AI Chatbot That Sends Pictures

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

  • Enterprise mobile application

    Enterprise mobile application

    The term enterprise mobile application is used in the context of mobile apps created/brought by individual organizations for their workers to carry out the functions required to run the organization. It is the process of building a mobile application for the requirements of an enterprise. An enterprise mobile application belonging to an organization is expected to be used by only the workers of that organization. The definition of enterprise mobile application does not include the mobile apps that an organization create for its customers or consumers of the products or services generated by the organization. == Example == An organization, whether for-profit or non-profit, may create a mobile app for its members to track inventory levels of supplies they distribute to their target communities or materials used in product manufacturing. Such a mobile app comes under the definition of enterprise mobile application. However, the same organization may also create another mobile app to sell their products to end users or spread awareness of their services to various communities, and that mobile app would not come under definition of enterprise mobile application. == Enterprise mobile solution providers == Enterprise Mobile solution providers create and develop apps for individual organizations that can buy instead of creating the apps themselves. Reasons for Organizations buying the apps include time and cost savings, technical expertise. Today Enterprise Mobility is playing track role for enterprise transformation. Today, enterprises needs productivity is a fast way. Enterprise mobility helps business owners to build their work in a progressive way by assisting enterprise mobility solutions.

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  • Eaze

    Eaze

    Eaze is an American company based in San Francisco, California that launched a medical cannabis delivery app of the same name in 2014. == History == Eaze was launched in 2014 by Keith McCarty to deliver medical marijuana to patients in California. McCarty started the company in his San Francisco apartment with four employees. The company provides a mobile app to connect users with cannabis dispensaries, but does not grow or sell marijuana itself, and has been nicknamed “the Uber of Weed”. As of 2017, the company operates in more than 100 cities within California. In 2017, Eaze reported 300 percent growth over the previous year. It has 81 employees, and performs 120,000 deliveries per month to 250,000 users. A survey of Eaze users revealed that 66% are male, 57% are between 22 and 34, just over half have a bachelor's degree, and 49% have an annual income over $75,000. The company's vaporizer cartridge sales reached $1 million in sales in 4 months, and 31% of customers had ordered a vaporizer by the end of 2016. In 2016, Eaze founder Keith McCarty stepped down from his position as CEO and was replaced by Jim Patterson, who served as the company's chief product and technology officer. == EazeMD == EazeMD is a service that helps people acquire a medical marijuana card. It is a California-based telemedicine service in which physicians assess patients through an online video chat. It is California's largest telemedicine service for marijuana referrals. In June 2017, a former employee of one of these physicians accessed patient data in the physician's records system, causing a security breach. However, there was no evidence that Eaze data was accessed. == Eaze Insights == Eaze Insights conducts surveys of their users and compiles data into reports on cannabis use. Statistics from their reports have been cited in Seattle Weekly, Forbes, The Huffington Post, Business Insider, Fortune, and other general interest publications. == Financing == The company announced its $10 million Series A funding in April 2015 by multiple venture capital firms, including the Snoop Dogg-backed Casa Verde Capital. In October 2016, Eaze announced its series B funding in the amount of $13 million from five investors, making the company "the highest-funded startup in the history of the cannabis industry, as well as its fastest-growing one". In September 2017, the company raised another $27 million in venture funding. The Series B funding was led by Bailey Capital, joined by DCM Ventures, Kaya Ventures, and FJ Labs. According to the company' officials in 2017, Eaze managed to raise more than $52 million since its inception in 2014.

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  • EasyA

    EasyA

    EasyA is a web3 technology company and education platform based in London (United Kingdom), founded in 2022 by Phil Kwok and Dom Kwok. EasyA was officially launched in 2022, focusing on web3 technologies. This community was influenced by the founders' experiences during the COVID-19 pandemic and early collaborations with universities and other educational institutions. Subsequently, the community was used as a foundation for developing Web3-related initiatives, including the organisation of EasyA's first Web3 hackathon in 2022. The EasyA app has over one million users and provides educational content on various blockchain technologies. EasyA Labs is a separate initiative focused on developing products intended to improve accessibility to cryptocurrency for a broader audience.

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  • Alias Eclipse

    Alias Eclipse

    Eclipse was a professional 2D image editing program available on Silicon Graphics and Windows workstations. Designed to manipulate high-resolution images like digitized movie frames and photographs for print, it offered color correction tools, image processing effects, rudimentary paint features, and spline-based drawing and masking. == History == Eclipse was originally developed in the late 1980s by Full Color Computing, an early provider of photo retouch and color prepress software for Silicon Graphics workstations. Alias Research (later Alias Systems Corporation), a developer of professional 3D graphics applications for the SGI platform, purchased the rights to Eclipse in fall 1990. Alias developed Eclipse through the early to mid-1990s, releasing version 2.5 in 1995 with improvements to the speed of color correction, effects, and rendering. Xyvision's Contex Prepress division purchased exclusive rights to Eclipse from Alias in 1996, and released version 3.0 the following year. Eclipse was subsequently sold to German developer Form & Vision GmbH, which continued development and ported it to the Windows platform. In 1999, Form & Vision released a demo of Eclipse 3.1.3 on the SGI platform which was limited to 1600 x 1600 pixel images, then ceased development of Eclipse on the SGI platform. Eclipse was thereafter developed exclusively for the Windows platform, culminating with version 3.1.4 in 2001. In the same year the firm went bankrupt. == Features == Eclipse was designed to work with very large images that could not be manipulated in real time on contemporary computer systems due to memory limitations, and thus allowed the user to make modifications to a lower-resolution copy of the original image in "proxy mode." Brush strokes, color corrections, and other edits were saved in proxy mode, then applied to the full-size image in post processing. This method also allowed for batch processing of a high-resolution image sequence using the edits applied to the original proxy image. Other features included color correction and separation, warping, special effects, text, and shape masking. Wavelet image compression created by LuraTech was added to Eclipse 3.1.4

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  • EM algorithm and GMM model

    EM algorithm and GMM model

    In statistics, EM (expectation maximization) algorithm handles latent variables, while GMM is the Gaussian mixture model. == Background == In the picture below, are shown the red blood cell hemoglobin concentration and the red blood cell volume data of two groups of people, the Anemia group and the control group (i.e. the group of people without Anemia). As expected, people with Anemia have lower red blood cell volume and lower red blood cell hemoglobin concentration than those without Anemia. x {\displaystyle x} is a random vector such as x := ( red blood cell volume , red blood cell hemoglobin concentration ) {\displaystyle x:={\big (}{\text{red blood cell volume}},{\text{red blood cell hemoglobin concentration}}{\big )}} , and from medical studies it is known that x {\displaystyle x} are normally distributed in each group, i.e. x ∼ N ( μ , Σ ) {\displaystyle x\sim {\mathcal {N}}(\mu ,\Sigma )} . z {\displaystyle z} is denoted as the group where x {\displaystyle x} belongs, with z i = 0 {\displaystyle z_{i}=0} when x i {\displaystyle x_{i}} belongs to the Anemia group and z i = 1 {\displaystyle z_{i}=1} when x i {\displaystyle x_{i}} belongs to the control group. Also z ∼ Categorical ⁡ ( k , ϕ ) {\displaystyle z\sim \operatorname {Categorical} (k,\phi )} where k = 2 {\displaystyle k=2} , ϕ j ≥ 0 , {\displaystyle \phi _{j}\geq 0,} and ∑ j = 1 k ϕ j = 1 {\displaystyle \sum _{j=1}^{k}\phi _{j}=1} . See Categorical distribution. The following procedure can be used to estimate ϕ , μ , Σ {\displaystyle \phi ,\mu ,\Sigma } . A maximum likelihood estimation can be applied: ℓ ( ϕ , μ , Σ ) = ∑ i = 1 m log ⁡ ( p ( x ( i ) ; ϕ , μ , Σ ) ) = ∑ i = 1 m log ⁡ ∑ z ( i ) = 1 k p ( x ( i ) ∣ z ( i ) ; μ , Σ ) p ( z ( i ) ; ϕ ) {\displaystyle \ell (\phi ,\mu ,\Sigma )=\sum _{i=1}^{m}\log(p(x^{(i)};\phi ,\mu ,\Sigma ))=\sum _{i=1}^{m}\log \sum _{z^{(i)}=1}^{k}p\left(x^{(i)}\mid z^{(i)};\mu ,\Sigma \right)p(z^{(i)};\phi )} As the z i {\displaystyle z_{i}} for each x i {\displaystyle x_{i}} are known, the log likelihood function can be simplified as below: ℓ ( ϕ , μ , Σ ) = ∑ i = 1 m log ⁡ p ( x ( i ) ∣ z ( i ) ; μ , Σ ) + log ⁡ p ( z ( i ) ; ϕ ) {\displaystyle \ell (\phi ,\mu ,\Sigma )=\sum _{i=1}^{m}\log p\left(x^{(i)}\mid z^{(i)};\mu ,\Sigma \right)+\log p\left(z^{(i)};\phi \right)} Now the likelihood function can be maximized by making partial derivative over μ , Σ , ϕ {\displaystyle \mu ,\Sigma ,\phi } , obtaining: ϕ j = 1 m ∑ i = 1 m 1 { z ( i ) = j } {\displaystyle \phi _{j}={\frac {1}{m}}\sum _{i=1}^{m}1\{z^{(i)}=j\}} μ j = ∑ i = 1 m 1 { z ( i ) = j } x ( i ) ∑ i = 1 m 1 { z ( i ) = j } {\displaystyle \mu _{j}={\frac {\sum _{i=1}^{m}1\{z^{(i)}=j\}x^{(i)}}{\sum _{i=1}^{m}1\left\{z^{(i)}=j\right\}}}} Σ j = ∑ i = 1 m 1 { z ( i ) = j } ( x ( i ) − μ j ) ( x ( i ) − μ j ) T ∑ i = 1 m 1 { z ( i ) = j } {\displaystyle \Sigma _{j}={\frac {\sum _{i=1}^{m}1\{z^{(i)}=j\}(x^{(i)}-\mu _{j})(x^{(i)}-\mu _{j})^{T}}{\sum _{i=1}^{m}1\{z^{(i)}=j\}}}} If z i {\displaystyle z_{i}} is known, the estimation of the parameters results to be quite simple with maximum likelihood estimation. But if z i {\displaystyle z_{i}} is unknown it is much more complicated. Being z {\displaystyle z} a latent variable (i.e. not observed), with unlabeled scenario, the expectation maximization algorithm is needed to estimate z {\displaystyle z} as well as other parameters. Generally, this problem is set as a GMM since the data in each group is normally distributed. In machine learning, the latent variable z {\displaystyle z} is considered as a latent pattern lying under the data, which the observer is not able to see very directly. x i {\displaystyle x_{i}} is the known data, while ϕ , μ , Σ {\displaystyle \phi ,\mu ,\Sigma } are the parameter of the model. With the EM algorithm, some underlying pattern z {\displaystyle z} in the data x i {\displaystyle x_{i}} can be found, along with the estimation of the parameters. The wide application of this circumstance in machine learning is what makes EM algorithm so important. == EM algorithm in GMM == The EM algorithm consists of two steps: the E-step and the M-step. Firstly, the model parameters and the z ( i ) {\displaystyle z^{(i)}} can be randomly initialized. In the E-step, the algorithm tries to guess the value of z ( i ) {\displaystyle z^{(i)}} based on the parameters, while in the M-step, the algorithm updates the value of the model parameters based on the guess of z ( i ) {\displaystyle z^{(i)}} of the E-step. These two steps are repeated until convergence is reached. The algorithm in GMM is: Repeat until convergence: 1. (E-step) For each i , j {\displaystyle i,j} , set w j ( i ) := p ( z ( i ) = j | x ( i ) ; ϕ , μ , Σ ) {\displaystyle w_{j}^{(i)}:=p\left(z^{(i)}=j|x^{(i)};\phi ,\mu ,\Sigma \right)} 2. (M-step) Update the parameters ϕ j := 1 m ∑ i = 1 m w j ( i ) {\displaystyle \phi _{j}:={\frac {1}{m}}\sum _{i=1}^{m}w_{j}^{(i)}} μ j := ∑ i = 1 m w j ( i ) x ( i ) ∑ i = 1 m w j ( i ) {\displaystyle \mu _{j}:={\frac {\sum _{i=1}^{m}w_{j}^{(i)}x^{(i)}}{\sum _{i=1}^{m}w_{j}^{(i)}}}} Σ j := ∑ i = 1 m w j ( i ) ( x ( i ) − μ j ) ( x ( i ) − μ j ) T ∑ i = 1 m w j ( i ) {\displaystyle \Sigma _{j}:={\frac {\sum _{i=1}^{m}w_{j}^{(i)}\left(x^{(i)}-\mu _{j}\right)\left(x^{(i)}-\mu _{j}\right)^{T}}{\sum _{i=1}^{m}w_{j}^{(i)}}}} With Bayes' rule, the following result is obtained by the E-step: p ( z ( i ) = j | x ( i ) ; ϕ , μ , Σ ) = p ( x ( i ) | z ( i ) = j ; μ , Σ ) p ( z ( i ) = j ; ϕ ) ∑ l = 1 k p ( x ( i ) | z ( i ) = l ; μ , Σ ) p ( z ( i ) = l ; ϕ ) {\displaystyle p\left(z^{(i)}=j|x^{(i)};\phi ,\mu ,\Sigma \right)={\frac {p\left(x^{(i)}|z^{(i)}=j;\mu ,\Sigma \right)p\left(z^{(i)}=j;\phi \right)}{\sum _{l=1}^{k}p\left(x^{(i)}|z^{(i)}=l;\mu ,\Sigma \right)p\left(z^{(i)}=l;\phi \right)}}} According to GMM setting, these following formulas are obtained: p ( x ( i ) | z ( i ) = j ; μ , Σ ) = 1 ( 2 π ) n / 2 | Σ j | 1 / 2 exp ⁡ ( − 1 2 ( x ( i ) − μ j ) T Σ j − 1 ( x ( i ) − μ j ) ) {\displaystyle p\left(x^{(i)}|z^{(i)}=j;\mu ,\Sigma \right)={\frac {1}{(2\pi )^{n/2}\left|\Sigma _{j}\right|^{1/2}}}\exp \left(-{\frac {1}{2}}\left(x^{(i)}-\mu _{j}\right)^{T}\Sigma _{j}^{-1}\left(x^{(i)}-\mu _{j}\right)\right)} p ( z ( i ) = j ; ϕ ) = ϕ j {\displaystyle p\left(z^{(i)}=j;\phi \right)=\phi _{j}} In this way, a switch between the E-step and the M-step is possible, according to the randomly initialized parameters.

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  • DataScene

    DataScene

    DataScene is a scientific graphing, animation, data analysis, and real-time data monitoring software package. It was developed with the Common Language Infrastructure technology and the GDI+ graphics library. With the two Common Language Runtime engines - the .Net and Mono frameworks - DataScene runs on all major operating systems. With DataScene, the user can plot 39 types 2D & 3D graphs (e.g., Area graph, Bar graph, Boxplot graph, Pie graph, Line graph, Histogram graph, Surface graph, Polar graph, Water Fall graph, etc.), manipulate, print, and export graphs to various formats (e.g., Bitmap, WMF/EMF, JPEG, PNG, GIF, TIFF, PostScript, and PDF), analyze data with different mathematical methods (fitting curves, calculating statics, FFT, etc.), create chart animations for presentations (e.g. with PowerPoint), classes, and web pages, and monitor and chart real-time data. == History == DataScene was first released (version 1.0) in March 2009 for the Windows platform and the .Net 2.0 framework. Since version 2.0, DataScene has been ported to the Mono framework 2.6 and all Linux and Unix/X11 operating systems. Cyberwit offers free licensing for the Express edition of DataScene.

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  • Single particle analysis

    Single particle analysis

    Single particle analysis is a group of related computerized image processing techniques used to analyze images from transmission electron microscopy (TEM). These methods were developed to improve and extend the information obtainable from TEM images of particulate samples, typically proteins or other large biological entities such as viruses. Individual images of stained or unstained particles are very noisy, making interpretation difficult. Combining several digitized images of similar particles together gives an image with stronger and more easily interpretable features. An extension of this technique uses single particle methods to build up a three-dimensional reconstruction of the particle. Using cryo-electron microscopy it has become possible to generate reconstructions with sub-nanometer, near-atomic resolution resolution first in the case of highly symmetric viruses, and now in smaller, asymmetric proteins as well. == Techniques == Single particle analysis can be done on both negatively stained and vitreous ice-embedded transmission electron cryomicroscopy (CryoTEM) samples. Single particle analysis methods are, in general, reliant on the sample being homogeneous, although techniques for dealing with conformational heterogeneity are being developed. Images (micrographs) are taken with an electron microscope using charged-coupled device (CCD) detectors coupled to a phosphorescent layer (in the past, they were instead collected on film and digitized using high-quality scanners). The image processing is carried out using specialized software programs, often run on multi-processor computer clusters. Depending on the sample or the desired results, various steps of two- or three-dimensional processing can be done. === Alignment and classification === Biological samples, and especially samples embedded in thin vitreous ice, are highly radiation sensitive, thus only low electron doses can be used to image the sample. This low dose, as well as variations in the metal stain used (if used) means images have high noise relative to the signal given by the particle being observed. By aligning several similar images to each other so they are in register and then averaging them, an image with higher signal-to-noise ratio can be obtained. As the noise is mostly randomly distributed and the underlying image features constant, by averaging the intensity of each pixel over several images only the constant features are reinforced. Typically, the optimal alignment (a translation and an in-plane rotation) to map one image onto another is calculated by cross-correlation. However, a micrograph often contains particles in multiple different orientations and/or conformations, and so to get more representative image averages, a method is required to group similar particle images together into multiple sets. This is normally carried out using one of several data analysis and image classification algorithms, such as multi-variate statistical analysis and hierarchical ascendant classification, or k-means clustering. Often data sets of tens of thousands of particle images are used, and to reach an optimal solution an iterative procedure of alignment and classification is used, whereby strong image averages produced by classification are used as reference images for a subsequent alignment of the whole data set. === Image filtering === Image filtering (band-pass filtering) is often used to reduce the influence of high and/or low spatial frequency information in the images, which can affect the results of the alignment and classification procedures. This is particularly useful in negative stain images. The algorithms make use of fast Fourier transforms (FFT), often employing Gaussian shaped soft-edged masks in reciprocal space to suppress certain frequency ranges. High-pass filters remove low spatial frequencies (such as ramp or gradient effects), leaving the higher frequencies intact. Low-pass filters remove high spatial frequency features and have a blurring effect on fine details. === Contrast transfer function === Due to the nature of image formation in the electron microscope, bright-field TEM images are obtained using significant underfocus. This, along with features inherent in the microscope's lens system, creates blurring of the collected images visible as a point spread function. The combined effects of the imaging conditions are known as the contrast transfer function (CTF), and can be approximated mathematically as a function in reciprocal space. Specialized image processing techniques such as phase flipping and amplitude correction / Wiener filtering can (at least partially) correct for the CTF, and allow high resolution reconstructions. === Three-dimensional reconstruction === Transmission electron microscopy images are projections of the object showing the distribution of density through the object, similar to medical X-rays. By making use of the projection-slice theorem a three-dimensional reconstruction of the object can be generated by combining many images (2D projections) of the object taken from a range of viewing angles. Proteins in vitreous ice ideally adopt a random distribution of orientations (or viewing angles), allowing a fairly isotropic reconstruction if a large number of particle images are used. This contrasts with electron tomography, where the viewing angles are limited due to the geometry of the sample/imaging set up, giving an anisotropic reconstruction. Filtered back projection is a commonly used method of generating 3D reconstructions in single particle analysis, although many alternative algorithms exist. Before a reconstruction can be made, the orientation of the object in each image needs to be estimated. Several methods have been developed to work out the relative Euler angles of each image. Some are based on common lines (common 1D projections and sinograms), others use iterative projection matching algorithms. The latter works by beginning with a simple, low resolution 3D starting model and compares the experimental images to projections of the model and creates a new 3D to bootstrap towards a solution. Methods are also available for making 3D reconstructions of helical samples (such as tobacco mosaic virus), taking advantage of the inherent helical symmetry. Both real space methods (treating sections of the helix as single particles) and reciprocal space methods (using diffraction patterns) can be used for these samples. === Tilt methods === The specimen stage of the microscope can be tilted (typically along a single axis), allowing the single particle technique known as random conical tilt. An area of the specimen is imaged at both zero and at high angle (~60-70 degrees) tilts, or in the case of the related method of orthogonal tilt reconstruction, +45 and −45 degrees. Pairs of particles corresponding to the same object at two different tilts (tilt pairs) are selected, and by following the parameters used in subsequent alignment and classification steps a three-dimensional reconstruction can be generated relatively easily. This is because the viewing angle (defined as three Euler angles) of each particle is known from the tilt geometry. 3D reconstructions from random conical tilt suffer from missing information resulting from a restricted range of orientations. Known as the missing cone (due to the shape in reciprocal space), this causes distortions in the 3D maps. However, the missing cone problem can often be overcome by combining several tilt reconstructions. Tilt methods are best suited to negatively stained samples, and can be used for particles that adsorb to the carbon support film in preferred orientations. The phenomenon known as charging or beam-induced movement makes collecting high-tilt images of samples in vitreous ice challenging. === Map visualization and fitting === Various software programs are available that allow viewing the 3D maps. These often enable the user to manually dock in protein coordinates (structures from X-ray crystallography, NMR, or a computational model such as one found in the AlphaFold Protein Structure Database) of subunits into the electron density. Several programs can also fit subunits computationally; as of the 2020s using these programs tend to produce better accuracy than manual docking because they can perform labor-intensive tasks such as: The scale of SPA-derived maps depends on knowing the pixel size (angstorms per pixel), which is not always accurate. Programs can automatically correct for this difference by using coordinate data or by using knowledge of chemical bonds. Many proteins are made up of several roughly rigid protein domains linked by flexible parts. Pre-existing coordinate data, whether experimental or computational, may not exactly match the inter-domain positioning of the cyro-EM map. Modern programs can automatically "chop" pre-existing coordinate data into individual domains and fit them in individually. For higher-resolution structures, it is pos

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  • Vegas Pro

    Vegas Pro

    Vegas Pro (formerly known as Sony Vegas) is a professional video editing software package for non-linear editing (NLE), designed to run on the Microsoft Windows operating system. The first release of Vegas Beta was on June 11, 1999. Vegas was originally developed as a non-linear audio editing application. Version 2.0 would split the program into audio and video editing variants, with the former being dropped by version 4.0, making the video offering the only variant available to consumers. Vegas Pro features real-time multi-track video and audio editing on unlimited tracks, resolution-independent video sequencing, complex effects, compositing tools, 24-bit/192 kHz audio support, VST and DirectX plug-in effect support, and Dolby Digital surround sound mixing. The software was originally published by Sonic Foundry until May 2003, when Sony purchased Sonic Foundry and formed Sony Creative Software. On May 24, 2016, Sony announced that Vegas was sold to MAGIX, which formed VEGAS Creative Software, to continue support and development of the software. As of the end of March 2026, it was publicly announced that Boris FX had taken ownership of Vegas Pro. Each release of Vegas is sold standalone; however, upgrade discounts are sometimes provided. == Features == Vegas does not require any specialized hardware to run properly, allowing it to operate on any Windows computer that meets the system requirements. == History == Vegas 1.0 was released after a brief public beta by Sonic Foundry on July 23, 1999 at the NAMM Show in Nashville, Tennessee as an audio-only tool with a particular focus on re-scaling and resampling audio. It supported formats like DivX and Real Networks RealSystem G2 file formats. Martin Walker from Sound on Sound described working in Vegas 1.0 as a "very pleasurable experience, especially since so many functions are highly intuitive" though also criticizing some features as hard to figure out due to the lack of a central help file. Later, on June 12, 2000, Vegas Video and Audio 2.0 (also referred to as just Vegas 2.0) was released, with its beta releasing earlier that year on April 10. This was the first version of Vegas to include video-editing tools and was also the first to have a low-cost "LE" version alongside the regular release. The LE releases would continue through version 3.0 of Vegas but would be discontinued by the release of Vegas 4.0. Vegas 3.0 was released the next year on December 3, and added new video effects, features for ease-of-use with DV, and support for editing Windows Media files. Vegas 4.0 was released on 6 February 2003 and added application scripting, advanced color correction, 5.1 surround sound mixing, and Steinberg ASIO support. This was the last release under the Sonic Foundry name after it sold much of its software suite, including Sound Forge and Acid Pro, to Sony Pictures Digital for $18 million later in 2003. Under Sony's ownership, Vegas 5.0 was released on April 19, 2004, bringing 3D track motion, compositing, reversing, envelope automation, etc. 7.0 also added an improved video preview, enhanced layout management, improved snapping, and more customization. With the release of 8.0, Sony opted to go back to the original "Vegas Pro" branding that the first version released with. It added the ability to burn Blu-ray and DVD optical media, support for 32-bit floating point audio, support for tempo-based audio effects, and more. It also moved the timeline to the bottom of the window by default with the option of moving it back to the top if the user wished to. Sony was also experimenting with 64-bit at this time and ported Vegas Pro 8.0 to 64-bit systems under the name "Vegas Pro 8.1". Vegas Pro 9.0 added support for 4K resolution and pro camcorder formats like Red and XDCAM EX. In 2009, Sony Creative Software purchased the Velvetmatter Radiance suite of video FX plug-ins which were included in Sony Vegas Pro 9.0. As a result, they were no longer available as a separate product from Velvetmatter. Vegas Pro 10 was released in 2010 with stereoscopic 3D editing, image stabilization, OpenFX plugin support, real-time audio event effects, and a few UI changes. This was the last release to include support for Windows XP. Vegas Pro 11 was released the next year on 17 October, with GPGPU video acceleration, enhanced text tools, enhanced stereoscopic/3D features, RAW photo support, and new event synchronization mechanisms. In addition, Vegas Pro 11 comes pre-loaded with "NewBlue" Titler Pro, a 2D and 3D titling plug-in. Vegas Pro 12 would add two new configurations: Vegas Pro 12 Edit, for "Professional Video and Audio Production"; and Vegas Pro 12 Suite, for "Professional Editing, Disc Authoring, and Visual Effects Design". Vegas Pro 13 would be the last version released with Sony branding after the acquisition of much of Sony Creative Software's library by Magix. After they acquired Vegas, Magix released version 14 on September 20, 2016. It featured advanced 4K upscaling as well as many bug fixes, a higher video velocity limit, RED camera support, and a variety of other features. This was also the last version to have the light theme enabled by default. Released on August 28, 2017, Vegas Pro 15 features major UI changes that claim to bring usability improvements and customization. It was the first version of VEGAS Pro to have a dark theme; it also allows more efficient editing speeds, including adding new shortcuts to speed the video editing process. Vegas Pro 15 includes support for Intel Quick Sync Video (QSV) and other technologies, as well as various other features. It introduced a new VEGAS Pro icon as a V. Vegas Pro 16 has some new features including file backup, motion tracking, improved video stabilization, 360° editing and HDR support. Magix has continued to improve Vegas through version 21 with support for reading Matroska files, a more detailed render dialogue, live streaming, VST3 support, a VST 32-bit bridge, and a selective Paste Event Attributes menu. Magix would later release a subscription model for using Vegas named "Vegas Pro 365" on January 17, 2018, although the perpetual licence is still an option for customers. This version includes cloud-based speech synthesis among other features not included in the mainline Vegas release. == Version history == Each release of Vegas is sold standalone, however upgrade discounts are sometimes provided. === Vegas Beta === Sonic Foundry introduced a sneak preview version of Vegas Pro on June 11, 1999. It is called a "Multitrack Media Editing System". === Vegas 1.0 === Released on July 23, 1999 at the NAMM Show in Nashville, Tennessee, Vegas was an audio-only tool with a particular focus on rescaling and resampling audio. It supported formats like DivX and Real Networks RealSystem G2 file formats. Version 1.0 is the final Vegas release to include Windows 95 support. === Vegas Video beta (Vegas 2.0 beta) === Released on April 10, 2000, this was the first version of Vegas to include video-editing tools. === Vegas Video (Vegas 2.0) === Released on June 12, 2000. Version 2.0 is the final Vegas Video release to include Windows NT 4.0 support. === Vegas Video 3.0 === Released on December 3, 2001. This release added: New Video Effects – Lens Flare, Light Rays, Film FX, Color Curves, Mirror, Remap, Deform, Convolution, Linear Blur, Black Restore, Levels, Unsharp Mask, Color Grading, and Timecode Burn filter. Batch Capture with Automatic Scene Detection – Captures DV with automatic scene detection, batch capture, tape logging, still image capture and thumbnail previews. Red Book Audio CD Mastering with CD Architect (TM) Technology – Used for burning Red Book audio CD masters directly from the Vegas timeline with ISRC, UPC, and PQ list support. New Sonic Foundry DV Codec – Introduces a DV codec developed by Sonic Foundry that offers artifact-free compositing and DV chromakeying. DV Print-to-Tape from the Timeline – Prints projects to DV cameras and decks from the Vegas timeline. Windows Media (TM) File Editing – Creates and edits Windows Media (TM) files. New MPEG Encoding Tools – Used for producing MPEG-2 files for DVD productions. Dynamic RAM Previewing – Temporary RAM/render-free previews for analysis and tweaking of complex video FX without rendering. VideoCD and Data CD Burning – Burning projects directly to VideoCD for playback on most DVD players or data CDs for playback computers' CD-ROMs. === Vegas 4.0 === Released on February 6, 2003. This release added: Advanced Color Correction Tools Searchable Media Pool Bins Vectorscope, Histogram, Parade and Waveform Monitoring Application Scripting Improved Ripple Editing Motion Blur and Super-Sampling Envelopes 5.1 Surround Mixing Dolby® Digital AC-3 Encoding certified and tested by Dolby Laboratories DirectX® Audio Plug-In Effects Automation ASIO Driver Support Windows Media™ 9 Support, including Surround Encoding DVD Authoring with AC-3 File Import Capabilities Integration with DVD Architect via Chap

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  • Intelligent control

    Intelligent control

    Intelligent control is a class of control techniques that use various artificial intelligence computing approaches like neural networks, Bayesian probability, fuzzy logic, machine learning, reinforcement learning, evolutionary computation and genetic algorithms. == Overview == Intelligent control can be divided into the following major sub-domains: Neural network control Machine learning control Reinforcement learning Bayesian control Fuzzy control Neuro-fuzzy control Expert Systems Genetic control New control techniques are created continuously as new models of intelligent behavior are created and computational methods developed to support them. === Neural network controller === Neural networks have been used to solve problems in almost all spheres of science and technology. Neural network control basically involves two steps: System identification Control It has been shown that a feedforward network with nonlinear, continuous and differentiable activation functions have universal approximation capability. Recurrent networks have also been used for system identification. Given, a set of input-output data pairs, system identification aims to form a mapping among these data pairs. Such a network is supposed to capture the dynamics of a system. For the control part, deep reinforcement learning has shown its ability to control complex systems. === Bayesian controllers === Bayesian probability has produced a number of algorithms that are in common use in many advanced control systems, serving as state space estimators of some variables that are used in the controller. The Kalman filter and the Particle filter are two examples of popular Bayesian control components. The Bayesian approach to controller design often requires an important effort in deriving the so-called system model and measurement model, which are the mathematical relationships linking the state variables to the sensor measurements available in the controlled system. In this respect, it is very closely linked to the system-theoretic approach to control design.

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  • N-World

    N-World

    N-World is a 3D graphics package developed by Nichimen Graphics in the 1990s, for Silicon Graphics and Windows NT workstations. Intended primarily for video game content creation, it has polygon modeling tools, 2D and 3D paint, scripting, color reduction, and exporters for several popular game consoles. After its initial release on Windows NT, N-World was renamed Mirai. The winged edge 3D modeler in N-World inspired the development at Nichimen Graphics of Nendo, a standalone 3D modeler, which in turn inspired the open source modeler Wings 3D. == History == N-World originated with Symbolics, a computer manufacturer notable for producing Lisp-based systems in the 1980s. Among the software packages that were produced for Symbolics computers are S-Graphics, a 3D animation suite that includes modules for polygon modeling, dynamics, paint, and rendering — titled S-Geometry, S-Dynamics, S-Paint, and S-Render, respectively. In 1992, Japanese trading company Nichimen Corporation purchased the rights to S-Graphics, ported it to Silicon Graphics IRIX, and marketed it as N-World. N-World retains the Lisp-based underpinnings of its predecessor, but was targeted at interactive content producers, with features useful for game developers. It was priced at US$16,995 (equivalent to $34,100 in 2025) for the full suite, later reduced to $9,995 when ported to Windows NT in 1997. N-World was used to create graphics for many console games in the 1990s, specifically most of the Nintendo 64 games, like Super Mario 64 and Final Fantasy VII. It was superseded by Mirai in 1999. == Features == The N-World package, like its predecessor S-Graphics, is divided into several components: N-Geometry: 3D polygon-based modeling tools, including smoothing, "magnet" geometry editing, and instancing. N-Dynamics: Animation tools including scripting, curve-based animation, and skeletal animation. N-Render: Surfacing and rendering tools with ray tracing and materials output to various game console formats. N-Paint: 2D and 3D paint with mattes, effects, color reduction, and a visual VRAM editor for PlayStation. Game Tools: Utilities for game developers, including exporters for PlayStation, Nintendo 64, and Saturn consoles. == Credits == The following games were created using N-World. Rap Stars Online

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  • Automation engineering

    Automation engineering

    Automation engineering is a branch of engineering that deals with the development of methods and facilities that replace, in whole or in part, manual labour related to the control and monitoring of systems and processes. == Automation engineer == Automation engineers are experts who have the knowledge and ability to design, create, develop and manage machines and systems, for example, factory automation, process automation and warehouse automation. Automation technicians are also involved. == Scope == Automation engineering is the integration of standard engineering fields. Automatic control of various control systems for operating various systems or machines to reduce human efforts & time to increase accuracy. Automation engineers design and service electromechanical devices and systems for high-speed robotics and programmable logic controllers (PLCs). == Work and career after graduation == Graduates can work for both government and private sector entities such as industrial production, and companies that create and use automation systems, for example, the paper industry, automotive industry, metallurgical industry, food and agricultural industry, water treatment, and oil & gas sectors such as refineries, rolling mills, and power plants. == Job description == Automation engineers can design, program, simulate and test automated machinery and processes, and are usually employed in industries such as the energy sector in plants, car manufacturing facilities, food processing plants, and robots. Automation engineers are responsible for creating detailed design specifications and other documents, developing automation based on specific requirements for the process involved, and conforming to international standards like IEC-61508, local standards, and other process-specific guidelines and specifications, simulating, testing, and commissioning electronic equipment for automation.

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  • D/Vision Pro

    D/Vision Pro

    D/Vision Pro was one of the earliest marketed non-linear editing systems. It was released by TouchVision Systems, Inc. in the mid-1990s. The program was DOS-based and worked on either Intel's 386 or 486 processor. The system used AVI compression and worked with the Action Media II board. The system allowed users to digitize video, audio, and timecode, create an edit decision list (EDL), instantly play back the edited program, and output the finished EDL in a wide variety of formats. These cost-effective editing systems were used by numerous independent filmmakers and in low-budget productions during the mid-late 1990s. D/Vision Pro's low-quality compression led TouchVision (later renamed D/Vision Systems) to abandon it in favor of D/Vision Online, which was purchased by Discreet Logic and renamed edit. In June 2002, Discreet discontinued edit, as they did not want it to interfere with smoke sales which were more profitable. Discreet was later purchased by Autodesk.

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  • VOCEDplus

    VOCEDplus

    VOCEDplus is a free international research database about tertiary education, maintained and developed by staff at the c (NCVER) in Adelaide, South Australia. The focus of the database content is the relation of post-compulsory education and training to workforce needs, skills development, and social inclusion. == Structure == The content of the VOCEDplus database encompasses vocational education and training (VET), higher education, lifelong learning, informal learning, VET in schools, adult and community education, apprenticeships/traineeships, international education, providers of education and training, and workforce development. It is international in scope and contains over 84,000 English language records, many with links to full text documents. VOCEDplus contains extensive Australian materials and includes a wide range of international information, covering outcomes of tertiary education in the shape of published research, practice, policy, and statistics. Entries are included for the following types of publications: reports; annual reports; papers; discussion papers; occasional papers; working papers; books; book chapters; conference papers; conference proceedings; journals; journal articles; policy documents; published statistics; theses; podcasts; and teaching and training materials. Each database entry contains standard bibliographic information and an abstract. Many entries include full text access via the publisher's website or a digitised copy. == History == === 1989-1997 === In the early years VOCEDplus was known as VOCED. The original database was produced by a network of clearinghouses across Australia with the aim of sharing activities in the technical and further education (TAFE) sector. VOCED was produced in hardcopy and an electronic version was distributed on diskette. === 1997-2001 === 1997 - the first web version of VOCED was made available from the National Centre for Vocational Education Research (NCVER) organisational website 1998 - a major project to upgrade the database and expand its international coverage commenced 2001 - creation of VOCED's own website 2001 - VOCED endorsed as the UNESCO international database for technical and vocational education and training (TVET) research information === 2001-2009 === Many changes to the database and website occurred during this period with a focus on continuous improvement to meet the needs of users and utilise emerging technologies. 2006 - materials produced for two adult literacy and learning programs funded by the Australian Department of Education, Employment and Workplace Relations (DEEWR) - the Workplace English Language and Learning (WELL) Programme and the Adult Literacy National Project (ALNP) included in VOCED 2007 - the Australian clearinghouse network transferred most of the hardcopy collections to NCVER, to form a centralised repository of resources 2009 - materials produced by Reframing the Future (RTF) a vocational education and training workforce development initiative of the Australian, State and Territory Governments included in VOCED === 2009-2014 === A major rebuild of the database and website was undertaken during this period to take advantage of the potential of new technologies to provide improved services and incorporate Web 2.0 technologies (RSS feeds, and share and bookmark tools). 2009 - scope expanded to more fully encompass the higher education sector 2011 - launch of VOCEDplus with the name change representing the enhanced features and extended focus 2012 - a major retrospective digitisation project commenced and by the end of the 2012-2013 financial year a total of 9,328 publications (593,534 pages/microfiche frames) had been digitised, ensuring these publications are available electronically for free === 2014-2019 === A number of significant curated content products were released during this period. 2015 - release of a refreshed look to adopt the new NCVER branding plus a number of search enhancements (Guided search, Expert search, and Glossary search) were added 2015 - first in the series of 'Focus on...' pages released 2016 - launch of the 'Pod Network', a convenient and efficient platform that allows instant access to research and a multitude of resources on a range of subjects 2017 - completion of the 'Pod Network', consisting of 20 Pods (on broad subjects including Apprenticeships and traineeships, Foundation skills, Teaching and learning, Career development, and Students) and 74 Podlets (on narrow topics including Online learning, Social media, VET in schools, STEM skills, and Adult literacy) 2018 - launch of the 'Timeline of Australian VET Policy Initiatives' and the 'VET Knowledge Bank' which contains a suite of products capturing Australia's diverse, complex and ever-changing VET system 2019 - after an internal review, a refreshed, streamlined version of the 'Pod Network' was released, consisting of 13 Pods and 20 Podlets 2019 - launch of the 'VET Practitioner Resource' which contains a range of information to support VET practitioners in their work and is organised into three sections: (1) Teaching, training and assessment: standards, guidance, research and good practice resources to inform daily work; (2) Practitioners as researchers: information for undertaking practitioner-led research; and (3) The VET workforce: information about VET teachers and trainers, and the professional development needs of the VET workforce 2019 - VOCEDplus celebrated 30 years of providing information to the tertiary education sector and the homepage was refreshed to make it more modern and easier to use === 2020- === VOCEDplus continued to be accessible throughout the COVID-19 pandemic. 2020-2021 - the VET Knowledge Bank added a dedicated page, 'COVID-19 announcements', that showcases the measures introduced by the Australian, state and territory governments to mitigate the impact of the pandemic and promote economic recovery 2020-2024 - published research about the effects of the pandemic on education and training, providers, students, labour markets, employment and employees was collected and made permanently available in the database 2024 - VOCEDplus celebrated 35 years of providing information to the tertiary education sector. The homepage was refreshed and a number of enhancements and new features were implemented including a new My Profile feature, improvements to My Selection, accessible search history and saved searches, enhanced search functionality, and improved navigation.

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  • Multisample anti-aliasing

    Multisample anti-aliasing

    Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. It is an optimization of supersampling, where only the necessary parts are sampled more. Jaggies are only noticed in a small area, so the area is quickly found, and only that is anti-aliased. == Definition == The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing (FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate the fragment program once per pixel, and only "truly" supersample the depth and stencil values. (This is not the same as supersampling but, by the OpenGL 1.5 specification, the definition had been updated to include fully supersampling implementations as well.) In graphics literature in general, "multisampling" refers to any special case of supersampling where some components of the final image are not fully supersampled. The lists below refer specifically to the ARB_multisample definition. == Description == In supersample anti-aliasing, multiple locations are sampled within every pixel, and each of those samples is fully rendered and combined with the others to produce the pixel that is ultimately displayed. This is computationally expensive, because the entire rendering process must be repeated for each sample location. It is also inefficient, as aliasing is typically only noticed in some parts of the image, such as the edges, whereas supersampling is performed for every single pixel. In multisample anti-aliasing, if any of the multi sample locations in a pixel is covered by the triangle being rendered, a shading computation must be performed for that triangle. However this calculation only needs to be performed once for the whole pixel regardless of how many sample positions are covered; the result of the shading calculation is simply applied to all of the relevant multi sample locations. In the case where only one triangle covers every multi sample location within the pixel, only one shading computation is performed, and these pixels are little more expensive than (and the result is no different from) the non-anti-aliased image. This is true of the middle of triangles, where aliasing is not an issue. (Edge detection can reduce this further by explicitly limiting the MSAA calculation to pixels whose samples involve multiple triangles, or triangles at multiple depths.) In the extreme case where each of the multi sample locations is covered by a different triangle, a different shading computation will be performed for each location and the results then combined to give the final pixel, and the result and computational expense are the same as in the equivalent supersampled image. The shading calculation is not the only operation that must be performed on a given pixel; multisampling implementations may variously sample other operations such as visibility at different sampling levels. == Advantages == The pixel shader usually only needs to be evaluated once per pixel for every triangle covering at least one sample point. The edges of polygons (the most obvious source of aliasing in 3D graphics) are anti-aliased. Since multiple subpixels per pixel are sampled, polygonal details smaller than one pixel that might have been missed without MSAA can be captured and made a part of the final rendered image if enough samples are taken. == Disadvantages == === Alpha testing === Alpha testing is a technique common to older video games used to render translucent objects by rejecting pixels from being written to the framebuffer. If the alpha value of a translucent fragment (pixel) is below a specified threshold, it will be discarded. Because this is performed on a pixel by pixel basis, the image does not receive the benefits of multi-sampling (all of the multisamples in a pixel are discarded based on the alpha test) for these pixels. The resulting image may contain aliasing along the edges of transparent objects or edges within textures, although the image quality will be no worse than it would be without any anti-aliasing. Translucent objects that are modelled using alpha-test textures will also be aliased due to alpha testing. This effect can be minimized by rendering objects with transparent textures multiple times, although this would result in a high performance reduction for scenes containing many transparent objects. === Aliasing === Because multi-sampling calculates interior polygon fragments only once per pixel, aliasing and other artifacts will still be visible inside rendered polygons where fragment shader output contains high frequency components. === Performance === While less performance-intensive than SSAA (supersampling), it is possible in certain scenarios (scenes heavy in complex fragments) for MSAA to be multiple times more intensive for a given frame than post processing anti-aliasing techniques such as FXAA, SMAA and MLAA. Early techniques in this category tend towards a lower performance impact, but suffer from accuracy problems. More recent post-processing based anti-aliasing techniques such as temporal anti-aliasing (TAA), which reduces aliasing by combining data from previously rendered frames, have seen the reversal of this trend, as post-processing AA becomes both more versatile and more expensive than MSAA, which cannot antialias an entire frame alone. == Sampling methods == === Point sampling === In a point-sampled mask, the coverage bit for each multisample is only set if the multisample is located inside the rendered primitive. Samples are never taken from outside a rendered primitive, so images produced using point-sampling will be geometrically correct, but filtering quality may be low because the proportion of bits set in the pixel's coverage mask may not be equal to the proportion of the pixel that is actually covered by the fragment in question. === Area sampling === Filtering quality can be improved by using area sampled masks. In this method, the number of bits set in a coverage mask for a pixel should be proportionate to the actual area coverage of the fragment. This will result in some coverage bits being set for multisamples that are not actually located within the rendered primitive, and can cause aliasing and other artifacts. == Sample patterns == === Regular grid === A regular grid sample pattern, where multisample locations form an evenly spaced grid throughout the pixel, is easy to implement and simplifies attribute evaluation (i.e. setting subpixel masks, sampling color and depth). This method is computationally expensive due to the large number of samples. Edge optimization is poor for screen-aligned edges, but image quality is good when the number of multisamples is large. === Sparse regular grid === A sparse regular grid sample pattern is a subset of samples that are chosen from the regular grid sample pattern. As with the regular grid, attribute evaluation is simplified due to regular spacing. The method is less computationally expensive due to having a fewer samples. Edge optimization is good for screen aligned edges, and image quality is good for a moderate number of multisamples. === Stochastic sample patterns === A stochastic sample pattern is a random distribution of multisamples throughout the pixel. The irregular spacing of samples makes attribute evaluation complicated. The method is cost efficient due to low sample count (compared to regular grid patterns). Edge optimization with this method, although sub-optimal for screen aligned edges. Image quality is excellent for a moderate number of samples. == Quality == Compared to supersampling, multisample anti-aliasing can provide similar quality at higher performance, or better quality for the same performance. Further improved results can be achieved by using rotated grid subpixel masks. The additional bandwidth required by multi-sampling is reasonably low if Z and colour compression are available. Most modern GPUs support 2×, 4×, and 8× MSAA samples. Higher values result in better quality, but are slower.

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  • PCPaint

    PCPaint

    PCPaint was one of the first IBM PC-based mouse-driven GUI paint programs, released in 1984. It followed after Microsoft Doodle, released in 1983 with the Microsoft Mouse version 1 drivers for DOS, and around the same time as Digital Research’s Draw program. It was developed and created by John Bridges and Doug Wolfgram. It was later developed into Pictor Paint. The hardware manufacturer Mouse Systems bundled PCPaint with millions of computer mice that they sold, making PCPaint one of the best-selling DOS-based paint programs of the mid 1980s. == History == In 1983, Doug Wolfgram bought a Microsoft Mouse and decided to write a drawing program for it. They named it “Mouse Draw”. The interface was primitive but the program functioned well. Wolfgram traveled to SoftCon in New Orleans where he demonstrated the program to Mouse Systems. Mouse Systems was developing an optical mouse and they wanted to bundle a painting program so they agreed to publish Mouse Draw. The original program was written entirely in assembly language with primitive graphics routines developed by Wolfgram. John Bridges worked for an educational software company, Classroom Consortia Media, Inc., developing and writing Apple and IBM graphics libraries for CCM's software. Bridges and Wolfgram were friends who had been connected through a bulletin board system developed and run by Wolfgram. The two collaborated cross country via the BBS, Wolfram in California and Bridges in New York. Mouse Systems wanted the paint program to capture the look and feel of MacPaint. John Bridges and Doug Wolfgram started reworking Mouse Draw into what became PCPaint. The program was completely re-written using Bridge's graphics library and the top-level elements were written in C rather than assembly language. Bridges developed the core graphics code for the first version of PCPaint while Wolfgram worked on the user interface and top-level code. Mouse Systems signed an exclusive agreement with Wolfgram's company, Microtex Industries, Inc., to bundle PCPaint with every mouse they sold. They began publishing PCPaint with their mice in 1984. Microsoft responded in 1985 by bundling a competing product, PC Paintbrush, with version 4 of its DOS drivers for the Microsoft Mouse, replacing its in-house Microsoft Doodle program which it published with version 1 of the DOS drivers in mid-1983. Microsoft’s mouse began to outsell Mouse Systems mouse. In November 1985 Microsoft bundled a cut-down version of PC Paintbrush with Windows 1.0 (called Microsoft Paint), later bundling an updated version of PC Paintbrush with Windows 3.0 (as Paintbrush), impacting PCPaint’s marketshare. In early 1987, Mouse Systems decided that PCPaint wasn't helping to sell mice any longer so they discontinued the bundle deal and returned rights to the code to MicroTex Industries, but retained rights to the name, PCPaint. Wolfgram then combined the paint program with a new animation system he was developing (called GRASP) and Paul Mace Software bought publishing rights to the animation system and PCPaint, which was to be renamed Pictor. Bridges again got involved and took over programming responsibilities for GRASP as well as PCPaint while Wolfgram focused on more of the business details. In creating the first version of PCPaint, Doug had a dual-floppy machine with a Computer Innovations compiler on one disk and source code on the other. John had the "luxury" of a 10MB hard disk in his XT. Data was exchanged daily via 1200, then 2400 baud modems. === Authorship and Ownership === John Bridges and Wolfgram continued to work on PCPaint and GRASP on behalf of Paul Mace Software until 1990. Also in that year, Doug Wolfgram sold his remaining rights to PCPaint (and its animation system, GRASP) to John Bridges. In 1994, GRASP development stopped and so did development of Pictor Paint. John Bridges terminated his GRASP publishing contract with Paul Mace Software, and went off to create GLPro (the next generation of GRASP) with GMEDIA. Along with GLPro, came GLPaint, the successor to PCPaint and Pictor Paint. == Versions == In June 1984, Mouse Systems shipped PCPaint 1.0, the first GUI based Paint program for the IBM PC family of computers. John Bridges and Doug Wolfgram, were the co-authors of PCPaint 1.0. PCPaint 1.0 saved its graphics in a modified BSaved image format with the extension of ".PIC". The release of PCPaint Version 1.5 followed in late 1984, with the additions of graphics image compression for the .PIC format and support for "larger-than-screen" images. PCjr support was also added in this version after overcoming severe memory shortage problems getting PCPaint to run on the 128k PCjr. October 1985 saw the release of PCPaint 2.0. EGA support and publishing features were added to this version. The .PIC format was further refined, offering support for the rapidly expanding graphics capabilities of the PC and efficient image compression. PCPaint 3.1 was released in 1989. Unlike previous versions, it was not bundled with mice but was sold as a stand-alone software product. PCPaint 3.1 offered improved text and image handling, provided 36 types of flood and fill, worked with VGA adapters in hi-res 16-color and 256-color modes, allowed the user to save and retrieve files in a variety of intercompatible formats (.PIC, .GIF, .PCX, .IMG), and printed selected portions of images on color or black-and-white dot matrix, ink jet, and laser printers such as PostScript and HP Laser Jet. PCPaint 3.1 is still in use today by some users of DOS emulation programs like DOSBox and available for free download. Pictor Paint was an improved version, written by John Bridges, and bundled with GRASP GRaphical System for Presentation also written by John Bridges. It was also called "The Painter's Easel". GLPaint, released in 1995, was the last in this series of paint programs written by John Bridges. By 1998 version 7.0 provided support for TrueColor images and the Pictor PIC format was expanded to handle these. == Pictor PIC Image Format == PCPaint 1.0 saved its graphics in a modified BSAVE image format (which was popular at the time) with the file type (extension) of ".PIC". By PCPaint 1.5 this format was extended further to accommodate image compression. With the release of version 2.0 the PICtor PIC image format was developed almost to its present state, with no similarity to the BSAVE format used by earlier versions. Pictor Paint saved its files in a compressed format with the file extension PIC, which was the same format used by PCPaint.

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