heritage institutions are using this technology to try to expand access, increase appreciation for these items, and to gain new viewpoints on their collections. Digital heritage also helps scientists, archeologists, or other historians and specialists collect data on these objects, providing more information on the objects and the past. Digital Heritage is still currently being studied and improved by several sectors invested in cultural and intellectual preservation. It is particularly of interest to museums, governments, and academic institutions. Research by these groups are creating new concepts, methodologies, and techniques for the implementation of digital heritage to protect this type of cultural and natural heritage. As new technologies are created, museums and other heritage institutions are provided with more ways of disseminating their information and engaging with the public. A lack of resources within certain groups may still hinder everyone from accessing digital heritage. == Technologies used == The digitization of cultural heritage is attained through several means. Some of the main technology used is spatial and surveying technology. Space archaeological technology - Observations from space satellites are non-intrusive and can be integrated with other technologies on the ground. It is used to photograph vast areas of earth and help with research. Remnants of ancient civilizations or other human objects are also able to be spotted via satellite imaging. Unmanned aerial vehicles - UAV, such as drones, are commonly used in digitization of cultural heritage objects. The Great Wall of China is one such site that has been digitized and analyzed through unmanned aerial vehicle investigation. The resulting images, 3-D scans, maps, and other data are used to evaluate and maintain the Great Wall. Laser Scanning - Laser scanning is used to scan an area and recreate spatially accurate depictions, such as a 3D model. Virtual and Augmented Reality - VR is used primarily for education but does have uses for reconstruction and research. It is used to provide users with an immersive experience, as though they are actually at the site. Geographic Information systems - GIS are used primarily to study objects and sites over time. It is also important in studying the socioeconomic status of the past. 3D Modeling - 3D modeling has become more widely used due to an increase in technology that works specifically with heritage sites. It is often used in tandem with GIS to reconstruct objects for restoration, documentation, preservation, and educational purposes. Data is collected using satellite or other aerial imaging and ground-based imaging. There is some concern about the accuracy and authenticity of these types of digital reconstructions and their effects on the sites themselves. A major barrier to digital heritage is the amount of resources it takes to undertake such projects, such as money, time, and technology. Money and the lack of qualified personnel are two that are considered the most obstructive. This is especially an issue in less developed areas or within underfunded groups such as minorities. == Virtual heritage == A particular branch of digital heritage, known as "virtual heritage", is formed by the use of information technology with the aim of recreating the experience of existing cultural heritage, as in (approximations of) virtual reality. It is hard to differentiate this branch from the core contribution of digital heritage which is storing the heritage data digitally. Parsinejad et al. developed two techniques for Digital Twinning of the architectural assets and representation of the physical assets virtually in the museum context. Two techniques are hand recording and digital recording and both have challenges in adoption and implementation of Digital Twin as a revolutionary concept. == Digital heritage stewardship == Digital heritage stewardship is a form of digital curation which is modeled after collaborative curation. Digital heritage stewardship means stepping away from typical curatorial practices (e.g. discovering, arranging, and sharing information, material, and/or content) in favor of practices which allow its stakeholders the opportunity to contribute historical, political, and social context and culture. The collaborative practice encourages the creation, engagement, and maintena

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  • Unspent transaction output

    Unspent transaction output

    In cryptocurrencies, an unspent transaction output (UTXO, often capitalized as UTxO) is a distinctive element in a subset of digital currency models. A UTXO represents a certain amount of cryptocurrency that has been authorized by a sender and is available to be spent by a recipient. The utilization of UTXOs in transaction processes is a key feature of many cryptocurrencies, but it primarily characterizes those implementing the UTXO model. UTXOs employ public key cryptography to ascertain and transfer ownership. More specifically, the recipient's public key is formatted into the UTXO, thereby limiting the capability to spend the UTXO to the account that can demonstrate ownership of the corresponding private key. A valid digital signature associated with the public key must be included for the UTXO to be spent. In the UTXO model, each unit of currency is treated as a discrete object. The history of a UTXO is documented only within the blocks where it is transferred. To ascertain the total balance of an account, one must scan each block to find the latest UTXOs linked to that account. While all nodes within a blockchain network must consent to the block history, the blocks relevant to an account's balance are unique to that account. UTXOs constitute a chain of ownership depicted as a series of digital signatures dating back to the coin's inception, regardless of whether the coin was minted via mining, staking, or another procedure determined by the cryptocurrency protocol. The UTXO model was invented for Bitcoin. Cardano uses an extended version of the UTXO model known as EUTXO. == Origins == The conceptual framework of the UTXO model can be traced back to Hal Finney's Reusable Proofs of Work proposal, which itself was based on Adam Back's 1997 Hashcash proposal. Bitcoin, released in 2009, was the first widespread implementation of the UTXO model in practice. == UTXO model vs. account Model == Cryptocurrencies that utilize the UTXO model function differently compared to those using the account model. In the UTXO model, individual units of cryptocurrency, termed as unspent transaction outputs (UTXOs), are transferred between users, analogous to the exchange of physical cash. This model impacts how transactions and ownership are recorded and verified within the blockchain network. The account model preserves a record of each account and its corresponding balance for every block added to the network. This setup enables quicker balance verification without the need to scan historical blocks, but it increases the raw size of each block (though data compression techniques can be utilized to alleviate this). However, both models necessitate the inspection of past blocks to fully authenticate the origin of coins. In the UTXO model, each object is immutable - units of coins cannot be 'edited' in the same way an account balance is modified when a transaction occurs. Rather, the balance is computed from the transaction history dating back to when the coins were first minted. This simplicity enhances security, as a UTXO either exists in its anticipated form or it does not. In contrast, the account model requires meticulous verification of the account's status during transactions, which can lead to oversights if not conducted correctly. In valid blockchain transactions, only unspent outputs (UTXOs) are permissible for funding subsequent transactions. This requirement is critical to prevent double-spending and fraud. Accordingly, inputs in a transaction are removed from the UTXO set, while outputs create new UTXOs that are added to the set. The holders of private keys, such as those with cryptocurrency wallets, can utilize these UTXOs for future transactions.

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  • Link-richness

    Link-richness

    Link-richness is the quality, possessed by some websites, of having many hyperlinks. Classified advertising sites like Craigslist tend to be very link-rich, sometimes with hundreds of links on their main page. They help users find the links they are looking for by grouping links into clusters. Inadequate link richness has been described as frustrating to readers, as it reduces transparency of site content from the main page. Students new to wiki collaboration were found to need guidance in how to take full advantage of the medium's potential for creating link-rich content. Link-richness in some contexts can be distracting, as when an article is surrounded by extraneous links. Indeed, it is becoming accepted as a best practice for universities to have link-rich home pages that do not rely on user categorisation and exploration of long sequences of links and are not constrained by traditional boundaries between departments. Tools are sometimes needed to make the publishing of link-rich web sites tractable, and many people may lack the technical skills, time, or inclination to engage in hand- crafting new digital document forms. A link-rich site that is low on content is sometimes referred to as a "gateway site." Link-rich portals were popular on the Web in 2000. Yahoo! and other sites featuring categories with many links were heavily used and often required fewer than three clicks to reach the content. Web designers were creating flat sites with content positioned close to the top of pages.

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  • Solid-state electronics

    Solid-state electronics

    Solid-state electronics are semiconductor electronics: electronic equipment that use semiconductor devices such as transistors, diodes and integrated circuits (ICs). The term is also used as an adjective for devices in which semiconductor electronics that have no moving parts replace devices with moving parts, such as the solid-state relay, in which transistor switches are used in place of a moving-arm electromechanical relay, or the solid-state drive (SSD), a type of semiconductor memory used in computers to replace hard disk drives, which store data on rotating disks. == History == The term solid-state became popular at the beginning of the semiconductor era in the 1960s to distinguish this new technology. A semiconductor device works by controlling an electric current consisting of electrons or holes moving within a solid crystalline piece of semiconducting material such as silicon, while the thermionic vacuum tubes it replaced worked by controlling a current of electrons or ions in a vacuum within a sealed tube. Although the first solid-state electronic device was the cat's whisker detector, a crude semiconductor diode invented around 1904, solid-state electronics started with the invention of the transistor in 1947. Before that, all electronic equipment used vacuum tubes, because vacuum tubes were the only electronic components that could amplify—an essential capability in all electronics. The transistor, which was invented by John Bardeen and Walter Houser Brattain while working under William Shockley at Bell Laboratories in 1947, could also amplify, and replaced vacuum tubes. The first transistor hi-fi system was developed by engineers at GE and demonstrated at the University of Philadelphia in 1955. In terms of commercial production, The Fisher TR-1 was the first "all transistor" preamplifier, which became available mid-1956. In 1961, a company named Transis-tronics released a solid-state amplifier, the TEC S-15. The replacement of bulky, fragile, energy-hungry vacuum tubes by transistors in the 1960s and 1970s created a revolution not just in technology but in people's habits, making possible the first truly portable consumer electronics such as the transistor radio, cassette tape player, walkie-talkie and quartz watch, as well as the first practical computers and mobile phones. Other examples of solid state electronic devices are the microprocessor chip, LED lamp, solar cell, charge coupled device (CCD) image sensor used in cameras, and semiconductor laser. Also during the 1960s and 1970s, television set manufacturers switched from vacuum tubes to semiconductors, and advertised sets as "100% solid state" even though the cathode-ray tube (CRT) was still a vacuum tube. It meant only the chassis was 100% solid-state, not including the CRT. Early advertisements spelled out this distinction, but later advertisements assumed the audience had already been educated about it and shortened it to just "100% solid state". LED displays can be said to be truly 100% solid-state.

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  • Foreground detection

    Foreground detection

    Foreground detection is one of the major tasks in the field of computer vision and image processing whose aim is to detect changes in image sequences. Background subtraction is any technique which allows an image's foreground to be extracted for further processing (object recognition etc.). Many applications do not need to know everything about the evolution of movement in a video sequence, but only require the information of changes in the scene, because an image's regions of interest are objects (humans, cars, text etc.) in its foreground. After the stage of image preprocessing (which may include image denoising, post processing like morphology etc.) object localisation is required which may make use of this technique. Foreground detection separates foreground from background based on these changes taking place in the foreground. It is a set of techniques that typically analyze video sequences recorded in real time with a stationary camera. == Description == All detection techniques are based on modelling the background of the image, i.e., setting the background and detecting which changes occur. Defining the background can be difficult when it contains shapes, shadows, and moving objects. In defining the background, it is assumed that stationary objects may vary in color and intensity over time. Scenarios in which these techniques apply tend to be very diverse. There can be highly variable sequences, such as images with different lighting, interiors, exteriors, quality, and noise. In addition to real-time processing, systems need to adapt to these changes. A foreground detection system should be able to: Develop a background model (estimate). Be robust to lighting changes, repetitive movements (leaves, waves, shadows), and long-term changes. == Background subtraction == Background subtraction is a widely used approach for detecting moving objects in videos from static cameras. The rationale in the approach is that of detecting the moving objects from the difference between the current frame and a reference frame, often called "background image", or "background model". Background subtraction is mostly done if the image in question is a part of a video stream. Background subtraction provides important cues for numerous applications in computer vision, for example surveillance tracking or human pose estimation. Background subtraction is generally based on a static background hypothesis which is often not applicable in real environments. With indoor scenes, reflections or animated images on screens lead to background changes. Similarly, due to wind, rain or illumination changes brought by weather, static backgrounds methods have difficulties with outdoor scenes. == Temporal average filter == The temporal average filter is a method that was proposed at the Velastin. This system estimates the background model from the median of all pixels of a number of previous images. The system uses a buffer with the pixel values of the last frames to update the median for each image. To model the background, the system examines all images in a given time period called training time. At this time, we only display images and will find the median, pixel by pixel, of all the plots in the background this time. After the training period for each new frame, each pixel value is compared with the input value of funds previously calculated. If the input pixel is within a threshold, the pixel is considered to match the background model and its value is included in the pixbuf. Otherwise, if the value is outside this threshold pixel is classified as foreground, and not included in the buffer. This method cannot be considered very efficient because they do not present a rigorous statistical basis and requires a buffer that has a high computational cost. == Conventional approaches == A robust background subtraction algorithm should be able to handle lighting changes, repetitive motions from clutter and long-term scene changes. The following analyses make use of the function of V(x,y,t) as a video sequence where t is the time dimension, x and y are the pixel location variables. e.g. V(1,2,3) is the pixel intensity at (1,2) pixel location of the image at t = 3 in the video sequence. === Using frame differencing === A motion detection algorithm begins with the segmentation part where foreground or moving objects are segmented from the background. The simplest way to implement this is to take an image as background and take the frames obtained at the time t, denoted by I(t) to compare with the background image denoted by B. Here using simple arithmetic calculations, we can segment out the objects simply by using image subtraction technique of computer vision meaning for each pixels in I(t), take the pixel value denoted by P[I(t)] and subtract it with the corresponding pixels at the same position on the background image denoted as P[B]. In mathematical equation, it is written as: P [ F ( t ) ] = P [ I ( t ) ] − P [ B ] {\displaystyle P[F(t)]=P[I(t)]-P[B]} The background is assumed to be the frame at time t. This difference image would only show some intensity for the pixel locations which have changed in the two frames. Though we have seemingly removed the background, this approach will only work for cases where all foreground pixels are moving, and all background pixels are static. A threshold "Threshold" is put on this difference image to improve the subtraction (see Image thresholding): | P [ F ( t ) ] − P [ F ( t + 1 ) ] | > T h r e s h o l d {\displaystyle |P[F(t)]-P[F(t+1)]|>\mathrm {Threshold} } This means that the difference image's pixels' intensities are 'thresholded' or filtered on the basis of value of Threshold. The accuracy of this approach is dependent on speed of movement in the scene. Faster movements may require higher thresholds. === Mean filter === For calculating the image containing only the background, a series of preceding images are averaged. For calculating the background image at the instant t: B ( x , y , t ) = 1 N ∑ i = 1 N V ( x , y , t − i ) {\displaystyle B(x,y,t)={1 \over N}\sum _{i=1}^{N}V(x,y,t-i)} where N is the number of preceding images taken for averaging. This averaging refers to averaging corresponding pixels in the given images. N would depend on the video speed (number of images per second in the video) and the amount of movement in the video. After calculating the background B(x,y,t) we can then subtract it from the image V(x,y,t) at time t = t and threshold it. Thus the foreground is: | V ( x , y , t ) − B ( x , y , t ) | > T h {\displaystyle |V(x,y,t)-B(x,y,t)|>\mathrm {Th} } where Th is a threshold value. Similarly, we can also use median instead of mean in the above calculation of B(x,y,t). Usage of global and time-independent thresholds (same Th value for all pixels in the image) may limit the accuracy of the above two approaches. === Running Gaussian average === For this method, Wren et al. propose fitting a Gaussian probabilistic density function (pdf) on the most recent n {\displaystyle n} frames. In order to avoid fitting the pdf from scratch at each new frame time t {\displaystyle t} , a running (or on-line cumulative) average is computed. The pdf of every pixel is characterized by mean μ t {\displaystyle \mu _{t}} and variance σ t 2 {\displaystyle \sigma _{t}^{2}} . The following is a possible initial condition (assuming that initially every pixel is background): μ 0 = I 0 {\displaystyle \mu _{0}=I_{0}} σ 0 2 = ⟨ some default value ⟩ {\displaystyle \sigma _{0}^{2}=\langle {\text{some default value}}\rangle } where I t {\displaystyle I_{t}} is the value of the pixel's intensity at time t {\displaystyle t} . In order to initialize variance, we can, for example, use the variance in x and y from a small window around each pixel. Note that background may change over time (e.g. due to illumination changes or non-static background objects). To accommodate for that change, at every frame t {\displaystyle t} , every pixel's mean and variance must be updated, as follows: μ t = ρ I t + ( 1 − ρ ) μ t − 1 {\displaystyle \mu _{t}=\rho I_{t}+(1-\rho )\mu _{t-1}} σ t 2 = d 2 ρ + ( 1 − ρ ) σ t − 1 2 {\displaystyle \sigma _{t}^{2}=d^{2}\rho +(1-\rho )\sigma _{t-1}^{2}} d = | ( I t − μ t ) | {\displaystyle d=|(I_{t}-\mu _{t})|} Where ρ {\displaystyle \rho } determines the size of the temporal window that is used to fit the pdf (usually ρ = 0.01 {\displaystyle \rho =0.01} ) and d {\displaystyle d} is the Euclidean distance between the mean and the value of the pixel. We can now classify a pixel as background if its current intensity lies within some confidence interval of its distribution's mean: | ( I t − μ t ) | σ t > k ⟶ foreground {\displaystyle {\frac {|(I_{t}-\mu _{t})|}{\sigma _{t}}}>k\longrightarrow {\text{foreground}}} | ( I t − μ t ) | σ t ≤ k ⟶ background {\displaystyle {\frac {|(I_{t}-\mu _{t})|}{\sigma _{t}}}\leq k\longrightarrow {\text{background}}} where the parameter k {\displaystyle k} is a free threshold (usuall

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  • Vujak

    Vujak

    VuJak is an early video sampler, a VJ remix and mashup tool created in 1992 by Brian Kane, Lisa Eisenpresser, and Jay Haynes. The original name of the project was Mideo, but it was later changed to VuJak. VuJak was based on MIDI control of video in real-time. It was created with MAX from Opcode Systems, and utilized the newly released QuickTime 1.0 movie object. The first working version of the program was built on a Mac IIfx with 8 megs of ram, and could jump in real-time across a 160 x 120 pixel QuickTime movie via a midi keyboard. Later versions could manipulate full screen video, included the first real-time video scratch feature, had looping, vari-speed, and random play features, and allowed for recording and editing of video sequences within the application. VuJak also had networking capabilities which allowed artists to "jam" in real time across standard phone lines. The first public exhibition of VuJak was at the Digital Hollywood conference in Beverly Hills in 1993, where it was promoted by Timothy Leary. VuJak was featured in Mondo 2000, CBS Evening News, Wired Magazine, Electronic Musician, Billboard Magazine, The Hollywood Reporter, and it was used to create promotional videos for MTV. In 1994, VuJak was a featured interactive exhibition at the Exploratorium in San Francisco. Development of VuJak ceased in 1995.

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  • Bioelectronics

    Bioelectronics

    Bioelectronics is a field of research in the convergence of biology and electronics. == Definitions == At the first C.E.C. Workshop, in Brussels in November 1991, bioelectronics was defined as 'the use of biological materials and biological architectures for information processing systems and new devices'. Bioelectronics, specifically bio-molecular electronics, were described as 'the research and development of bio-inspired (i.e. self-assembly) inorganic and organic materials and of bio-inspired (i.e. massive parallelism) hardware architectures for the implementation of new information processing systems, sensors and actuators, and for molecular manufacturing down to the atomic scale'. The National Institute of Standards and Technology (NIST), an agency of the United States Department of Commerce, defined bioelectronics in a 2009 report as "the discipline resulting from the convergence of biology and electronics". Sources for information about the field include the Institute of Electrical and Electronics Engineers (IEEE) with its Elsevier journal Biosensors and Bioelectronics published since 1990. The journal describes the scope of bioelectronics as seeking to : "... exploit biology in conjunction with electronics in a wider context encompassing, for example, biological fuel cells, bionics and biomaterials for information processing, information storage, electronic components and actuators. A key aspect is the interface between biological materials and micro and nano-electronics." == History == The first known study of bioelectronics took place in the 18th century when Italian physician-scientist Luigi Galvani applied a voltage to a pair of detached frog legs. The legs moved, sparking the genesis of bioelectronics. Electronics technology has been applied to biology and medicine since the pacemaker was invented and with the medical imaging industry. In 2009, a survey of publications using the term in title or abstract suggested that the center of activity was in Europe (43 percent), followed by Asia (23 percent) and the United States (20 percent). == Materials == Organic bioelectronics is the application of organic electronic material to the field of bioelectronics. Organic materials (i.e. containing carbon) show great promise when it comes to interfacing with biological systems. Current applications focus around neuroscience and infection. Conducting polymer coatings, an organic electronic material, shows massive improvement in the technology of materials. It was the most sophisticated form of electrical stimulation. It improved the impedance of electrodes in electrical stimulation, resulting in better recordings and reducing "harmful electrochemical side reactions." Organic Electrochemical Transistors (OECT) were invented in 1984 by Mark Wrighton and colleagues, which had the ability to transport ions. This improved signal-to-noise ratio and gives for low measured impedance. The Organic Electronic Ion Pump (OEIP), a device that could be used to target specific body parts and organs to adhere medicine, was created by Magnuss Berggren. As one of the few materials well established in CMOS technology, titanium nitride (TiN) turned out as exceptionally stable and well suited for electrode applications in medical implants. == Significant applications == Bioelectronics is used to help improve the lives of people with disabilities and diseases. For example, the glucose monitor is a portable device that allows diabetic patients to control and measure their blood sugar levels. Electrical stimulation used to treat patients with epilepsy, chronic pain, Parkinson's, deafness, Essential Tremor and blindness. Magnuss Berggren and colleagues created a variation of his OEIP, the first bioelectronic implant device that was used in a living, free animal for therapeutic reasons. It transmitted electric currents into GABA, an acid. A lack of GABA in the body is a factor in chronic pain. GABA would then be dispersed properly to the damaged nerves, acting as a painkiller. Vagus Nerve Stimulation (VNS) is used to activate the Cholinergic Anti-inflammatory Pathway (CAP) in the vagus nerve, ending in reduced inflammation in patients with diseases like arthritis. Since patients with depression and epilepsy are more vulnerable to having a closed CAP, VNS can aid them as well. At the same time, not all the systems that have electronics used to help improving the lives of people are necessarily bioelectronic devices, but only those which involve an intimate and directly interface of electronics and biological systems. Bioelectronics could be used to develop new label-free methods for monitoring cancer cell invasion and drug resistance. For example, the electrical resistance of cancer cells could be used to predict the effectiveness of cancer drugs and to identify drugs that are most likely to be effective against a particular type of cancer. === Human tissue regeneration === Human tissue, like most tissue in multicellular life, is known to be capable of regeneration. While tissue such as skin and even large organs such as the liver have been shown significant capacity for regeneration much of the adult body is thought to possess limited natural regenerative ability. Research in the field of regenerative medicine has identified that developmental bioelectricity can be used to stimulate and modify tissue growth beyond what naturally occurs with efforts to demonstrate its feasibility in mammals underway. Some researchers believe that future advancements could allow for the regeneration of organs or even entire limbs using bioelectronic devices providing the correct signals. == Future == The improvement of standards and tools to monitor the state of cells at subcellular resolutions is lacking funding and employment. This is a problem because advances in other fields of science are beginning to analyze large cell populations, increasing the need for a device that can monitor cells at such a level of sight. Cells cannot be used in many ways other than their main purpose, like detecting harmful substances. Merging this science with forms of nanotechnology could result in incredibly accurate detection methods. The preserving of human lives like protecting against bioterrorism is the biggest area of work being done in bioelectronics. Governments are starting to demand devices and materials that detect chemical and biological threats. The more the size of the devices decrease, there will be an increase in performance and capabilities.

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  • Line splice

    Line splice

    In electrical engineering and telecommunications, a line splice is a joint directly connecting lengths of electrical cables (electrical splice) or optical fibers (optical splice). The splices are often protected by sleeves. == Splicing of copper wires == The splicing of copper wires happens in the following steps: The cores are laid one above the other at the junction. The core insulation is removed. The wires are wrapped two to three times around each other (twisting). The bare veins on a length of about 3 cm "strangle" or "twist". In some cases, the strangulation is soldered. To isolate the splice, an insulating sleeve made of paper or plastic is pushed over it. The splicing of copper wires is mainly used on paper insulated wires. LSA techniques (LSA: soldering, screwing and stripping free) are used to connect copper wires, making the copper wires faster and easier to connect. LSA techniques include: Wire connection sleeves (AVH = Adernverbindungshülsen) and other crimp connectors. The two wires to be connected are inserted into the AVH without being stripped, which is then compressed with special pliers. The about 2 cm long AVH consist of contact, pressure and insulation. For wire connection strips (AVL = Adernverbindungsleisten) several pairs of wires (10 = AVL10 or 20 = AVL20) are inserted, the strip is then closed with a lid and pressed together with a hydraulic press, which ensures the connection. == Splicing of glass fibers == Fiber-optic cables are spliced using a special arc-splicer, with installation cables connected at their ends to respective "pigtails" - short individual fibers with fiber-optic connectors at one end. The splicer precisely adjusts the light-guiding cores of the two ends of the glass fibers to be spliced. The adjustment is done fully automatically in modern devices, whereas in older models this is carried out manually by means of micrometer screws and microscope. An experienced splicer can precisely position the fiber ends within a few seconds. Subsequently, the fibers are fused together (welded) with an electric arc. Since no additional material is added, such as gas welding or soldering, this is called a "fusion splice". Depending on the quality of the splicing process, attenuation values at the splice points are achieved by 0.3 dB, with good splices also below 0.02 dB. For newer generation devices, alignment is done automatically by motors. Here one differentiates core and jacket centering. At core centering (usually single-mode fibers), the fiber cores are aligned. A possible core offset with respect to the jacket is corrected. In the jacket centering (usually in multimode fibers), the fibers are adjusted to each other by means of electronic image processing in front of the splice. When working with good equipment, the damping value is according to experience at max. 0.1 dB. Measurements are made by means of special measuring devices including optical time-domain reflectometry (OTDR). A good splice should have an attenuation of less than 0.3 dB over the entire distance. Finished fiber optic splices are housed in splice boxes. One differentiates: Fusion splice Adhesive splicing Crimp splice or NENP (no-epoxy no-polish), mechanical splice

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  • Common-mode signal

    Common-mode signal

    In electrical engineering, a common-mode signal is the identical component of voltage present at both input terminals of an electrical device. In telecommunication, the common-mode signal on a transmission line is also known as longitudinal voltage. Common-mode interference (CMI) is a type of common-mode signal. Common-mode interference is interference that appears on both signal leads, or coherent interference that affects two or more elements of a network. In most electrical circuits, desired signals are transferred by a differential voltage between two conductors. If the voltages on these conductors are U1 and U2, the common-mode signal is the average of the voltages: U cm = U 1 + U 2 2 {\displaystyle U_{\text{cm}}={\frac {U_{1}+U_{2}}{2}}} When referenced to the local common or ground, a common-mode signal appears on both lines of a two-wire cable, in phase and with equal amplitudes. Technically, a common-mode voltage is one-half the vector sum of the voltages from each conductor of a balanced circuit to local ground or common. Such signals can arise from one or more of the following sources: Radiated signals coupled equally to both lines, An offset from signal common created in the driver circuit, or A ground differential between the transmitting and receiving locations. Noise induced into a cable, or transmitted from a cable, usually occurs in the common mode, as the same signal tends to be picked up by both conductors in a two-wire cable. Likewise, RF noise transmitted from a cable tends to emanate from both conductors. Elimination of common-mode signals on cables entering or leaving electronic equipment is important to ensure electromagnetic compatibility. Unless the intention is to transmit or receive radio signals, an electronic designer generally designs electronic circuits to minimise or eliminate common-mode effects. == Methods of eliminating common-mode signals == Differential amplifiers or receivers that respond only to voltage differences, e.g. those between the wires that constitute a pair. This method is particularly suited for instrumentation where signals are transmitted through DC bias. For sensors with very high output impedance that require very high common-mode rejection ratio, a differential amplifier is combined with input buffers to form an instrumentation amplifier. An inductor where a pair of signaling wires follow the same path through the inductor, e.g. in a bifilar winding configuration such as used in Ethernet magnetics. Useful for AC and DC signals, but will filter only higher frequency common-mode signals. A transformer, which is useful for AC signals only, and will filter any form of common-mode noise, but may be used in combination with a bifilar wound coil to eliminate capacitive coupling of higher frequency common-mode signals across the transformer. Used in twisted pair Ethernet. Common-mode filtering may also be used to prevent egress of noise for electromagnetic compatibility purposes: High frequency common-mode signals (e.g., RF noise from a computing circuit) may be blocked using a ferrite bead clamped to the outside of a cable. These are often observable on laptop computer power supplies near the jack socket, and good quality mouse or printer USB cables and HDMI cables. Switch mode power supplies include common and differential mode filtering inductors to block the switching signal noise returning into mains wiring. Common-mode rejection ratio is a measure of how well a circuit eliminates common-mode interference.

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  • Companion robot

    Companion robot

    A companion robot is a robot created to create real or apparent companionship for human beings. Target markets for companion robots include the elderly and single children. Companions robots are expected to communicate with non-experts in a natural and intuitive way. They offer a variety of functions, such as monitoring the home remotely, communicating with people, or waking people up in the morning. Their aim is to perform a wide array of tasks including educational functions, home security, diary duties, entertainment and message delivery services, etc. The idea of companionship with robots has already existed on science fictions of 1970s, like R2-D2. Starting from the late 20th century, companion robots became a reality, mostly as robotic pets. Besides entertainment purposes, interactive robots were also introduced as a personal service robot for elderly care around 2000. == Characteristics == Companion robots try to interact with users. They gather information about users based on their interactions and yield feedback. This procedure varies slightly based on their specific roles. For example, social-companion robots make simple conversations, while pet-companion robots mimic being real pets. == Types == Companion robots can perform a variety of tasks and they are produced in a specialized manner according to their purpose or target audience in order to increase convenience and end user satisfaction. === Social companion robots === Social companion robots are designed to provide companionship and be a solution for unwanted solitude. They often mimic adult human, child or pet behaviours appealing to the user base. Robots which are specifically devised for simple conversations, conveying emotions and respond to user feelings fall under this category. === Assistive companion robots === Assistive companion robots are aimed at people who require constant care because of age, disability or rehabilitation purposes. Such robots can help disadvantaged users with their daily tasks, act as reminders (e.g., for regular medication) and facilitate mobility in everyday actions. Assistive companion robots reduce the intensity of labour that should be performed by caretakers, nurses and legal guardians. === Educational companion robots === Educational companion robots perform tutorship for students, regardless of their ages, and can teach desired subjects with activities tailored for the user such as interactive assignments and games. Rather than replacing teachers and instructors, educational companion robots are aides to them. === Therapeutic companion robots === Designed for individuals coping with stress (PTSD in severe cases), anxiety and loneliness; therapeutic companion robots support users' emotional and mental wellbeing. Such robots can be utilized in hospitals and care facilities as well as dwellings where the distressed user may need the most help. Therapeutic companion robots bear a vast resemblance to assistive companion robots to the extent of being a branch of them; the nuance between these two types of companion robots is that the former is for long-term/lifetime usage while the latter is mostly for the duration of the therapy received by the user. === Pet companion robots === Pet companion robots are for individuals who seek an alternative to live pets as live animals demand a considerable amount of care and may not be eligible for people with allergies. These robots aim to be perfect imitations of a pet while diminishing the chore aspect of having one. === Entertainment companion robots === Entertainment companion robots are designed solely for entertainment and can provide numerous ways of entertainment, ranging from dancing to playing games with the user. People who would appreciate an individual to have fun with are the main audience of such products. === Personal assistant robots === Personal assistant robots help people with daily tasks, management, scheduling, reminding etc. Their area of activity can be offices as well as homes and public spaces. === Sex robots === Sex robots are anthropomorphic robotic sex dolls that have human-like movement or behavior, and some degree of artificial intelligence. As of 2026, although elaborately instrumented sex dolls have been created by a number of inventors, no fully animated sex robots yet exist. Simple devices have been created which can speak, make facial expressions, or respond to touch. There is controversy as to whether developing them would be morally justifiable. In 2015, robot ethicist Kathleen Richardson called for a ban on the creation of anthropomorphic sex robots with concerns about normalizing relationships with machines and reinforcing female dehumanization. Questions about their ethics, effects, and possible legal regulations have been discussed since then. == Examples == There are several companion robot prototypes, and these include Paro, CompanionAble, and EmotiRob, among others. === Paro === Paro is a pet-type robot system developed by Japan's National Institute of Advanced Industrial Science and Technology (AIST). The robot, which looked like a small harp seal, was designed as a therapeutic tool for use in hospitals and nursing homes. The robot is programmed to cry for attention and respond to its name. Experiments showed that Paro facilitated elderly residents to communicate with each other, which led to psychological improvements. === CompanionAble === This robot is classified as an FP 7 EU project. It is built to "cooperate with Ambient Assistive Living environment". The autonomous device, which is also built to support the elderly, helps its owner interact with smart home environment as well as caregivers. The robot functions as a mobile friend, by which natural interaction is possible via speech and the touchscreen to detect and track people at home. === EmotiRob === EmotiRob is developed in a robotics project which is the continuity of the MAPH (Active Media For the Handicap) project in emotion synthesis. The aim of the project was to maintain emotional interaction with children. EmotiRob designed in a way that a child can hold it in a his/her arms and with which he/she could interact by talking to it, and then the robot would express itself through body postures or facial expressions. It has cognitive capabilities, which are further extended so that the robot can have a natural linguistic interaction with its owner through the DRAGON speech-recognition software developed by a company called NUANCE. Such interaction is expected to facilitate a child's cognitive development and develop new learning patterns. === LOVOT === Lovot is a Japanese company robot whose only purpose is "to make you happy". It features over 50 sensors that mimic the behavior of a human baby or small pet, a 360° camera with a microphone, the ability to distinguish humans from objects, neoteny eyes, and an internal warmth of 30° celsius. An interactive Lovot Café was opened in Japan October 3, 2020. === NICOBO === Nicobo was developed by Panasonic and was influenced by the loneliness of lockdowns created as a measure of the COVID-19 pandemic. It was designed to appear vulnerable, which creates empathy in its owners. Nicobo's name derives from the Japanese word for "smile". It wags its tail, engages in baby talk, and stays as a housemate. === Hyodol === Hyodol is an advanced care robot designed to support the elderly by reminding them to take their medications and monitoring their movements to keep their guardians informed. Additionally, this innovative robot can detect and respond to the emotional states of its elderly users, adding a layer of personalized care. Hyodol is designed with the appearance and speech style of a 7-year-old Korean grandchild, featuring a soft fabric exterior and user interaction methods such as striking the head or patting the back. It is equipped with various sensors and wireless communication technologies to collect and process data, supporting mobile apps and PC web monitoring systems for remote monitoring from anywhere. In South Korea, approximately 10,000 Hyodol robots are deployed to the homes of elderly individuals living alone, providing essential support and companionship. Local governments, including provincial and county offices, have embraced Hyodol as a solution to address social challenges stemming from the country's rapidly aging society.Furthermore, the robot is widely utilized in the treatment of dementia patients at a university hospital in Gangwon province. Hyodol was honored with the Mobile World Congress (MWC) Global Mobile Awards (GLOMO) in the "Best Mobile Innovation for Connected Health and Wellbeing" category on February 29, 2024. === Moxie === Moxie was a companion robot for autistic children developed by a company called Embodied. Although it had limited motion, it presented itself as a lifelike avatar. It was designed to help the children learn emotional cognition, using remotely hosted large language models to direct its respons

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  • Digital heritage

    Digital heritage

    The Charter on the Preservation of Digital Heritage of UNESCO defines digital heritage as embracing "cultural, educational, scientific and administrative resources, as well as technical, legal, medical and other kinds of information created digitally, or converted into digital form from existing analogue resources". Digital heritage also includes the use of digital media in the service of understanding and preserving cultural or natural heritage. The digitization of both cultural heritage and Natural heritage serves to enable the permanent access of current and future generations to culturally important objects ranging from literature and paintings to flora, fauna, or habitats. It is also used in the preservation and access of objects with enduring or significant historical, scientific, or cultural value including buildings, archeological sites, and natural phenomena. The main idea is the transformation of a material object into a virtual copy. It should not be confused with digital humanities, which uses digitizing technology to specifically help with research. There have been several debates concerning the efficiency of the process of digitizing heritage. Some of the drawbacks refer to the deterioration and technological obsolescence due to the lack of funding for archival materials and underdeveloped policies that would regulate such a process. Another main social debate has taken place around the restricted accessibility due to the digital divide that exists around the world. Nevertheless, new technologies enable easy, instant and cross boarder access to the digitized work. Many of these technologies include spatial and surveying technology to gain aerial or 3D images. Digital heritage is also used to monitor cultural heritage sites over years to help with preservation, maintenance, and sustainable tourism. It aims to observe any changes, diseases, or deterioration that may occur on objects. == Cultural and natural heritage == Digital Heritage that is not born-digital can be divided into two separate groups—digital cultural heritage and digital natural heritage. Digital cultural heritage is the maintenance or preservation of cultural objects through digitization. These are objects, in some cases entire cities, that are considered of cultural importance. These objects are sometimes able to be digitized or physically represented in minute detail. Digital cultural heritage also includes intangible heritage. These are things such as "oral traditions, customs, value systems, skills, traditional dances, diets, performances" and other unique features of a culture. Intangible heritage is particularly vulnerable to destruction due to urbanization. There are several projects and programs which concentrate on digital cultural heritage. One such project is Mapping Gothic France, which aims to document and preserve cathedrals across France using images, VR tours, laser scans, and panoramas. This allows for scientific and historical study and preservation of the cathedrals and also provides detailed access to the sites for anyone in the world. The aim of projects like these is to help with the preservation and restoration of cultural objects. After the fire at Notre-Dame de Paris in 2019, digital scans are a major component in the ongoing restoration. Digital natural heritage pertains to objects of natural heritage that are considered of cultural, scientific, or aesthetic importance. Digital heritage in this instance is used not only to grant access to these objects, but to monitor any changes over time, such as with plant or animal habitats. Geographic information systems are a form of technology that is used primarily in the study of natural heritage. Western Australia has one such digital heritage project where they have created a digital repository of native plants important to both the region and the Aboriginal people. This is in order to protect and preserve the important biological heritage of Western Australia. == Educational impact == The digitization of these heritage objects has impacts around the world and across many disciplines. The increase of digital items means that people, especially the youth, are able to learn about new objects and cultures online through various media. They provide viewers with a more in-depth experience with an item or place, instead of just an image. The media is also able to be curated to age- or educational-level appropriateness, making learning easier. Some of the technology used in education, especially in museums, includes mobile apps, virtual reality, social media, and video games. Cultural heritage institutions are using this technology to try to expand access, increase appreciation for these items, and to gain new viewpoints on their collections. Digital heritage also helps scientists, archeologists, or other historians and specialists collect data on these objects, providing more information on the objects and the past. Digital Heritage is still currently being studied and improved by several sectors invested in cultural and intellectual preservation. It is particularly of interest to museums, governments, and academic institutions. Research by these groups are creating new concepts, methodologies, and techniques for the implementation of digital heritage to protect this type of cultural and natural heritage. As new technologies are created, museums and other heritage institutions are provided with more ways of disseminating their information and engaging with the public. A lack of resources within certain groups may still hinder everyone from accessing digital heritage. == Technologies used == The digitization of cultural heritage is attained through several means. Some of the main technology used is spatial and surveying technology. Space archaeological technology - Observations from space satellites are non-intrusive and can be integrated with other technologies on the ground. It is used to photograph vast areas of earth and help with research. Remnants of ancient civilizations or other human objects are also able to be spotted via satellite imaging. Unmanned aerial vehicles - UAV, such as drones, are commonly used in digitization of cultural heritage objects. The Great Wall of China is one such site that has been digitized and analyzed through unmanned aerial vehicle investigation. The resulting images, 3-D scans, maps, and other data are used to evaluate and maintain the Great Wall. Laser Scanning - Laser scanning is used to scan an area and recreate spatially accurate depictions, such as a 3D model. Virtual and Augmented Reality - VR is used primarily for education but does have uses for reconstruction and research. It is used to provide users with an immersive experience, as though they are actually at the site. Geographic Information systems - GIS are used primarily to study objects and sites over time. It is also important in studying the socioeconomic status of the past. 3D Modeling - 3D modeling has become more widely used due to an increase in technology that works specifically with heritage sites. It is often used in tandem with GIS to reconstruct objects for restoration, documentation, preservation, and educational purposes. Data is collected using satellite or other aerial imaging and ground-based imaging. There is some concern about the accuracy and authenticity of these types of digital reconstructions and their effects on the sites themselves. A major barrier to digital heritage is the amount of resources it takes to undertake such projects, such as money, time, and technology. Money and the lack of qualified personnel are two that are considered the most obstructive. This is especially an issue in less developed areas or within underfunded groups such as minorities. == Virtual heritage == A particular branch of digital heritage, known as "virtual heritage", is formed by the use of information technology with the aim of recreating the experience of existing cultural heritage, as in (approximations of) virtual reality. It is hard to differentiate this branch from the core contribution of digital heritage which is storing the heritage data digitally. Parsinejad et al. developed two techniques for Digital Twinning of the architectural assets and representation of the physical assets virtually in the museum context. Two techniques are hand recording and digital recording and both have challenges in adoption and implementation of Digital Twin as a revolutionary concept. == Digital heritage stewardship == Digital heritage stewardship is a form of digital curation which is modeled after collaborative curation. Digital heritage stewardship means stepping away from typical curatorial practices (e.g. discovering, arranging, and sharing information, material, and/or content) in favor of practices which allow its stakeholders the opportunity to contribute historical, political, and social context and culture. The collaborative practice encourages the creation, engagement, and maintena

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  • COVFEFE Act

    COVFEFE Act

    The Communications Over Various Feeds Electronically for Engagement Act (COVFEFE Act), House Bill H.R. 2884, was introduced in the United States House of Representatives on June 12, 2017, during the 115th United States Congress. The bill was intended to amend the Presidential Records Act to preserve Twitter posts and other social media interactions of the President of the United States and require the National Archives to store such items. H.R. 2884 was assigned to the House Oversight and Reform Committee for consideration. While in committee, there were no roll call votes related to the bill. The bill died in committee. U.S. Representative Mike Quigley, Democrat of Illinois, introduced the legislation due to Donald Trump's routine use of Twitter, stating "In order to maintain public trust in government, elected officials must answer for what they do and say; this includes 140-character tweets. If the president is going to take to social media to make sudden public policy proclamations, we must ensure that these statements are documented and preserved for future reference". If enacted, the bill "would bar the prolifically tweeting president from deleting his posts, as he has sometimes done". The COVFEFE Act would have also treated a president's personal social media accounts (e.g., Trump's "@realDonaldTrump" Twitter account) the same as official social media accounts (e.g., the "@POTUS" Twitter account). == Background == The bill title refers to "covfefe", a word in a May 31, 2017 tweet that Trump sent at 12:06 AM EDT, reading "Despite the constant negative press covfefe". This incomplete tweet was liked and retweeted hundreds of thousands of times, making it one of the most popular tweets of 2017, as people speculated on its meaning. The tweet was deleted at 5:48 AM EDT. At 6:09 AM EDT, Trump's account tweeted "Who can figure out the true meaning of 'covfefe' ??? Enjoy!" During the May 31 White House press briefing, Hunter Walker of Yahoo! News asked White House press secretary Sean Spicer about the tweet and if there was any concern about the president sending out incoherent tweets that stay up for hours. Spicer responded, "I think the president and a small group of people know exactly what he meant" and offered no other explanation. This unexpected response spawned additional media attention and criticism for its cryptic meaning, with commentators unsure whether or not Spicer was joking. Callum Borchers of The Washington Post's The Fix noted that the Trump administration deliberately responded in a way that encouraged the media and the public to focus on covfefe instead of other controversies like the Russia investigation, resignation of White House communications director Michael Dubke, or U.S.-Germany relations. == Legal significance of Trump's tweeting == Trump's tweets have been legally significant in the past. White House Press Secretary Sean Spicer stated that Trump's tweets are "considered official statements by the President of the United States". Some of his tweets have contradicted his agenda by undercutting or contradicting statements of public officials as well as the arguments of U.S. Department of Justice attorneys seeking to defend Trump's decisions in court. A federal appellate court cited one of Trump's tweets in upholding a lower court's order blocking Trump's Executive Order 13780 from going into effect in 2017. Courts have been clear that Twitter statements can be used as evidence of intent. Before Trump's "@realDonaldTrump" Twitter account was suspended, he blocked a number of users, preventing them from viewing his tweets or posting public replies. A group associated with Columbia University filed a lawsuit on behalf of blocked users, called Knight First Amendment Institute v. Trump. Plaintiffs successfully argued that @realDonaldTrump reply threads constituted a "designated public forum" akin to a public meeting, and therefore blocking users based on their political viewpoints violated their constitutional right to freedom of speech. The Second Circuit upheld this ruling on July 9, 2019. Regardless of the failure of the bill, Trump's tweets have been archived in accordance with the Presidential and Federal Records Act Amendments of 2014.

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