AI Chatbot Quill

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

  • Yorba (software)

    Yorba (software)

    Yorba is a web-based personal information management platform for finding, monitoring, or deleting online accounts and subscriptions. Yorba is a participating member of Consumer Reports’ Data Rights Protocol (DRP) consortium that develops open technical standards for exercising consumer data rights under laws including the California Consumer Privacy Act. == History == Yorba began as a research project around 2021. It was founded by Chris Zeunstrom (CEO), Nolan Cabeje (CDO) and David Schmudde (CTO). Zeunstrom says he began developing Yorba after growing frustrated with managing numerous email accounts, noting overloaded inboxes create distraction and potential security vulnerabilities. Yorba’s early development was also influenced by security issues he encountered at a previous company, which had been affected by data breaches at a time when such incidents were becoming increasingly common. In 2023, Yorba launched a private beta as a public benefit corporation funded through a give-back model operated by Zeunstrom's New York-based design firm, Ruca. In January 2024, Yorba entered public beta and reported over 1,000 users, including 160 premium subscribers. At the time of the public beta launch, Yorba integrated with Gmail and announced plans to expand compatibility to other online services and cloud storage providers. In September 2024, Yorba completed conformance testing under the Data Rights Protocol, an initiative developed by Consumer Reports, to establish a standard and open-source framework for securely transmitting consumer data rights requests under laws like the California Consumer Privacy Act. Yorba was named among twelve participating companies that implemented the protocol alongside OneTrust and Consumer Reports’ own Permission Slip app. Yorba was one of nine startups selected as 2025 finalist in the Santander X Global Awards international entrepreneurship competition. == Features == Yorba scans user inbox history data to identify online accounts, mailing lists, and possible data breaches. It uses natural language processing and machine learning to identify a user's accounts, services, and subscriptions. The platform prompts password resets for compromised accounts and locates unused accounts. The platform also supports mailing list management by identifying and helping users unsubscribe from newsletters. Paid subscribers can locate and cancel recurring charges. Yorba links with financial institutions in the U.S., Canada, and EU via Plaid Inc. to detect recurring charges and delete unwanted subscriptions. == Privacy and Ethics == Yorba's founder has openly criticized dark patterns that make canceling services difficult, citing personal frustration with inbox clutter as part of his inspiration for Yorba. Yorba offers privacy policy analysis in partnership with Amsterdam-based nonprofit Terms of Service; Didn’t Read, assigning grades based on invasiveness or ethical concerns. As of 2024, the company described its pricing as designed to cover operational costs and sustain the platform without outside investment.

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  • Structured-light 3D scanner

    Structured-light 3D scanner

    A structured-light 3D scanner is a device used to capture the three-dimensional shape of an object by projecting light patterns, such as grids or stripes, onto its surface. The deformation of these patterns is recorded by cameras and processed using specialized algorithms to generate a detailed 3D model. Structured-light 3D scanning is widely employed in fields such as industrial design, quality control, cultural heritage preservation, augmented reality gaming, and medical imaging. Compared to laser-based 3D scanning, structured-light scanners use non-coherent light sources, such as LEDs or projectors, which enable faster data acquisition and eliminate potential safety concerns associated with lasers. However, the accuracy of structured-light scanning can be influenced by external factors, including ambient lighting conditions and the reflective properties of the scanned object. == Principle == Projecting a narrow band of light onto a three-dimensional surface creates a line of illumination that appears distorted when viewed from perspectives other than that of the projector. This distortion can be analyzed to reconstruct the geometry of the surface, a technique known as light sectioning. Projecting patterns composed of multiple stripes or arbitrary fringes simultaneously enables the acquisition of numerous data points at once, improving scanning speed. While various structured light projection techniques exist, parallel stripe patterns are among the most commonly used. By analyzing the displacement of these stripes, the three-dimensional coordinates of surface details can be accurately determined. === Generation of light patterns === Two major methods of stripe pattern generation have been established: Laser interference and projection. The laser interference method works with two wide planar laser beam fronts. Their interference results in regular, equidistant line patterns. Different pattern sizes can be obtained by changing the angle between these beams. The method allows for the exact and easy generation of very fine patterns with unlimited depth of field. Disadvantages are high cost of implementation, difficulties providing the ideal beam geometry, and laser typical effects like speckle noise and the possible self interference with beam parts reflected from objects. Typically, there is no means of modulating individual stripes, such as with Gray codes. The projection method uses incoherent light and basically works like a video projector. Patterns are usually generated by passing light through a digital spatial light modulator, typically based on one of the three currently most widespread digital projection technologies, transmissive liquid crystal, reflective liquid crystal on silicon (LCOS) or digital light processing (DLP; moving micro mirror) modulators, which have various comparative advantages and disadvantages for this application. Other methods of projection could be and have been used, however. Patterns generated by digital display projectors have small discontinuities due to the pixel boundaries in the displays. Sufficiently small boundaries however can practically be neglected as they are evened out by the slightest defocus. A typical measuring assembly consists of one projector and at least one camera. For many applications, two cameras on opposite sides of the projector have been established as useful. Invisible (or imperceptible) structured light uses structured light without interfering with other computer vision tasks for which the projected pattern will be confusing. Example methods include the use of infrared light or of extremely high framerates alternating between two exact opposite patterns. === Calibration === Geometric distortions by optics and perspective must be compensated by a calibration of the measuring equipment, using special calibration patterns and surfaces. A mathematical model is used for describing the imaging properties of projector and cameras. Essentially based on the simple geometric properties of a pinhole camera, the model also has to take into account the geometric distortions and optical aberration of projector and camera lenses. The parameters of the camera as well as its orientation in space can be determined by a series of calibration measurements, using photogrammetric bundle adjustment. === Analysis of stripe patterns === There are several depth cues contained in the observed stripe patterns. The displacement of any single stripe can directly be converted into 3D coordinates. For this purpose, the individual stripe has to be identified, which can for example be accomplished by tracing or counting stripes (pattern recognition method). Another common method projects alternating stripe patterns, resulting in binary Gray code sequences identifying the number of each individual stripe hitting the object. An important depth cue also results from the varying stripe widths along the object surface. Stripe width is a function of the steepness of a surface part, i.e. the first derivative of the elevation. Stripe frequency and phase deliver similar cues and can be analyzed by a Fourier transform. Finally, the wavelet transform has recently been discussed for the same purpose. In many practical implementations, series of measurements combining pattern recognition, Gray codes and Fourier transform are obtained for a complete and unambiguous reconstruction of shapes. Another method also belonging to the area of fringe projection has been demonstrated, utilizing the depth of field of the camera. It is also possible to use projected patterns primarily as a means of structure insertion into scenes, for an essentially photogrammetric acquisition. === Precision and range === The optical resolution of fringe projection methods depends on the width of the stripes used and their optical quality. It is also limited by the wavelength of light. An extreme reduction of stripe width proves inefficient due to limitations in depth of field, camera resolution and display resolution. Therefore, the phase shift method has been widely established: A number of at least 3, typically about 10 exposures are taken with slightly shifted stripes. The first theoretical deductions of this method relied on stripes with a sine wave shaped intensity modulation, but the methods work with "rectangular" modulated stripes, as delivered from LCD or DLP displays as well. By phase shifting, surface detail of e.g. 1/10 the stripe pitch can be resolved. Current optical stripe pattern profilometry hence allows for detail resolutions down to the wavelength of light, below 1 micrometer in practice or, with larger stripe patterns, to approx. 1/10 of the stripe width. Concerning level accuracy, interpolating over several pixels of the acquired camera image can yield a reliable height resolution and also accuracy, down to 1/50 pixel. Arbitrarily large objects can be measured with accordingly large stripe patterns and setups. Practical applications are documented involving objects several meters in size. Typical accuracy figures are: Planarity of a 2-foot (0.61 m) wide surface, to 10 micrometres (0.00039 in). Shape of a motor combustion chamber to 2 micrometres (7.9×10−5 in) (elevation), yielding a volume accuracy 10 times better than with volumetric dosing. Shape of an object 2 inches (51 mm) large, to about 1 micrometre (3.9×10−5 in) Radius of a blade edge of e.g. 10 micrometres (0.00039 in), to ±0.4 μm === Navigation === As the method can measure shapes from only one perspective at a time, complete 3D shapes have to be combined from different measurements in different angles. This can be accomplished by attaching marker points to the object and combining perspectives afterwards by matching these markers. The process can be automated, by mounting the object on a motorized turntable on robotic inspection cell, or CNC positioning device. Markers can as well be applied on a positioning device instead of the object itself. The 3D data gathered can be used to retrieve CAD (computer aided design) data and models from existing components (reverse engineering), hand formed samples or sculptures, natural objects or artifacts. === Challenges === As with all optical methods, reflective or transparent surfaces raise difficulties. Reflections cause light to be reflected either away from the camera or right into its optics. In both cases, the dynamic range of the camera can be exceeded. Transparent or semi-transparent surfaces also cause major difficulties. In these cases, coating the surfaces with a thin opaque lacquer just for measuring purposes is a common practice. A recent method handles highly reflective and specular objects by inserting a 1-dimensional diffuser between the light source (e.g., projector) and the object to be scanned. Alternative optical techniques have been proposed for handling perfectly transparent and specular objects. Double reflections and inter-reflections can cause the stripe pattern to be overlaid with unwanted ligh

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  • Seq2seq

    Seq2seq

    Seq2seq is a family of machine learning approaches used for natural language processing. Originally developed by Lê Viết Quốc, a Vietnamese computer scientist and a machine learning pioneer at Google Brain, this framework has become foundational in many modern AI systems. Applications include language translation, image captioning, conversational models, speech recognition, and text summarization. Seq2seq uses sequence transformation: it turns one sequence into another sequence. == History == One naturally wonders if the problem of translation could conceivably be treated as a problem in cryptography. When I look at an article in Russian, I say: 'This is really written in English, but it has been coded in some strange symbols. I will now proceed to decode. seq2seq is an approach to machine translation (or more generally, sequence transduction) with roots in information theory, where communication is understood as an encode-transmit-decode process, and machine translation can be studied as a special case of communication. This viewpoint was elaborated, for example, in the noisy channel model of machine translation. In practice, seq2seq maps an input sequence into a real-numerical vector by using a neural network (the encoder), and then maps it back to an output sequence using another neural network (the decoder). The idea of encoder-decoder sequence transduction had been developed in the early 2010s. The papers most commonly cited as the originators that produced seq2seq are two papers from 2014. In the seq2seq as proposed by them, both the encoder and the decoder were LSTMs. This had the "bottleneck" problem, since the encoding vector has a fixed size, so for long input sequences, information would tend to be lost, as they are difficult to fit into the fixed-length encoding vector. The attention mechanism, proposed in 2014, resolved the bottleneck problem. They called their model RNNsearch, as it "emulates searching through a source sentence during decoding a translation". A problem with seq2seq models at this point was that recurrent neural networks are difficult to parallelize. The 2017 publication of Transformers resolved the problem by replacing the encoding RNN with self-attention Transformer blocks ("encoder blocks"), and the decoding RNN with cross-attention causally-masked Transformer blocks ("decoder blocks"). === Priority dispute === One of the papers cited as the originator for seq2seq is (Sutskever et al 2014), published at Google Brain while they were on Google's machine translation project. The research allowed Google to overhaul Google Translate into Google Neural Machine Translation in 2016. Tomáš Mikolov claims to have developed the idea (before joining Google Brain) of using a "neural language model on pairs of sentences... and then [generating] translation after seeing the first sentence"—which he equates with seq2seq machine translation, and to have mentioned the idea to Ilya Sutskever and Quoc Le (while at Google Brain), who failed to acknowledge him in their paper. Mikolov had worked on RNNLM (using RNN for language modelling) for his PhD thesis, and is more notable for developing word2vec. == Architecture == The main reference for this section is. === Encoder === The encoder is responsible for processing the input sequence and capturing its essential information, which is stored as the hidden state of the network and, in a model with attention mechanism, a context vector. The context vector is the weighted sum of the input hidden states and is generated for every time instance in the output sequences. === Decoder === The decoder takes the context vector and hidden states from the encoder and generates the final output sequence. The decoder operates in an autoregressive manner, producing one element of the output sequence at a time. At each step, it considers the previously generated elements, the context vector, and the input sequence information to make predictions for the next element in the output sequence. Specifically, in a model with attention mechanism, the context vector and the hidden state are concatenated together to form an attention hidden vector, which is used as an input for the decoder. The seq2seq method developed in the early 2010s uses two neural networks: an encoder network converts an input sentence into numerical vectors, and a decoder network converts those vectors to sentences in the target language. The Attention mechanism was grafted onto this structure in 2014 and is shown below. Later it was refined into the encoder-decoder Transformer architecture of 2017. === Training vs prediction === There is a subtle difference between training and prediction. During training time, both the input and the output sequences are known. During prediction time, only the input sequence is known, and the output sequence must be decoded by the network itself. Specifically, consider an input sequence x 1 : n {\displaystyle x_{1:n}} and output sequence y 1 : m {\displaystyle y_{1:m}} . The encoder would process the input x 1 : n {\displaystyle x_{1:n}} step by step. After that, the decoder would take the output from the encoder, as well as the as input, and produce a prediction y ^ 1 {\displaystyle {\hat {y}}_{1}} . Now, the question is: what should be input to the decoder in the next step? A standard method for training is "teacher forcing". In teacher forcing, no matter what is output by the decoder, the next input to the decoder is always the reference. That is, even if y ^ 1 ≠ y 1 {\displaystyle {\hat {y}}_{1}\neq y_{1}} , the next input to the decoder is still y 1 {\displaystyle y_{1}} , and so on. During prediction time, the "teacher" y 1 : m {\displaystyle y_{1:m}} would be unavailable. Therefore, the input to the decoder must be y ^ 1 {\displaystyle {\hat {y}}_{1}} , then y ^ 2 {\displaystyle {\hat {y}}_{2}} , and so on. It is found that if a model is trained purely by teacher forcing, its performance would degrade during prediction time, since generation based on the model's own output is different from generation based on the teacher's output. This is called exposure bias or a train/test distribution shift. A 2015 paper recommends that, during training, randomly switch between teacher forcing and no teacher forcing. === Attention for seq2seq === The attention mechanism is an enhancement introduced by Bahdanau et al. in 2014 to address limitations in the basic Seq2Seq architecture where a longer input sequence results in the hidden state output of the encoder becoming irrelevant for the decoder. It enables the model to selectively focus on different parts of the input sequence during the decoding process. At each decoder step, an alignment model calculates the attention score using the current decoder state and all of the attention hidden vectors as input. An alignment model is another neural network model that is trained jointly with the seq2seq model used to calculate how well an input, represented by the hidden state, matches with the previous output, represented by attention hidden state. A softmax function is then applied to the attention score to get the attention weight. In some models, the encoder states are directly fed into an activation function, removing the need for alignment model. An activation function receives one decoder state and one encoder state and returns a scalar value of their relevance. Consider the seq2seq language English-to-French translation task. To be concrete, let us consider the translation of "the zone of international control ", which should translate to "la zone de contrôle international ". Here, we use the special token as a control character to delimit the end of input for both the encoder and the decoder. An input sequence of text x 0 , x 1 , … {\displaystyle x_{0},x_{1},\dots } is processed by a neural network (which can be an LSTM, a Transformer encoder, or some other network) into a sequence of real-valued vectors h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , where h {\displaystyle h} stands for "hidden vector". After the encoder has finished processing, the decoder starts operating over the hidden vectors, to produce an output sequence y 0 , y 1 , … {\displaystyle y_{0},y_{1},\dots } , autoregressively. That is, it always takes as input both the hidden vectors produced by the encoder, and what the decoder itself has produced before, to produce the next output word: ( h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , "") → "la" ( h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , " la") → "la zone" ( h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , " la zone") → "la zone de" ... ( h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , " la zone de contrôle international") → "la zone de contrôle international " Here, we use the special token as a control character to delimit the start of input for the decoder. The decoding terminates as soon as "" appears in the decoder output. ==

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  • Text-to-image personalization

    Text-to-image personalization

    Text-to-Image personalization is a task in deep learning for computer graphics that augments pre-trained text-to-image generative models. In this task, a generative model that was trained on large-scale data (usually a foundation model), is adapted such that it can generate images of novel, user-provided concepts. These concepts are typically unseen during training, and may represent specific objects (such as the user's pet) or more abstract categories (new artistic style or object relations). Text-to-Image personalization methods typically bind the novel (personal) concept to new words in the vocabulary of the model. These words can then be used in future prompts to invoke the concept for subject-driven generation, inpainting, style transfer and even to correct biases in the model. To do so, models either optimize word-embeddings, fine-tune the generative model itself, or employ a mixture of both approaches. == Technology == Text-to-Image personalization was first proposed during August 2022 by two concurrent works, Textual Inversion and DreamBooth. In both cases, a user provides a few images (typically 3–5) of a concept, like their own dog, together with a coarse descriptor of the concept class (like the word "dog"). The model then learns to represent the subject through a reconstruction based objective, where prompts referring to the subject are expected to reconstruct images from the training set. In Textual Inversion, the personalized concepts are introduced into the text-to-image model by adding new words to the vocabulary of the model. Typical text-to-image models represent words (and sometimes parts-of-words) as tokens, or indices in a predefined dictionary. During generation, an input prompt is converted into such tokens, each of which is converted into a ‘word-embedding’: a continuous vector representation which is learned for each token as part of the model's training. Textual Inversion proposes to optimize a new word-embedding vector for representing the novel concept. This new embedding vector can then be assigned to a user-chosen string, and invoked whenever the user's prompt contains this string. In DreamBooth, rather than optimizing a new word vector, the full generative model itself is fine-tuned. The user first selects an existing token, typically one which rarely appears in prompts. The subject itself is then represented by a string containing this token, followed by a coarse descriptor of the subject's class. A prompt describing the subject will then take the form: "A photo of " (e.g. "a photo of sks cat" when learning to represent a specific cat). The text-to-image model is then tuned so that prompts of this form will generate images of the subject. == Textual Inversion == The key idea in Textual Inversion is to add a new term to the vocabulary of the diffusion model that corresponds to the new (personalized) concept. Textual Inversion operates by inverting the concepts into new pseudo-words within the textual embedding space of a pre-trained text-to-image model. These pseudo-words can be injected into new scenes using simple natural language descriptions, allowing for simple and intuitive modifications. The method allows a user to leverage multi-modal information — using a text-driven interface for ease of editing, but providing visual cues when approaching the limits of natural language. The resulting model is extremely light-weight per concept: only 1K long, but succeeds to encode detailed visual properties of the concept. == Extensions == Several approaches were proposed to refine and improve over the original methods. These include the following. Low-rank Adaptation (LoRA) - an adapter-based technique for efficient finetuning of models. In the case of text-to-image models, LoRA is typically used to modify the cross-attention layers of a diffusion model. Perfusion - a low rank update method that also locks the activations of the key matrix in the diffusion model's cross attention layers to the concept's coarse class. Extended Textual Inversion - a technique that learns an individual word embedding for each layer in the diffusion model's denoising network. Encoder-based methods that use another neural network to quickly personalize a model == Challenges and limitations == Text-to-image personalization methods must contend with several challenges. At their core is the goal of achieving high-fidelity to the personal concept while maintaining high alignment between novel prompts containing the subject, and the generated images (typically referred to as ‘editability’). Another challenge that personalization methods must contend with is memory requirements. Initial implementations of personalization methods required more than 20 Gigabytes of GPU memory, and more recent approaches have reported requirements of more than 40 Gigabytes. However, optimizations such as Flash Attention have since reduced this requirement considerably. Approaches that tune the entire generative model may also create checkpoints that are several gigabytes in size, making it difficult to share or store many models. Embedding based approaches require only a few kilobytes, but typically struggle to preserve identity while maintaining editability. More recent approaches have proposed hybrid tuning goals which optimize both an embedding and a subset of network weights. These can reduce storage requirements to as little as 100 Kilobytes while achieving quality comparable to full tuning methods. Finally, optimization processes can be lengthy, requiring several minutes of tuning for each novel concept. Encoder and quick-tuning methods aim to reduce this to seconds or less.

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  • Lessac Technologies

    Lessac Technologies

    Lessac Technologies, Inc. (LTI) is an American firm which develops voice synthesis software, licenses technology and sells synthesized novels as MP3 files. The firm currently has seven patents granted and three more pending for its automated methods of converting digital text into human-sounding speech, more accurately recognizing human speech and outputting the text representing the words and phrases of said speech, along with recognizing the speaker's emotional state. The LTI technology is partly based on the work of the late Arthur Lessac, a Professor of Theater at the State University of New York and the creator of Lessac Kinesensic Training, and LTI has licensed exclusive rights to exploit Arthur Lessac's copyrighted works in the fields of speech synthesis and speech recognition. Based on the view that music is speech and speech is music, Lessac's work and books focused on body and speech energies and how they go together. Arthur Lessac's textual annotation system, which was originally developed to assist actors, singers, and orators in marking up scripts to prepare for performance, is adapted in LTI's speech synthesis system as the basic representation of the speech to be synthesized (Lessemes), in contrast to many other systems which use a phonetic representation. LTI's software has two major components: (1) a linguistic front-end that converts plain text to a sequence of prosodic and phonosensory graphic symbols (Lessemes) based on Arthur Lessac's annotation system, which specify the speech units to be synthesized; (2) a signal-processing back-end that takes the Lessemes as acoustic data and produces human-sounding synthesized speech as output, using unit selection and concatenation. LTI's text-to-speech system came in second in the world-wide Blizzard Challenge 2011 and 2012. The first-place team in 2011 also employed LTI's "front-end" technology, but with its own back-end. The Blizzard Challenge, conducted by the Language Technologies Institute of Carnegie Mellon University, was devised as a way to evaluate speech synthesis techniques by having different research groups build voices from the same voice-actor recordings, and comparing the results through listening tests. LTI was founded in 2000 by H. Donald Wilson (chairman), a lawyer, LexisNexis entrepreneur and business associate of Arthur Lessac; and Gary A. Marple (chief inventor), after Marple suggested that Arthur Lessac's kinesensic voice training might be applicable to computational linguistics. After Wilson's death in 2006, his nephew John Reichenbach became the firm's CEO.

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  • Mean shift

    Mean shift

    Mean shift is a non-parametric feature-space mathematical analysis technique for locating the maxima of a density function, a so-called mode-seeking algorithm. Application domains include cluster analysis in computer vision and image processing. == History == The mean shift procedure is usually credited to work by Fukunaga and Hostetler in 1975. It is, however, reminiscent of earlier work by Schnell in 1964. == Overview == Mean shift is a procedure for locating the maxima—the modes—of a density function given discrete data sampled from that function. This is an iterative method, and we start with an initial estimate x {\displaystyle x} . Let a kernel function K ( x i − x ) {\displaystyle K(x_{i}-x)} be given. This function determines the weight of nearby points for re-estimation of the mean. Typically a Gaussian kernel on the distance to the current estimate is used, K ( x i − x ) = e − c | | x i − x | | 2 {\displaystyle K(x_{i}-x)=e^{-c||x_{i}-x||^{2}}} . The weighted mean of the density in the window determined by K {\displaystyle K} is m ( x ) = ∑ x i ∈ N ( x ) K ( x i − x ) x i ∑ x i ∈ N ( x ) K ( x i − x ) {\displaystyle m(x)={\frac {\sum _{x_{i}\in N(x)}K(x_{i}-x)x_{i}}{\sum _{x_{i}\in N(x)}K(x_{i}-x)}}} where N ( x ) {\displaystyle N(x)} is the neighborhood of x {\displaystyle x} , a set of points for which K ( x i − x ) ≠ 0 {\displaystyle K(x_{i}-x)\neq 0} . The difference m ( x ) − x {\displaystyle m(x)-x} is called mean shift in Fukunaga and Hostetler. The mean-shift algorithm now sets x ← m ( x ) {\displaystyle x\leftarrow m(x)} , and repeats the estimation until m ( x ) {\displaystyle m(x)} converges. Although the mean shift algorithm has been widely used in many applications, a rigid proof for the convergence of the algorithm using a general kernel in a high dimensional space is still not known. Aliyari Ghassabeh showed the convergence of the mean shift algorithm in one dimension with a differentiable, convex, and strictly decreasing profile function. However, the one-dimensional case has limited real world applications. Also, the convergence of the algorithm in higher dimensions with a finite number of the stationary (or isolated) points has been proved. However, sufficient conditions for a general kernel function to have finite stationary (or isolated) points have not been provided. Gaussian Mean-Shift is an Expectation–maximization algorithm. == Details == Let data be a finite set S {\displaystyle S} embedded in the n {\displaystyle n} -dimensional Euclidean space, X {\displaystyle X} . Let K {\displaystyle K} be a flat kernel that is the characteristic function of the λ {\displaystyle \lambda } -ball in X {\displaystyle X} , In each iteration of the algorithm, s ← m ( s ) {\displaystyle s\leftarrow m(s)} is performed for all s ∈ S {\displaystyle s\in S} simultaneously. The first question, then, is how to estimate the density function given a sparse set of samples. One of the simplest approaches is to just smooth the data, e.g., by convolving it with a fixed kernel of width h {\displaystyle h} , where x i {\displaystyle x_{i}} are the input samples and k ( r ) {\displaystyle k(r)} is the kernel function (or Parzen window). h {\displaystyle h} is the only parameter in the algorithm and is called the bandwidth. This approach is known as kernel density estimation or the Parzen window technique. Once we have computed f ( x ) {\displaystyle f(x)} from the equation above, we can find its local maxima using gradient ascent or some other optimization technique. The problem with this "brute force" approach is that, for higher dimensions, it becomes computationally prohibitive to evaluate f ( x ) {\displaystyle f(x)} over the complete search space. Instead, mean shift uses a variant of what is known in the optimization literature as multiple restart gradient descent. Starting at some guess for a local maximum, y k {\displaystyle y_{k}} , which can be a random input data point x 1 {\displaystyle x_{1}} , mean shift computes the gradient of the density estimate f ( x ) {\displaystyle f(x)} at y k {\displaystyle y_{k}} and takes an uphill step in that direction. == Types of kernels == Kernel definition: Let X {\displaystyle X} be the n {\displaystyle n} -dimensional Euclidean space, R n {\displaystyle \mathbb {R} ^{n}} . The norm of x {\displaystyle x} is a non-negative number, ‖ x ‖ 2 = x ⊤ x ≥ 0 {\displaystyle \|x\|^{2}=x^{\top }x\geq 0} . A function K : X → R {\displaystyle K:X\rightarrow \mathbb {R} } is said to be a kernel if there exists a profile, k : [ 0 , ∞ ] → R {\displaystyle k:[0,\infty ]\rightarrow \mathbb {R} } , such that K ( x ) = k ( ‖ x ‖ 2 ) {\displaystyle K(x)=k(\|x\|^{2})} and k is non-negative. k is non-increasing: k ( a ) ≥ k ( b ) {\displaystyle k(a)\geq k(b)} if a < b {\displaystyle a Read more →

  • Structured-light 3D scanner

    Structured-light 3D scanner

    A structured-light 3D scanner is a device used to capture the three-dimensional shape of an object by projecting light patterns, such as grids or stripes, onto its surface. The deformation of these patterns is recorded by cameras and processed using specialized algorithms to generate a detailed 3D model. Structured-light 3D scanning is widely employed in fields such as industrial design, quality control, cultural heritage preservation, augmented reality gaming, and medical imaging. Compared to laser-based 3D scanning, structured-light scanners use non-coherent light sources, such as LEDs or projectors, which enable faster data acquisition and eliminate potential safety concerns associated with lasers. However, the accuracy of structured-light scanning can be influenced by external factors, including ambient lighting conditions and the reflective properties of the scanned object. == Principle == Projecting a narrow band of light onto a three-dimensional surface creates a line of illumination that appears distorted when viewed from perspectives other than that of the projector. This distortion can be analyzed to reconstruct the geometry of the surface, a technique known as light sectioning. Projecting patterns composed of multiple stripes or arbitrary fringes simultaneously enables the acquisition of numerous data points at once, improving scanning speed. While various structured light projection techniques exist, parallel stripe patterns are among the most commonly used. By analyzing the displacement of these stripes, the three-dimensional coordinates of surface details can be accurately determined. === Generation of light patterns === Two major methods of stripe pattern generation have been established: Laser interference and projection. The laser interference method works with two wide planar laser beam fronts. Their interference results in regular, equidistant line patterns. Different pattern sizes can be obtained by changing the angle between these beams. The method allows for the exact and easy generation of very fine patterns with unlimited depth of field. Disadvantages are high cost of implementation, difficulties providing the ideal beam geometry, and laser typical effects like speckle noise and the possible self interference with beam parts reflected from objects. Typically, there is no means of modulating individual stripes, such as with Gray codes. The projection method uses incoherent light and basically works like a video projector. Patterns are usually generated by passing light through a digital spatial light modulator, typically based on one of the three currently most widespread digital projection technologies, transmissive liquid crystal, reflective liquid crystal on silicon (LCOS) or digital light processing (DLP; moving micro mirror) modulators, which have various comparative advantages and disadvantages for this application. Other methods of projection could be and have been used, however. Patterns generated by digital display projectors have small discontinuities due to the pixel boundaries in the displays. Sufficiently small boundaries however can practically be neglected as they are evened out by the slightest defocus. A typical measuring assembly consists of one projector and at least one camera. For many applications, two cameras on opposite sides of the projector have been established as useful. Invisible (or imperceptible) structured light uses structured light without interfering with other computer vision tasks for which the projected pattern will be confusing. Example methods include the use of infrared light or of extremely high framerates alternating between two exact opposite patterns. === Calibration === Geometric distortions by optics and perspective must be compensated by a calibration of the measuring equipment, using special calibration patterns and surfaces. A mathematical model is used for describing the imaging properties of projector and cameras. Essentially based on the simple geometric properties of a pinhole camera, the model also has to take into account the geometric distortions and optical aberration of projector and camera lenses. The parameters of the camera as well as its orientation in space can be determined by a series of calibration measurements, using photogrammetric bundle adjustment. === Analysis of stripe patterns === There are several depth cues contained in the observed stripe patterns. The displacement of any single stripe can directly be converted into 3D coordinates. For this purpose, the individual stripe has to be identified, which can for example be accomplished by tracing or counting stripes (pattern recognition method). Another common method projects alternating stripe patterns, resulting in binary Gray code sequences identifying the number of each individual stripe hitting the object. An important depth cue also results from the varying stripe widths along the object surface. Stripe width is a function of the steepness of a surface part, i.e. the first derivative of the elevation. Stripe frequency and phase deliver similar cues and can be analyzed by a Fourier transform. Finally, the wavelet transform has recently been discussed for the same purpose. In many practical implementations, series of measurements combining pattern recognition, Gray codes and Fourier transform are obtained for a complete and unambiguous reconstruction of shapes. Another method also belonging to the area of fringe projection has been demonstrated, utilizing the depth of field of the camera. It is also possible to use projected patterns primarily as a means of structure insertion into scenes, for an essentially photogrammetric acquisition. === Precision and range === The optical resolution of fringe projection methods depends on the width of the stripes used and their optical quality. It is also limited by the wavelength of light. An extreme reduction of stripe width proves inefficient due to limitations in depth of field, camera resolution and display resolution. Therefore, the phase shift method has been widely established: A number of at least 3, typically about 10 exposures are taken with slightly shifted stripes. The first theoretical deductions of this method relied on stripes with a sine wave shaped intensity modulation, but the methods work with "rectangular" modulated stripes, as delivered from LCD or DLP displays as well. By phase shifting, surface detail of e.g. 1/10 the stripe pitch can be resolved. Current optical stripe pattern profilometry hence allows for detail resolutions down to the wavelength of light, below 1 micrometer in practice or, with larger stripe patterns, to approx. 1/10 of the stripe width. Concerning level accuracy, interpolating over several pixels of the acquired camera image can yield a reliable height resolution and also accuracy, down to 1/50 pixel. Arbitrarily large objects can be measured with accordingly large stripe patterns and setups. Practical applications are documented involving objects several meters in size. Typical accuracy figures are: Planarity of a 2-foot (0.61 m) wide surface, to 10 micrometres (0.00039 in). Shape of a motor combustion chamber to 2 micrometres (7.9×10−5 in) (elevation), yielding a volume accuracy 10 times better than with volumetric dosing. Shape of an object 2 inches (51 mm) large, to about 1 micrometre (3.9×10−5 in) Radius of a blade edge of e.g. 10 micrometres (0.00039 in), to ±0.4 μm === Navigation === As the method can measure shapes from only one perspective at a time, complete 3D shapes have to be combined from different measurements in different angles. This can be accomplished by attaching marker points to the object and combining perspectives afterwards by matching these markers. The process can be automated, by mounting the object on a motorized turntable on robotic inspection cell, or CNC positioning device. Markers can as well be applied on a positioning device instead of the object itself. The 3D data gathered can be used to retrieve CAD (computer aided design) data and models from existing components (reverse engineering), hand formed samples or sculptures, natural objects or artifacts. === Challenges === As with all optical methods, reflective or transparent surfaces raise difficulties. Reflections cause light to be reflected either away from the camera or right into its optics. In both cases, the dynamic range of the camera can be exceeded. Transparent or semi-transparent surfaces also cause major difficulties. In these cases, coating the surfaces with a thin opaque lacquer just for measuring purposes is a common practice. A recent method handles highly reflective and specular objects by inserting a 1-dimensional diffuser between the light source (e.g., projector) and the object to be scanned. Alternative optical techniques have been proposed for handling perfectly transparent and specular objects. Double reflections and inter-reflections can cause the stripe pattern to be overlaid with unwanted ligh

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  • Common data model

    Common data model

    A common data model (CDM) can refer to any standardised data model which allows for data and information exchange between different applications and data sources. Common data models aim to standardise logical infrastructure so that related applications can "operate on and share the same data", and can be seen as a way to "organize data from many sources that are in different formats into a standard structure". A common data model has been described as one of the components of a "strong information system". A standardised common data model has also been described as a typical component of a well designed agile application besides a common communication protocol. Providing a single common data model within an organisation is one of the typical tasks of a data warehouse. == Examples of common data models == === Border crossings === X-trans.eu was a cross-border pilot project between the Free State of Bavaria (Germany) and Upper Austria with the aim of developing a faster procedure for the application and approval of cross-border large-capacity transports. The portal was based on a common data model that contained all the information required for approval. === Climate data === The Climate Data Store Common Data Model is a common data model set up by the Copernicus Climate Change Service for harmonising essential climate variables from different sources and data providers. === General information technology === Within service-oriented architecture, S-RAMP is a specification released by HP, IBM, Software AG, TIBCO, and Red Hat which defines a common data model for SOA repositories as well as an interaction protocol to facilitate the use of common tooling and sharing of data. Content Management Interoperability Services (CMIS) is an open standard for inter-operation of different content management systems over the internet, and provides a common data model for typed files and folders used with version control. The NetCDF software libraries for array-oriented scientific data implements a common data model called the NetCDF Java common data model, which consists of three layers built on top of each other to add successively richer semantics. === Health === Within genomic and medical data, the Observational Medical Outcomes Partnership (OMOP) research program established under the U.S. National Institutes of Health has created a common data model for claims and electronic health records which can accommodate data from different sources around the world. PCORnet, which was developed by the Patient-Centered Outcomes Research Institute, is another common data model for health data including electronic health records and patient claims. The Sentinel Common Data Model was initially started as Mini-Sentinel in 2008. It is used by the Sentinel Initiative of the USA's Food and Drug Administration. The Generalized Data Model was first published in 2019. It was designed to be a stand-alone data model as well as to allow for further transformation into other data models (e.g., OMOP, PCORNet, Sentinel). It has a hierarchical structure to flexibly capture relationships among data elements. The JANUS clinical trial data repository also provides a common data model which is based on the SDTM standard to represent clinical data submitted to regulatory agencies, such as tabulation datasets, patient profiles, listings, etc. === Logistics === SX000i is a specification developed jointly by the Aerospace and Defence Industries Association of Europe (ASD) and the American Aerospace Industries Association (AIA) to provide information, guidance and instructions to ensure compatibility and the commonality. The associated SX002D specification contains a common data model. === Microsoft Common Data Model === The Microsoft Common Data Model is a collection of many standardised extensible data schemas with entities, attributes, semantic metadata, and relationships, which represent commonly used concepts and activities in various businesses areas. It is maintained by Microsoft and its partners, and is published on GitHub. Microsoft's Common Data Model is used amongst others in Microsoft Dataverse and with various Microsoft Power Platform and Microsoft Dynamics 365 services. === Rail transport === RailTopoModel is a common data model for the railway sector. === Other === There are many more examples of various common data models for different uses published by different sources.

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  • Zesta

    Zesta

    Zesta is an online food ordering and delivery platform operating across the African region. Formerly known as Square Eats, the company rebranded to Zesta in 2025. Zesta connects customers with restaurants and stores, offering delivery services for food, groceries, parcel delivery and other essentials. == History == Zesta was originally founded as Square Eats in 2020 by twin brothers Henry Newman and Randall Newman when they were 21 years old. It was launched in Gaborone, Botswana, and quickly gained traction as a leading food delivery service in the country. The company halted operations and took a strategic decision to reinvent the business in 2022. In 2025, the company announced its rebranding to Zesta, highlighting its commitment to evolving beyond food delivery to become a super app. === COVID-19 initiative === During the COVID-19 pandemic, Zesta (then Square Eats) implemented measures to ensure safety and hygiene, including providing free gloves and hand sanitizer to drivers and introducing contactless delivery options. These efforts positioned the platform as a trusted service during the pandemic. == Service == Zesta facilitates delivery from a wide range of merchant partners via a smartphone app, available on iOS and Android platforms, or through its website. Customers can browse their favorite restaurants, place orders, and have meals delivered to their doorstep efficiently.

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  • Umoove

    Umoove

    Umoove is a high tech startup company that has developed and patented a software-only face and eye tracking technology. The idea was first conceived as an attempt to aid people with disabilities but has since evolved. The only compatibility qualification for tablet computers and smartphones to run Umoove software is a front-facing camera. Umoove headquarters are in Israel on Jerusalem’s Har Hotzvim. Umoove has 15 employees and received two million dollars in financing in 2012. The company's original founders invested around $800,000 to start the business in 2010. In 2013 Umoove was named one of the top three most promising Israeli start ups by Newsgeeks magazine. The company also participated in the 2013 LeWeb conference in Paris, France, where innovative technology startups are showcased. == Technology == The technology uses information extracted from previous frames, such as the angle of the user's head to predict where to look for facial targets in the next frame. This anticipation minimizes the amount of computation needed to scan each image. Umoove accounts for variances in environment, lighting conditions and user hand shake/movement. The technology is designed to provide a consistent experience, whether you're in a brightly lit area or a darkened basement, and to work fluidly between them by adapting its processing when it detects color and brightness shifts. It uses an active stabilization technique to filter out natural body movements from an unstable camera in order to minimize false-positive motion detection. Running the Umoove software on a Samsung Galaxy S3 is said to take up only 2% CPU. Umoove works exclusively with software and there is no hardware add-on necessary. It can be run on any smartphone or tablet computer that has a front-facing camera. Umoove claims that even a low-quality camera on an old device will run their software flawlessly. == Umoove Experience == In January 2014 Umoove released its first game onto the app store. The Umoove Experience game lets users control where they are 'flying' in the game through simple gestures and motions with their head. The avatar will basically go toward wherever the user looks. The game was created to showcase the technology for game developers but that did not stop some from criticizing its simplicity. Umoove also announced that they raised another one million dollars and that they are opening offices in Silicon Valley, California. In February 2014, Umoove announced that their face-tracking software development kit is available for Android developers as well as iOS. == Reviews == The Umoove Experience garnered mostly positive reviews from bloggers and mainstream media with some predicting that it could be the future of mobile gaming. Mashable wrote that Umoove's technology could be the emergence of gesture recognition technology in the mobile space, similar to Kinect with console gaming and what Leap Motion has done with desktop computers. Some, however, remain skeptical. CNET, for example, did not give the game a positive review and called the eye tracking technology 'freaky but cool'. They also noted that pioneering technologies have been known to fall short of expectations, citing Apple Inc’s Siri as an example. The technology blog GigaOM said that the Umoove Experience is ’awesome’ and technology evangelist Robert Scoble has called Umoove "brilliant". == uHealth == In January 2015, Umoove released uHealth, a mobile application that uses eye tracking game-like exercise to challenge the user's ability to be attentive, continuously focus, follow commands and avoid distractions. The app is designed in the form of two games, one to improve attention and another that hones focus. uHealth is a training tool, not a diagnostic. Umoove has stated that they want to use their technology for diagnosing neurological disorders but this will depend on clinical tests and FDA approval. The company cites the direct relationship between eye movements and brain activity as well as various vision-based therapies have been backed by many scientific studies conducted over the past decades. uHealth is the first time this type of therapy is delivered right to the end user through a simple download. == Collaboration rumors == In March 2013 there were rumors on the internet that Umoove would be the functioning software embedded into the Samsung Galaxy S4, which was due to launch that month. This rumor was perpetrated by, among others, New York Times, Techcrunch and Yahoo. Once Samsung launched without the Umoove technology rumors about a potential collaboration with Apple Inc hit the web. It has been said that due to the fact that Apple Inc is losing market share and stock value to Samsung they will be more aggressive and eye tracking is a logical place to make that move.

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  • Dynamic Graphics Project

    Dynamic Graphics Project

    The Dynamic Graphics Project (commonly referred to as DGP) is an interdisciplinary research laboratory at the University of Toronto devoted to projects involving computer graphics, computer vision, human computer interaction, and visualization. The lab began as the computer graphics research group of Department of Computer Science Professor Leslie Mezei in 1967. Mezei invited Bill Buxton, a pioneer of human–computer interaction (HCI) to join. In 1972, Ronald Baecker, another HCI pioneer joined, establishing DGP as the first Canadian university group focused on computer graphics and human-computer interaction. According to csrankings.org, the DGP is the top research institution in the world for the combined subfields of computer graphics, HCI, and visualization. Since then, DGP has hosted many well known faculty and students in computer graphics, computer vision and HCI (e.g., Alain Fournier, Bill Reeves, Jos Stam, Demetri Terzopoulos, Marilyn Tremaine). DGP also occasionally hosts artists in residence (e.g., Oscar-winner Chris Landreth). Many past and current researchers at Autodesk (and before that Alias Wavefront) graduated after working at DGP. DGP is located in the St. George campus of University of Toronto in the Bahen Centre for Information Technology. DGP researchers regularly publish at ACM SIGGRAPH, ACM SIGCHI and ICCV. DGP hosts the Toronto User Experience (TUX) Speaker Series and the Sanders Series Lectures. == Notable alumni == Bill Buxton (MS 1978) James McCrae (PhD 2013) Dimitris Metaxas (PhD 1992) Bill Reeves (MS 1976, Ph.D. 1980) Jos Stam (MS 1991, Ph.D. 1995)

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  • Multi-scale approaches

    Multi-scale approaches

    The scale space representation of a signal obtained by Gaussian smoothing satisfies a number of special properties, scale-space axioms, which make it into a special form of multi-scale representation. There are, however, also other types of "multi-scale approaches" in the areas of computer vision, image processing and signal processing, in particular the notion of wavelets. The purpose of this article is to describe a few of these approaches: == Scale-space theory for one-dimensional signals == For one-dimensional signals, there exists quite a well-developed theory for continuous and discrete kernels that guarantee that new local extrema or zero-crossings cannot be created by a convolution operation. For continuous signals, it holds that all scale-space kernels can be decomposed into the following sets of primitive smoothing kernels: the Gaussian kernel : g ( x , t ) = 1 2 π t exp ⁡ ( − x 2 / 2 t ) {\displaystyle g(x,t)={\frac {1}{\sqrt {2\pi t}}}\exp({-x^{2}/2t})} where t > 0 {\displaystyle t>0} , truncated exponential kernels (filters with one real pole in the s-plane): h ( x ) = exp ⁡ ( − a x ) {\displaystyle h(x)=\exp({-ax})} if x ≥ 0 {\displaystyle x\geq 0} and 0 otherwise where a > 0 {\displaystyle a>0} h ( x ) = exp ⁡ ( b x ) {\displaystyle h(x)=\exp({bx})} if x ≤ 0 {\displaystyle x\leq 0} and 0 otherwise where b > 0 {\displaystyle b>0} , translations, rescalings. For discrete signals, we can, up to trivial translations and rescalings, decompose any discrete scale-space kernel into the following primitive operations: the discrete Gaussian kernel T ( n , t ) = I n ( α t ) {\displaystyle T(n,t)=I_{n}(\alpha t)} where α , t > 0 {\displaystyle \alpha ,t>0} where I n {\displaystyle I_{n}} are the modified Bessel functions of integer order, generalized binomial kernels corresponding to linear smoothing of the form f o u t ( x ) = p f i n ( x ) + q f i n ( x − 1 ) {\displaystyle f_{out}(x)=pf_{in}(x)+qf_{in}(x-1)} where p , q > 0 {\displaystyle p,q>0} f o u t ( x ) = p f i n ( x ) + q f i n ( x + 1 ) {\displaystyle f_{out}(x)=pf_{in}(x)+qf_{in}(x+1)} where p , q > 0 {\displaystyle p,q>0} , first-order recursive filters corresponding to linear smoothing of the form f o u t ( x ) = f i n ( x ) + α f o u t ( x − 1 ) {\displaystyle f_{out}(x)=f_{in}(x)+\alpha f_{out}(x-1)} where α > 0 {\displaystyle \alpha >0} f o u t ( x ) = f i n ( x ) + β f o u t ( x + 1 ) {\displaystyle f_{out}(x)=f_{in}(x)+\beta f_{out}(x+1)} where β > 0 {\displaystyle \beta >0} , the one-sided Poisson kernel p ( n , t ) = e − t t n n ! {\displaystyle p(n,t)=e^{-t}{\frac {t^{n}}{n!}}} for n ≥ 0 {\displaystyle n\geq 0} where t ≥ 0 {\displaystyle t\geq 0} p ( n , t ) = e − t t − n ( − n ) ! {\displaystyle p(n,t)=e^{-t}{\frac {t^{-n}}{(-n)!}}} for n ≤ 0 {\displaystyle n\leq 0} where t ≥ 0 {\displaystyle t\geq 0} . From this classification, it is apparent that we require a continuous semi-group structure, there are only three classes of scale-space kernels with a continuous scale parameter; the Gaussian kernel which forms the scale-space of continuous signals, the discrete Gaussian kernel which forms the scale-space of discrete signals and the time-causal Poisson kernel that forms a temporal scale-space over discrete time. If we on the other hand sacrifice the continuous semi-group structure, there are more options: For discrete signals, the use of generalized binomial kernels provides a formal basis for defining the smoothing operation in a pyramid. For temporal data, the one-sided truncated exponential kernels and the first-order recursive filters provide a way to define time-causal scale-spaces that allow for efficient numerical implementation and respect causality over time without access to the future. The first-order recursive filters also provide a framework for defining recursive approximations to the Gaussian kernel that in a weaker sense preserve some of the scale-space properties.

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  • Sub-pixel resolution

    Sub-pixel resolution

    In digital image processing, sub-pixel resolution can be obtained in images constructed from sources with information exceeding the nominal pixel resolution of said images. == Example == For example, if the image of a ship of length 50 metres (160 ft), viewed side-on, is 500 pixels long, the nominal resolution (pixel size) on the side of the ship facing the camera is 0.1 metres (3.9 in). Now sub-pixel resolution of well resolved features can measure ship movements which are an order of magnitude (10×) smaller. Movement is specifically mentioned here because measuring absolute positions requires an accurate lens model and known reference points within the image to achieve sub-pixel position accuracy. Small movements can however be measured (down to 1 cm) with simple calibration procedures. Specific fit functions often suffer specific bias with respect to image pixel boundaries. Users should therefore take care to avoid these "pixel locking" (or "peak locking") effects. == Determining feasibility == Whether features in a digital image are sharp enough to achieve sub-pixel resolution can be quantified by measuring the point spread function (PSF) of an isolated point in the image. If the image does not contain isolated points, similar methods can be applied to edges in the image. It is also important when attempting sub-pixel resolution to keep image noise to a minimum. This, in the case of a stationary scene, can be measured from a time series of images. Appropriate pixel averaging, through both time (for stationary images) and space (for uniform regions of the image) is often used to prepare the image for sub-pixel resolution measurements.

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  • Lose It!

    Lose It!

    Lose It! is an American health and wellness mobile app developed by FitNow, Inc. The app generates calorie budgets for users by tracking weight, exercise, food and calorie intake, and personal goals, primarily to assist them in achieving weight loss. == History == Lose It! was developed in Boston and debuted in 2008. The app and its associated company were founded by J.J. Allaire, Charles Teague and Paul Dicristina. Prior to founding Lose It!, Teague and Allaire had founded the online research tool Onfolio, which was acquired by Microsoft in 2006. The Lose It! app was originally released as an iOS app before being released as a website in 2010 and an Android app in 2011. In 2015, Lose It! announced plans to release the app internationally. Lose It! was also available as an app for Apple Watch at its launch in 2015. The app’s “Snap It” feature, which allows users to approximate calorie counts by taking pictures of their daily meals and snacks, was released in beta in 2016. Snap It was named an Innovation Awards Honoree at the 2017 Consumer Electronics Show in Las Vegas. In 2020, Patrick Wetherille, one of the company’s earliest employees, was appointed chief executive officer. == App == Lose It! is weight loss app. The app allows users to set goals such as increasing strength, overall health/maintenance, and weight loss. It provides users recommended calorie budgets based on data such as their current weight and their desired weight. Lose It! also tracks data such as exercise/activity level and food consumption and allows users to track calories consumed by scanning barcodes for food products then retrieving calorie information for products. The app can also estimate the amount of calories in a food products. Lose It! has integration features connecting it to other apps such as Fitbit and Runkeeper. It also has social features such as joining groups and sharing progress with friends. The Premium version of the app allows users to track foods according to specific diets like keto, heart healthy or Mediterranean.

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  • Scale space

    Scale space

    Scale-space theory is a framework for multi-scale signal representation developed by the computer vision, image processing and signal processing communities with complementary motivations from physics and biological vision. It is a formal theory for handling image structures at different scales, by representing an image as a one-parameter family of smoothed images, the scale-space representation, parametrized by the size of the smoothing kernel used for suppressing fine-scale structures. The parameter t {\displaystyle t} in this family is referred to as the scale parameter, with the interpretation that image structures of spatial size smaller than about t {\displaystyle {\sqrt {t}}} have largely been smoothed away in the scale-space level at scale t {\displaystyle t} . The main type of scale space is the linear (Gaussian) scale space, which has wide applicability as well as the attractive property of being possible to derive from a small set of scale-space axioms. The corresponding scale-space framework encompasses a theory for Gaussian derivative operators, which can be used as a basis for expressing a large class of visual operations for computerized systems that process visual information. This framework also allows visual operations to be made scale invariant, which is necessary for dealing with the size variations that may occur in image data, because real-world objects may be of different sizes and in addition the distance between the object and the camera may be unknown and may vary depending on the circumstances. == Definition == The notion of scale space applies to signals of arbitrary numbers of variables. The most common case in the literature applies to two-dimensional images, which is what is presented here. Consider a given image f {\displaystyle f} where f ( x , y ) {\displaystyle f(x,y)} is the greyscale value of the pixel at position ( x , y ) {\displaystyle (x,y)} . The linear (Gaussian) scale-space representation of f {\displaystyle f} is a family of derived signals L ( x , y ; t ) {\displaystyle L(x,y;t)} defined by the convolution of f ( x , y ) {\displaystyle f(x,y)} with the two-dimensional Gaussian kernel g ( x , y ; t ) = 1 2 π t e − ( x 2 + y 2 ) / 2 t {\displaystyle g(x,y;t)={\frac {1}{2\pi t}}e^{-(x^{2}+y^{2})/2t}\,} such that L ( ⋅ , ⋅ ; t ) = g ( ⋅ , ⋅ ; t ) ∗ f ( ⋅ , ⋅ ) , {\displaystyle L(\cdot ,\cdot ;t)\ =g(\cdot ,\cdot ;t)f(\cdot ,\cdot ),} where the semicolon in the argument of L {\displaystyle L} implies that the convolution is performed only over the variables x , y {\displaystyle x,y} , while the scale parameter t {\displaystyle t} after the semicolon just indicates which scale level is being defined. This definition of L {\displaystyle L} works for a continuum of scales t ≥ 0 {\displaystyle t\geq 0} , but typically only a finite discrete set of levels in the scale-space representation would be actually considered. The scale parameter t = σ 2 {\displaystyle t=\sigma ^{2}} is the variance of the Gaussian filter and as a limit for t = 0 {\displaystyle t=0} the filter g {\displaystyle g} becomes an impulse function such that L ( x , y ; 0 ) = f ( x , y ) , {\displaystyle L(x,y;0)=f(x,y),} that is, the scale-space representation at scale level t = 0 {\displaystyle t=0} is the image f {\displaystyle f} itself. As t {\displaystyle t} increases, L {\displaystyle L} is the result of smoothing f {\displaystyle f} with a larger and larger filter, thereby removing more and more of the details that the image contains. Since the standard deviation of the filter is σ = t {\displaystyle \sigma ={\sqrt {t}}} , details that are significantly smaller than this value are to a large extent removed from the image at scale parameter t {\displaystyle t} , see the following figures and for graphical illustrations. === Why a Gaussian filter? === When faced with the task of generating a multi-scale representation one may ask: could any filter g of low-pass type and with a parameter t which determines its width be used to generate a scale space? The answer is no, as it is of crucial importance that the smoothing filter does not introduce new spurious structures at coarse scales that do not correspond to simplifications of corresponding structures at finer scales. In the scale-space literature, a number of different ways have been expressed to formulate this criterion in precise mathematical terms. The conclusion from several different axiomatic derivations that have been presented is that the Gaussian scale space constitutes the canonical way to generate a linear scale space, based on the essential requirement that new structures must not be created when going from a fine scale to any coarser scale. Conditions, referred to as scale-space axioms, that have been used for deriving the uniqueness of the Gaussian kernel include linearity, shift invariance, semi-group structure, non-enhancement of local extrema, scale invariance and rotational invariance. In the works, the uniqueness claimed in the arguments based on scale invariance has been criticized, and alternative self-similar scale-space kernels have been proposed. The Gaussian kernel is, however, a unique choice according to the scale-space axiomatics based on causality or non-enhancement of local extrema. === Alternative definition === Equivalently, the scale-space family can be defined as the solution of the diffusion equation (for example in terms of the heat equation), ∂ t L = 1 2 ∇ 2 L , {\displaystyle \partial _{t}L={\frac {1}{2}}\nabla ^{2}L,} with initial condition L ( x , y ; 0 ) = f ( x , y ) {\displaystyle L(x,y;0)=f(x,y)} . This formulation of the scale-space representation L means that it is possible to interpret the intensity values of the image f as a "temperature distribution" in the image plane and that the process that generates the scale-space representation as a function of t corresponds to heat diffusion in the image plane over time t (assuming the thermal conductivity of the material equal to the arbitrarily chosen constant ⁠1/2⁠). Although this connection may appear superficial for a reader not familiar with differential equations, it is indeed the case that the main scale-space formulation in terms of non-enhancement of local extrema is expressed in terms of a sign condition on partial derivatives in the 2+1-D volume generated by the scale space, thus within the framework of partial differential equations. Furthermore, a detailed analysis of the discrete case shows that the diffusion equation provides a unifying link between continuous and discrete scale spaces, which also generalizes to nonlinear scale spaces, for example, using anisotropic diffusion. Hence, one may say that the primary way to generate a scale space is by the diffusion equation, and that the Gaussian kernel arises as the Green's function of this specific partial differential equation. == Motivations == The motivation for generating a scale-space representation of a given data set originates from the basic observation that real-world objects are composed of different structures at different scales. This implies that real-world objects, in contrast to idealized mathematical entities such as points or lines, may appear in different ways depending on the scale of observation. For example, the concept of a "tree" is appropriate at the scale of meters, while concepts such as leaves and molecules are more appropriate at finer scales. For a computer vision system analysing an unknown scene, there is no way to know a priori what scales are appropriate for describing the interesting structures in the image data. Hence, the only reasonable approach is to consider descriptions at multiple scales in order to be able to capture the unknown scale variations that may occur. Taken to the limit, a scale-space representation considers representations at all scales. Another motivation to the scale-space concept originates from the process of performing a physical measurement on real-world data. In order to extract any information from a measurement process, one has to apply operators of non-infinitesimal size to the data. In many branches of computer science and applied mathematics, the size of the measurement operator is disregarded in the theoretical modelling of a problem. The scale-space theory on the other hand explicitly incorporates the need for a non-infinitesimal size of the image operators as an integral part of any measurement as well as any other operation that depends on a real-world measurement. There is a close link between scale-space theory and biological vision. Many scale-space operations show a high degree of similarity with receptive field profiles recorded from the mammalian retina and the first stages in the visual cortex. In these respects, the scale-space framework can be seen as a theoretically well-founded paradigm for early vision, which in addition has been thoroughly tested by algorithms and experiments. == Gaussian derivatives == At any scale in scale space, we c

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