AI Chat Online Characters

AI Chat Online Characters — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Space-based data center

    Space-based data center

    Space-based data centers or orbital AI infrastructure are proposed concepts to build AI data centers in the sun-synchronous orbit or other orbits utilizing space-based solar power. Electric power has become the main bottleneck for terrestrial AI infrastructure. Space-based edge computing has historical roots in military architectures designed to bypass the latency of ground-based targeting networks. In the 1980s, the Strategic Defense Initiative's Brilliant Pebbles program first envisioned autonomous on-orbit data processing for missile defense. In 2019, the Space Development Agency (SDA) began to revive this decentralized approach through its Proliferated Warfighter Space Architecture (PWSA). This ambitious "sensor-to-shooter" infrastructure is treated as a prerequisite for the modern Golden Dome program, which would rely on space-based data processing to continuously track targets. == History == Early thinking about space-based computing infrastructure grew out of mid-20th-century visions for large orbital industrial systems, most notably proposals for space-based solar power, which were popularized in both technical literature and science writing by figures such as Isaac Asimov in the 1940s. These ideas emphasized exploiting the vacuum, continuous solar energy, and thermal characteristics of space to support power-intensive activities that would be difficult or inefficient on Earth. In the 21st century, advances in small satellites, reusable launch vehicles, and high-performance computing revived interest in space-based data centers, with governments and private companies exploring orbital or near-space platforms for edge computing, secure data handling, and low-latency processing of Earth-observation data. In September 2024, Y Combinator-backed Starcloud released a white paper detailing plans to build multiple gigawatts of AI compute in orbit. It was the first widely cited proposal to actually start building large orbital data centers. In 2025, Starcloud deployed an NVIDIA H100-class system and became the first company to train an LLM in space and run a version of Google Gemini in space. In March 2025, Lonestar deployed a data backup machine on the surface of the moon. In early January 2026, a team from the University of Pennsylvania presented a tether-based architecture for orbital data centers at the AIAA SciTech conference. The design relied on gravity gradient tension and solar-pressure-based passive attitude stabilization to minimize the mass of MW-scale orbital data centers. In January 2026, SpaceX filed plans with the Federal Communications Commission (FCC) for millions of satellites, leveraging reusable launches and Starlink integration to extend cloud and AI computing into orbit. Around the same time, Blue Origin announced the TeraWave constellation of about 5,400 satellites, designed to provide high‑throughput networking for data centers, enterprise, and government customers. Meanwhile, China announced a 200,000‑satellite constellation, focusing on state coordination, data sovereignty, and in-orbit processing for secure, time-critical applications. In February 2026, Starcloud submitted a proposal to the FCC for a constellation of up to 88,000 satellites for orbital data centers. In March, it announced intentions to be the first to mine Bitcoin in space, flying bitcoin mining ASICs on its second satellite, Starcloud-2. In May 2026, Edge Aerospace was awarded a contract by the European Space Agency under its Space Cloud program to study use cases, architectures and implementation roadmap for orbital data centers. == Feasibility == In October 2025, Nature Electronics published a study led by a research group at Nanyang Technological University on the development of carbon-neutral data centres in space. In November 2025, Google published a feasibility study on space-based data centers. The authors argued that if launch costs to low earth orbit reached US$200/kg, the launch cost for data center satellites could be cost effective relative to current energy costs for ground-based data centers. They project this may occur around 2035 if SpaceX's Starship project scales to 180 launches/year by then. == Advantages == Some sun-synchronous orbit (SSO) planes have constant sunlight in the dawn/dusk which could provide continuous solar energy. SSO is a limited resource and proper management and sharing of it is required. Solar irradiance is 36% higher in Earth orbit than on the surface No Earth weather storms or clouds, however more exposed to Solar storms. No property tax or land-use regulation. Saves space for other land use. Ample space for scalability. Won't strain the power grid. Direct access to power source without additional infrastructure. == Disadvantages == The deployment of space-based data centers raises several technical, economic, and environmental concerns. Existing launch costs are substantial and remains main cost of space infrastructure deployment Cooling is limited to heat dissipation through radiation only, which made in inefficient in comparison to convection in terrestrial data centers Space infrastructure must be designed to survive launch and to work under environment conditions of radiation, wide range of temperatures, in vacuum and in microgravity In-space assembly is on early development stage to enable deployment of mega-structures Megastructures are particularly exposed to orbital debris Solar arrays efficiency decrease 0.5% to 0.8% per year due to exposure of ultraviolet rays, space weather and orbital thermal cycles Hardware is designed for limited lifespan. Maintenance and repair in space (known as On-Orbit Servicing (OOS)) is still on early stage of practical implementation. Disposable data centre: technology obsolescence of AI data centre being a concern and difficult maintenance in space imply the single-use purpose of those space data centres. To extend lifetime, space infrastructure will require either refueling or orbit rasie by the servicer, which is going to increase its operational costs The environmental impact on Earth has its own challenges: The environmental impact of launches need to be addressed. Deployment consumes Earth resources that cannot be recovered or recycled. Computers require lots of resources, some of which are strategic. Recycling e-waste is already a challenge on Earth and extremely unlikely in space. Space debris (orbit pollution) is another sustainability challenge for space: Orbits are, like any resources, a limited physical and electromagnetic resource and available for all mankind. The accumulation of satellites on a particular orbit reduces the use of space for other purposes. A consequence of the increase of satellite in orbit is a higher risk of the runaway of space debris (see Kessler syndrome). This means some orbits could become unusable. Latency and bandwidth are constrained in space, and consumes limited electromagnetic resources. Satellite flares could inhibit ground-based and space-based observational astronomy. == Size and power generated == It would take ~1 square mile solar array in earth orbit to produce 1 gigawatt of power at 30% cell efficiency. == Companies pursuing space-based AI infrastructure == Blue Origin Cowboy Space Corporation (formerly Aetherflux) Edge Aerospace Google – Project Suncatcher Nvidia OpenAI SpaceX Starcloud

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  • Butler in a Box

    Butler in a Box

    Butler in a Box was an early voice-controlled home automation device developed in 1983 by magician Gus Searcy and programmer Franz Kavan. The device allowed users to control various home electronics, such as lights and phones, using voice commands. It predated modern smart speakers and virtual assistants by several decades. == History == The idea for the Butler in a Box originated in 1983 when Searcy was asked by friends why he couldn't simply command lights to turn on and off if he could pull rabbits out of hats, given his background as a professional magician. Searcy partnered with former IBM programmer Kavan to develop the device, with their first prototype being named "Sidney". The Butler in a Box combined remote control technology with voice recognition to enable control of home devices. However, it faced challenges due to the technological limitations of the era and its high price point of nearly $1,500 (equivalent to around $3,700 in 2021). == Features and functionality == Users could activate the Butler in a Box by speaking a wake word, typically a traditional butler name, and the device would address the user as "boss". It was capable of performing tasks such as: Turning lights on and off, controlling individual zones if lights were connected to remote control modules Making and receiving phone calls Setting timers Pairing with sensors to function as a security alarm system However, the device required extensive voice training for each user, a time-consuming process compared to modern voice recognition. Additionally, settings and trained commands would be lost if power was out for over 3 hours due to the volatile memory technology used at the time. == Reception and legacy == While innovative for its time, the Butler in a Box did not achieve widespread commercial success due to its high price and the technical limitations of the 1980s. Nevertheless, it served as an important early step in the development of home automation and showcased the potential for voice-controlled technology to enhance accessibility and convenience in the home. Decades later, products like Amazon Alexa, Google Home, and Apple's Siri would make voice-controlled smart home devices commonplace and affordable, building on the groundwork laid by early attempts like the Butler in a Box.

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  • Kernel (image processing)

    Kernel (image processing)

    In image processing, a kernel, convolution matrix, or mask is a small matrix used for blurring, sharpening, embossing, edge detection, and more. This is accomplished by doing a convolution between the kernel and an image. Or more simply, when each pixel in the output image is a function of the nearby pixels (including itself) in the input image, the kernel is that function. == Details == The general expression of a convolution is g x , y = ω ∗ f x , y = ∑ i = − a a ∑ j = − b b ω i , j f x − i , y − j , {\displaystyle g_{x,y}=\omega f_{x,y}=\sum _{i=-a}^{a}{\sum _{j=-b}^{b}{\omega _{i,j}f_{x-i,y-j}}},} where g ( x , y ) {\displaystyle g(x,y)} is the filtered image, f ( x , y ) {\displaystyle f(x,y)} is the original image, ω {\displaystyle \omega } is the filter kernel. Every element of the filter kernel is considered by − a ≤ i ≤ a {\displaystyle -a\leq i\leq a} and − b ≤ j ≤ b {\displaystyle -b\leq j\leq b} . Depending on the element values, a kernel can cause a wide range of effects: The above are just a few examples of effects achievable by convolving kernels and images. === Origin === The origin is the position of the kernel which is above (conceptually) the current output pixel. This could be outside of the actual kernel, though usually it corresponds to one of the kernel elements. For a symmetric kernel, the origin is usually the center element. == Convolution == Convolution is the process of adding each element of the image to its local neighbors, weighted by the kernel. This is related to a form of mathematical convolution. The matrix operation being performed—convolution—is not traditional matrix multiplication, despite being similarly denoted by . For example, if we have two three-by-three matrices, the first a kernel, and the second an image piece, convolution is the process of flipping both the rows and columns of the kernel and multiplying locally similar entries and summing. The element at coordinates [2, 2] (that is, the central element) of the resulting image would be a weighted combination of all the entries of the image matrix, with weights given by the kernel: ( [ a b c d e f g h i ] ∗ [ 1 2 3 4 5 6 7 8 9 ] ) [ 2 , 2 ] = {\displaystyle \left({\begin{bmatrix}a&b&c\\d&e&f\\g&h&i\end{bmatrix}}{\begin{bmatrix}1&2&3\\4&5&6\\7&8&9\end{bmatrix}}\right)[2,2]=} ( i ⋅ 1 ) + ( h ⋅ 2 ) + ( g ⋅ 3 ) + ( f ⋅ 4 ) + ( e ⋅ 5 ) + ( d ⋅ 6 ) + ( c ⋅ 7 ) + ( b ⋅ 8 ) + ( a ⋅ 9 ) . {\displaystyle (i\cdot 1)+(h\cdot 2)+(g\cdot 3)+(f\cdot 4)+(e\cdot 5)+(d\cdot 6)+(c\cdot 7)+(b\cdot 8)+(a\cdot 9).} The other entries would be similarly weighted, where we position the center of the kernel on each of the boundary points of the image, and compute a weighted sum. The values of a given pixel in the output image are calculated by multiplying each kernel value by the corresponding input image pixel values. This can be described algorithmically with the following pseudo-code: for each image row in input image: for each pixel in image row: set accumulator to zero for each kernel row in kernel: for each element in kernel row: if element position corresponding to pixel position then multiply element value corresponding to pixel value add result to accumulator endif set output image pixel to accumulator corresponding input image pixels are found relative to the kernel's origin. If the kernel is symmetric then place the center (origin) of the kernel on the current pixel. The kernel will overlap the neighboring pixels around the origin. Each kernel element should be multiplied with the pixel value it overlaps with and all of the obtained values should be summed. This resultant sum will be the new value for the current pixel currently overlapped with the center of the kernel. If the kernel is not symmetric, it has to be flipped both around its horizontal and vertical axis before calculating the convolution as above. The general form for matrix convolution is [ x 11 x 12 ⋯ x 1 n x 21 x 22 ⋯ x 2 n ⋮ ⋮ ⋱ ⋮ x m 1 x m 2 ⋯ x m n ] ∗ [ y 11 y 12 ⋯ y 1 n y 21 y 22 ⋯ y 2 n ⋮ ⋮ ⋱ ⋮ y m 1 y m 2 ⋯ y m n ] = ∑ i = 0 m − 1 ∑ j = 0 n − 1 x ( m − i ) ( n − j ) y ( 1 + i ) ( 1 + j ) {\displaystyle {\begin{bmatrix}x_{11}&x_{12}&\cdots &x_{1n}\\x_{21}&x_{22}&\cdots &x_{2n}\\\vdots &\vdots &\ddots &\vdots \\x_{m1}&x_{m2}&\cdots &x_{mn}\\\end{bmatrix}}{\begin{bmatrix}y_{11}&y_{12}&\cdots &y_{1n}\\y_{21}&y_{22}&\cdots &y_{2n}\\\vdots &\vdots &\ddots &\vdots \\y_{m1}&y_{m2}&\cdots &y_{mn}\\\end{bmatrix}}=\sum _{i=0}^{m-1}\sum _{j=0}^{n-1}x_{(m-i)(n-j)}y_{(1+i)(1+j)}} === Edge handling === Kernel convolution usually requires values from pixels outside of the image boundaries. There are a variety of methods for handling image edges. Extend The nearest border pixels are conceptually extended as far as necessary to provide values for the convolution. Corner pixels are extended in 90° wedges. Other edge pixels are extended in lines. Wrap The image is conceptually wrapped (or tiled) and values are taken from the opposite edge or corner. Mirror The image is conceptually mirrored at the edges. For example, attempting to read a pixel 3 units outside an edge reads one 3 units inside the edge instead. Crop / Avoid overlap Any pixel in the output image which would require values from beyond the edge is skipped. This method can result in the output image being slightly smaller, with the edges having been cropped. Move kernel so that values from outside of image is never required. Machine learning mainly uses this approach. Example: Kernel size 10x10, image size 32x32, result image is 23x23. Kernel Crop Any pixel in the kernel that extends past the input image isn't used and the normalizing is adjusted to compensate. Constant Use constant value for pixels outside of image. Usually black or sometimes gray is used. Generally this depends on application. === Normalization === Normalization is defined as the division of each element in the kernel by the sum of all kernel elements, so that the sum of the elements of a normalized kernel is unity. This will ensure the average pixel in the modified image is as bright as the average pixel in the original image. === Optimization === Fast convolution algorithms include: separable convolution ==== Separable convolution ==== 2D convolution with an M × N kernel requires M × N multiplications for each sample (pixel). If the kernel is separable, then the computation can be reduced to M + N multiplications. Using separable convolutions can significantly decrease the computation by doing 1D convolution twice instead of one 2D convolution. === Implementation === Here a concrete convolution implementation done with the GLSL shading language :

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  • Robotics

    Robotics

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

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  • Reconstruction from projections

    Reconstruction from projections

    The problem of reconstructing a multidimensional signal from its projection is uniquely multidimensional, having no 1-D counterpart. It has applications that range from computer-aided tomography to geophysical signal processing. It is a problem which can be explored from several points of view—as a deconvolution problem, a modeling problem, an estimation problem, or an interpolation problem. == Motivation and applications == Many fields in science and engineering use reconstruction from projections, especially in imaging. It is widely applied geophysical tomography, medical imaging and industrial radiography. For example, in a CT scanner, the 3D structure of the patient’s body being scanned is measured with beams going through the tissue and hitting a detector, giving a flat projection of the body from that angle. Multiple projections are put together to get an image of the position and shape of structures inside in 3D. == Problem statement and basics == A projection is a linear mapping of an M {\displaystyle M} dimensional signal into an N {\displaystyle N} dimensional one, where N ≤ M {\displaystyle N\leq M} . And the objective of reconstruction is to restore the M {\displaystyle M} dimensional signal based on the N {\displaystyle N} dimensional signal. The following case is a 2-D signal projected into 1D signal. The signal in the original coordinate is denoted as d ( u , v ) {\displaystyle d(u,v)} . Now consider a collimated beam of radiation coming from the opposite orientation of v ^ {\displaystyle {\hat {v}}} , producing a projection along u ^ {\displaystyle {\hat {u}}} . v ^ {\displaystyle {\hat {v}}} and u ^ {\displaystyle {\hat {u}}} are normal to each other, and the angle between u {\displaystyle u} and u ^ {\displaystyle {\hat {u}}} is theta. The signal obtained along u ^ {\displaystyle {\hat {u}}} axis is defined to be p θ ( u ^ ) {\displaystyle p_{\theta }({\hat {u}})} . The relationship between the original coordinate and the rotated coordinate is given by [ u ^ v ^ ] = [ cos ⁡ θ sin ⁡ θ − sin ⁡ θ cos ⁡ θ ] [ u v ] {\displaystyle {\begin{bmatrix}{\hat {u}}\\{\hat {v}}\end{bmatrix}}={\begin{bmatrix}\cos \theta &\sin \theta \\-\sin \theta &\cos \theta \end{bmatrix}}{\begin{bmatrix}u\\v\end{bmatrix}}} or inversely, [ u v ] = [ cos ⁡ θ − sin ⁡ θ sin ⁡ θ cos ⁡ θ ] [ u ^ v ^ ] {\displaystyle {\begin{bmatrix}u\\v\end{bmatrix}}={\begin{bmatrix}\cos \theta &-\sin \theta \\\sin \theta &\cos \theta \end{bmatrix}}{\begin{bmatrix}{\hat {u}}\\{\hat {v}}\end{bmatrix}}} Then we have p θ ( u ^ ) = ∫ − ∞ ∞ d ( u , v ) d v ^ = ∫ − ∞ ∞ d ( u ^ cos ⁡ ( θ ) − v ^ sin ⁡ ( θ ) , u ^ sin ⁡ ( θ ) + v ^ cos ⁡ ( θ ) ) d v ^ {\displaystyle p_{\theta }({\hat {u}})=\int _{-\infty }^{\infty }d(u,v)\,\mathrm {d} {\hat {v}}=\int _{-\infty }^{\infty }d({\hat {u}}\cos(\theta )-{\hat {v}}\sin(\theta ),{\hat {u}}\sin(\theta )+{\hat {v}}\cos(\theta ))\,\mathrm {d} {\hat {v}}} By varying theta, a large number of projections can be obtained. Given the projection-slice theorem, D ( Ω , θ ) {\displaystyle D(\Omega ,\theta )} ,the slice of the Fourier transform of d ( u , v ) {\displaystyle d(u,v)} at angle theta, is equivalent to P θ ( Ω ) {\displaystyle P_{\theta }(\Omega )} , the Fourier Transform of the projection p θ ( u ^ ) {\displaystyle p_{\theta }({\hat {u}})} . Therefore, the unknown d ( u , v ) {\displaystyle d(u,v)} can be obtained from its Fourier transform by means of the Fourier transform inversion integral d ( u , v ) = 1 4 π 2 ∫ − ∞ ∞ ∫ − ∞ ∞ D ( Ω 1 , Ω 2 ) e j Ω 1 u e j Ω 2 v d Ω 1 , Ω 2 {\displaystyle \mathrm {d} (u,v)={\frac {1}{4\pi ^{2}}}\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }D(\Omega _{1},\Omega _{2})e^{j\Omega _{1}u}e^{j\Omega _{2}v}\,\mathrm {d} \Omega _{1},\Omega _{2}} = 1 4 π 2 ∫ 0 ∞ ∫ − π π D ( Ω , θ ) e j Ω u cos ⁡ ( θ ) e j Ω v s i n θ | Ω | d Ω d θ {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{0}^{\infty }\int _{-\pi }^{\pi }D(\Omega ,\theta )e^{j\Omega u\cos(\theta )}e^{j\Omega vsin\theta }{\begin{vmatrix}\Omega \end{vmatrix}}\,\mathrm {d} \Omega \mathrm {d} \theta } = 1 4 π 2 ∫ − π π ∫ 0 ∞ P θ ( Ω ) e j Ω ( u cos ⁡ θ + v sin ⁡ θ ) | Ω | d Ω d θ {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{-\pi }^{\pi }\int _{0}^{\infty }P_{\theta }(\Omega )e^{j}\Omega (u\cos \theta +v\sin \theta ){\begin{vmatrix}\Omega \end{vmatrix}}\,\mathrm {d} \Omega \mathrm {d} \theta } = 1 4 π 2 ∫ 0 π ( ∫ − ∞ ∞ P θ ( Ω ) | Ω | {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{0}^{\pi }(\int _{-\infty }^{\infty }P_{\theta }(\Omega ){\begin{vmatrix}\Omega \end{vmatrix}}} e j Ω u ^ d Ω ) d θ {\displaystyle e^{j\Omega {\hat {u}}}\mathrm {d} \Omega )\mathrm {d} \theta } By taking the inverse Fourier Transform and assuming g ( u ^ ) = F − 1 ( | Ω | 2 ) {\displaystyle g({\hat {u}})={\mathcal {F}}^{-1}({{\begin{vmatrix}\Omega \end{vmatrix}}^{2}})} , we get d ( u , v ) = ∑ i △ θ i [ p θ ( u ^ ) ∗ g θ i ( u ^ ) ] {\displaystyle d(u,v)=\sum _{i}\vartriangle \theta _{i}[p_{\theta }({\hat {u}})g_{\theta i}({\hat {u}})]} == Approaches == In practice, there are a wide variety of methods that are utilized, most of which are reconstruct 3-D information (volume) from 2-D signals (image). Typically used methods are CT, MRI, PET and SPECT. And the filtered back projection based on the principles introduced above are commonly applied. === Computed Tomography (CT) === In CT, a volume is formed by stacking the axial slices. The software cuts the volume in a different plane (usually orthogonal). Commonly, slice data is generated using an X-ray source that rotates around the object. X-ray sensors are positioned on the opposite side of the circle from the X-ray source. === Magnetic resonance imaging (MRI) === In MRI, energy from an oscillating magnetic field is temporarily applied to the patient at the appropriate resonance frequency. The protons (hydrogen atoms) emit a radio frequency signal which is measured by a receiving coil. The radio signal can be made to encode position information by varying the main magnetic field using gradient coils. === Positron emission tomography (PET) === The system detects pairs of gamma rays emitted indirectly by a positron-emitting radionuclide (tracer), which is introduced into the body on a biologically active molecule. Three-dimensional images of tracer concentration within the body are then constructed by computer analysis. In modern PET-CT scanners, three dimensional imaging is often accomplished with the aid of a CT X-ray scan performed on the patient during the same session, in the same machine. === Single-photon emission computed tomography (SPECT) === SPECT imaging is performed by using a gamma camera to acquire multiple 2-D images (projections) from multiple angles. Multiple projections are used to yield a 3-D data set. This data set may then be manipulated to show thin slices along any chosen axis of the body. SPECT is similar to PET in its use of radioactive tracer material and detection of gamma rays, while the tracers used in SPECT emit gamma radiation that is measured more directly.

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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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  • Seam carving

    Seam carving

    Seam carving (or liquid rescaling) is an algorithm for content-aware image resizing, developed by Shai Avidan, of Mitsubishi Electric Research Laboratories (MERL), and Ariel Shamir, of the Interdisciplinary Center and MERL. It functions by establishing a number of seams (paths of least importance) in an image and automatically removes seams to reduce image size or inserts seams to extend it. Seam carving also allows manually defining areas in which pixels may not be modified, and features the ability to remove whole objects from photographs. The purpose of the algorithm is image retargeting, which is the problem of displaying images without distortion on media of various sizes (cell phones, projection screens) using document standards, like HTML, that already support dynamic changes in page layout and text but not images. Image Retargeting was invented by Vidya Setlur, Saeko Takage, Ramesh Raskar, Michael Gleicher and Bruce Gooch in 2005. The work by Setlur et al. won the 10-year impact award in 2015. == Seams == Seams can be either vertical or horizontal. A vertical seam is a path of pixels connected from top to bottom in an image with one pixel in each row. A horizontal seam is similar with the exception of the connection being from left to right. The importance/energy function values a pixel by measuring its contrast with its neighbor pixels. == Process == The below example describes the process of seam carving: The seams to remove depends only on the dimension (height or width) one wants to shrink. It is also possible to invert step 4 so the algorithm enlarges in one dimension by copying a low energy seam and averaging its pixels with its neighbors. === Computing seams === Computing a seam consists of finding a path of minimum energy cost from one end of the image to another. This can be done via Dijkstra's algorithm, dynamic programming, greedy algorithm or graph cuts among others. ==== Dynamic programming ==== Dynamic programming is a programming method that stores the results of sub-calculations in order to simplify calculating a more complex result. Dynamic programming can be used to compute seams. If attempting to compute a vertical seam (path) of lowest energy, for each pixel in a row we compute the energy of the current pixel plus the energy of one of the three possible pixels above it. The images below depict a DP process to compute one optimal seam. Each square represents a pixel, with the top-left value in red representing the energy value of that pixel. The value in black represents the cumulative sum of energies leading up to and including that pixel. The energy calculation is trivially parallelized for simple functions. The calculation of the DP array can also be parallelized with some interprocess communication. However, the problem of making multiple seams at the same time is harder for two reasons: the energy needs to be regenerated for each removal for correctness and simply tracing back multiple seams can form overlaps. Avidan 2007 computes all seams by removing each seam iteratively and storing an "index map" to record all the seams generated. The map holds a "nth seam" number for each pixel on the image, and can be used later for size adjustment. If one ignores both issues however, a greedy approximation for parallel seam carving is possible. To do so, one starts with the minimum-energy pixel at one end, and keep choosing the minimum energy path to the other end. The used pixels are marked so that they are not picked again. Local seams can also be computed for smaller parts of the image in parallel for a good approximation. == Issues == The algorithm may need user-provided information to reduce errors. This can consist of painting the regions which are to be preserved. With human faces it is possible to use face detection. Sometimes the algorithm, by removing a low energy seam, may end up inadvertently creating a seam of higher energy. The solution to this is to simulate a removal of a seam, and then check the energy delta to see if the energy increases (forward energy). If it does, prefer other seams instead. == Implementations == Adobe Systems acquired a non-exclusive license to seam carving technology from MERL, and implemented it as a feature in Photoshop CS4, where it is called Content Aware Scaling. As the license is non-exclusive, other popular computer graphics applications (e. g. GIMP, digiKam, and ImageMagick) as well as some stand-alone programs (e. g. iResizer) also have implementations of this technique, some of which are released as free and open source software. There also exists an implementation for webpages. == Improvements and extensions == Better energy function and application to video by introducing 2D (time+1D) seams. Faster implementation on GPU. Application of this forward energy function to static images. Multi-operator: Combine with cropping and scaling. Much faster removal of multiple seams. Removing seams through neural deformation fields to extend to continuous domains like 3D scenes. A 2010 review of eight image retargeting methods found that seam carving produced output that was ranked among the worst of the tested algorithms. It was, however, a part of one of the highest-ranking algorithms: the multi-operator extension mentioned above (combined with cropping and scaling).

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  • VoxForge

    VoxForge

    VoxForge is a free speech corpus and acoustic model repository for open source speech recognition engines. VoxForge was set up to collect transcribed speech to create a free GPL speech corpus in order to be uses with open source speech recognition engines. The speech audio files will be 'compiled' into acoustic models for use with open source speech recognition engines such as Julius, ISIP, and Sphinx and HTK (note: HTK has distribution restrictions). VoxForge has used LibriVox as a source of audio data since 2007.

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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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  • Shadow and highlight enhancement

    Shadow and highlight enhancement

    Shadow and highlight enhancement refers to an image processing technique used to correct exposure. The use of this technique has been gaining popularity, making its way onto magazine covers, digital media, and photos. It is, however, considered by some to be akin to other destructive Photoshop filters, such as the Watercolor filter, or the Mosaic filter. == Shadow recovery == A conservative application of the shadow/highlight tool can be very useful in recovering shadows, though it tends to leave a telltale halo around the boundary between highlight and shadow if used incorrectly. A way to avoid this is to use the bracketing technique, although this usually requires a tripod. == Highlight recovery == Recovering highlights with this tool, however, has mixed results, especially when using it on images with skin in them, and often makes people look like they have been "sprayed with fake tan". == Shadow brightening - manual == One way to brighten shadows in image editing software such as GIMP or Adobe Photoshop is to duplicate the background layer, invert the copy and set the blend modes of that top layer to "Soft Light". You can also use an inverted black and white copy of the image as a mask on a brightening layer, such as Curves or Levels. == Shadow brightening - automatic == Several automatic computer image processing-based shadow recovery and dynamic range compression methods can yield a similar effect. Some of these methods include the retinex method and homomorphic range compression. The retinex method is based on work from 1963 by Edwin Land, the founder of Polaroid. Shadow enhancement can also be accomplished using adaptive image processing algorithms such as adaptive histogram equalization or contrast limiting adaptive histogram equalization (CLAHE).

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  • Creately

    Creately

    Creately is a SaaS visual collaboration tool with diagramming and design capabilities designed by Cinergix. The application is mostly known for creating flowcharts, organization charts, project charts, UML diagrams, mind maps, and other business visuals. == History == The initial beta version of Creately was released by Chandika Jayasundara. Hiraash Thawfeek, Nick Foster and Charanjit Singh joined the project in the same year. Chandika Jayasundara is CEO of Cinergix. The headquarters of the company is located at Mentone, Victoria, Australia. == Features and reception == Creately provides predefined templates and diagram elements for incorporating in the projects. It provides drag and drop feature with which both predefined and custom made shapes can be included to build the desired diagram while the same workspace can be shared with multiple persons for collaboration. Some experts have reviewed the application by commenting on its lacking in accessible integration options as its downside. The company claims Creately to have integration feature with Slack, Confluence while not having the integration with Zapier and OneDrive yet. It is compatible with Google Drive and Dropbox. The software is available as both freemium and paid option.

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  • Dailyhunt

    Dailyhunt

    Dailyhunt (formerly Newshunt) is an Indian content and news aggregator application based in Bangalore, India that provides local language content in 14 Indian languages from multiple content providers. Viru serves as Founder of Dailyhunt with Co-founder Umang Bedi. == History == Dailyhunt, earlier called Newshunt, was created as a Symbian app in 2009 by two ex-Nokia employees Umesh Kulkarni and Chandrashekhar Sohoni. Later in 2011, Newshunt became available on the Android platform. It was by that time that Virendra Gupta, founder of Verse acquired the application. Virendra Gupta, better known as Viru, had started Verse in 2007 as a value-added service (VAS) company. In 2011, he acquired Newshunt from its owners Umesh and Chandrashekhar. Umesh became the CTO and stayed on to oversee its transition towards the smartphone era. In 2015, Viru renamed Newshunt as Dailyhunt. In early 2018, Viru roped in Umang Bedi, to be the President of Dailyhunt and lead the business with him while focusing on making the benefits of the platform available to a larger audience. Umang was elevated to co-founder in 2020. == Funding == In September 2014, Dailyhunt (then known as Newshunt) closed its Series B funding of INR 1 billion ( or approx $12 million in 2014) from Sequoia Capital India. The Series C funding round was led by Falcon Capital and was closed with $40 million in February 2015. In October 2016, the company received its Series D funding of $25 million from ByteDance and a Series E funding of $6.39 million from Falcon Edge Capital in September 2018. Additionally, Dailyhunt raised $3 Mn (INR 21.75 Cr) in a Series F funding round from Stonebridge Capital in August 2019. Other investors of Dailyhunt include Matrix Partners India, Omidyar Network, Goldman Sachs and Sofina. == Tie-ups and partnerships == In January 2021, Dailyhunt partnered with Twitter to bring ‘Twitter Moments’ to the Indian social app. Dailyhunt app now has a dedicated tab called “Twitter Moments India” to showcase curated tweets pertaining to news and other events. In January 2021, Dailyhunt announced the premiere of Season 2 of the popular show QuoteUnquote with KK (Kapil Khandelwal) on the app. It was the first podcast to have been launched on the Dailyhunt app. In September 2020, Dailyhunt signed up as an Associate Sponsor with Star Sports for Dream 11 IPL 2020. In May 2020, Snapdeal partnered with Dailyhunt to add new content on marketplace. In March 2019, Discovery Communications India, the factual entertainment network, entered into a multi-year partnership with Dailyhunt to showcase short-form content.

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  • Comparison of color models in computer graphics

    Comparison of color models in computer graphics

    This article provides introductory information about the RGB, HSV, and HSL color models from a computer graphics (web pages, images) perspective. An introduction to colors is also provided to support the main discussion. == Basics of color == === Primary colors and hue === First, "color" refers to the human brain's subjective interpretation of combinations of a narrow band of wavelengths of light. For this reason, the definition of "color" is not based on a strict set of physical phenomena. Therefore, even basic concepts like "primary colors" are not clearly defined. For example, traditional "Painter's Colors" use red, blue, and yellow as the primary colors, "Printer's Colors" use cyan, yellow, and magenta, and "Light Colors" use red, green, and blue. "Light colors", more formally known as additive colors, are formed by combining red, green, and blue light. This article refers to additive colors and refers to red, green, and blue as the primary colors. Hue is a term describing a pure color, that is, a color not modified by tinting or shading (see below). In additive colors, hues are formed by combining two primary colors. When two primary colors are combined in equal intensities, the result is a "secondary color". === Color wheel === A color wheel is a tool that provides a visual representation of the relationships between all possible hues. The primary colors are arranged around a circle at equal (120 degree) intervals. (Warning: Color wheels frequently depict "Painter's Colors" primary colors, which leads to a different set of hues than additive colors.) The illustration shows a simple color wheel based on the additive colors. Note that the position (top, right) of the starting color, typically red, is arbitrary, as is the order of green and blue (clockwise, counter-clockwise). The illustration also shows the secondary colors, yellow, cyan, and magenta, located halfway between (60 degrees) the primary colors. == Complementary color == The complement of a hue is the hue that is opposite it (180 degrees) on the color wheel. Using additive colors, mixing a hue and its complement in equal amounts produces white. === Tints and shades === The following discussion uses an illustration involving three projectors pointing to the same spot on a screen. Each projector is capable of generating one hue. The "intensities" of each projector are "matched" and can be equally adjusted from zero to full. (Note: "Intensity" is used here in the same sense as the RGB color model. The subject of matching, or "gamma correction", is beyond the level of this article.) A shade is produced by "dimming" a maximum chroma color. Painters refer to this as "adding black". In our illustration, one projector is set to full intensity, a second is set to some intensity between zero and full, and third is set to zero. "Dimming" is accomplished by decreasing each projector's intensity setting to the same fraction of its start setting. In the shade example, with any fully shaded hue, that all three projectors are set to zero intensity, resulting in black. A tint is produced by "lightening" a maximum chroma color. Painters refer to this as "adding white". In our illustration, one projector is set to full intensity, a second is set to some intensity between zero and full, and third is set to zero. "Lightening" is accomplished by increasing each projector's intensity setting by the same fraction from its start setting to full. In the tinting example, note that the third projector is now contributing. When the hue is fully lightened, all three projectors are each at full intensity, and the result is white. Note an attribute of the total intensity in the additive model. If full intensity for one projector is 1, then a primary color has a combined intensity of 1. A secondary color has a total intensity of 2. White has a total intensity of 3. Tinting, or "adding white", increases the total intensity of the hue. While this is simply a fact, the HSL model will take this fact into account in its design. === Tones === Tone is a general term, typically used by painters, to refer to the effects of reducing the "colorfulness" of a maximum chroma color; painters refer to it as "adding gray". Note that gray is not a color or even a single concept but refers to all the range of values between black and white where all three primary colors are equally represented. The general term is provided as more specific terms have conflicting definitions in different color models. Thus, shading takes a hue toward black, tinting takes a hue towards white, and tones cover the range between. == Choosing a color model == No one color model is necessarily "better" than another. Typically, the choice of a color model is dictated by external factors, such as a graphics tool or the need to specify colors according to the CSS2 or CSS3 standard. The following discussion only describes how the models function, centered on the concepts of hue, shade, tint, and tone. === RGB === The RGB model's approach to colors is important because: It directly reflects the physical properties of "Truecolor" displays As of 2011, most graphic cards define pixel values in terms of the colors red, green, and blue. The typical range of intensity values for each color, 0–255, is based on taking a binary number with 32 bits and breaking it up into four bytes of 8 bits each. 8 bits can hold a value from 0 to 255. The fourth byte is used to specify the "alpha", or the opacity, of the color. Opacity comes into play when layers with different colors are stacked. If the color in the top layer is less than fully opaque (alpha < 255), the color from underlying layers "shows through". In the RGB model, hues are represented by specifying one color as full intensity (255), a second color with a variable intensity, and the third color with no intensity (0). The following provides some examples using red as the full-intensity and green as the partial-intensity colors; blue is always zero: Shades are created by multiplying the intensity of each primary color by 1 minus the shade factor, in the range 0 to 1. A shade factor of 0 does nothing to the hue, a shade factor of 1 produces black: new intensity = current intensity (1 – shade factor) The following provides examples using orange: Tints are created by modifying each primary color as follows: the intensity is increased so that the difference between the intensity and full intensity (255) is decreased by the tint factor, in the range 0 to 1. A tint factor of 0 does nothing, a tint factor of 1 produces white: new intensity = current intensity + (255 – current intensity) tint factor The following provides examples using orange: Tones are created by applying both a shade and a tint. The order in which the two operations are performed does not matter, with the following restriction: when a tint operation is performed on a shade, the intensity of the dominant color becomes the "full intensity"; that is, the intensity value of the dominant color must be used in place of 255. The following provides examples using orange: === HSV === The HSV, or HSB, model describes colors in terms of hue, saturation, and value (brightness). Note that the range of values for each attribute is arbitrarily defined by various tools or standards. Be sure to determine the value ranges before attempting to interpret a value. Hue corresponds directly to the concept of hue in the Color Basics section. The advantages of using hue are The angular relationship between tones around the color circle is easily identified Shades, tints, and tones can be generated easily without affecting the hue Saturation corresponds directly to the concept of tint in the Color Basics section, except that full saturation produces no tint, while zero saturation produces white, a shade of gray, or black. Value corresponds directly to the concept of intensity in the Color Basics section. Pure colors are produced by specifying a hue with full saturation and value Shades are produced by specifying a hue with full saturation and less than full value Tints are produced by specifying a hue with less than full saturation and full value Tones are produced by specifying a hue and both less than full saturation and value White is produced by specifying zero saturation and full value, regardless of hue Black is produced by specifying zero value, regardless of hue or saturation Shades of gray are produced by specifying zero saturation and between zero and full value The advantage of HSV is that each of its attributes corresponds directly to the basic color concepts, which makes it conceptually simple. The perceived disadvantage of HSV is that the saturation attribute corresponds to tinting, so desaturated colors have increasing total intensity. For this reason, the CSS3 standard plans to support RGB and HSL but not HSV. === HSL === The HSL model describes colors in terms of hue, saturation, and lightness (also called luminance). (Note: the definition of sa

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  • Co–Star

    Co–Star

    Co–Star is an American astrological social networking service founded in 2017, and headquartered in New York City. Users enter the date, time and place they were born to generate an astrological chart and daily horoscopes, which can be compared with those of other users. == History == The concept for Co-Star began in 2015 when Banu Guler created an astrological chart as a gift. The idea later developed into a mobile application with collaborators Anna Kopp and Ben Weitzman. The app publicly launched in 2017. The app includes astrological readings, charts, and daily push notifications that have been noted for their unconventional tone. In early 2018, the company raised a $750,000 pre-seed round from Female Founders Fund. In 2019, Co–Star raised a $5.2 million seed round from Maveron, Aspect, and 14W. In January 2020, Co–Star for Android was launched to a 120,000-person waitlist—two years after their iOS version. In April 2021, the company announced a $15 million Series A, led by Spark Capital. As of that date, Co–Star reported more than 20 million downloads and increased adoption among young women in the United States. == Features == Co–Star employs artificial intelligence to analyze publicly accessible NASA JPL data and find patterns in a user's transits. Co–Star's algorithm maps human-written snippets of text to planetary movements to display personalized content for each user. That content has been called “slightly robotic,” “wildly beautiful,” “truly insane," “brutally honest,” and compared to “a free therapy session.” In July 2023, Co–Star released an in-app service called The Void that allows users to ask open-ended questions and receive answers informed by Co–Star's astrological database.

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  • Cybernetics

    Cybernetics

    Cybernetics is the transdisciplinary study of circular causal processes such as feedback and recursion, where the effects of a system's actions (its outputs) return as inputs to that system, influencing subsequent actions. It is concerned with general principles that are relevant across multiple contexts, including engineering, ecological, economic, biological, cognitive and social systems and also in practical activities such as designing, learning, and managing. Cybernetics' transdisciplinary character means that it intersects with a number of other fields, resulting in a wide influence and diverse interpretations. The field is named after an example of circular causal feedback—that of steering a ship (the ancient Greek κυβερνήτης (kybernḗtēs) refers to the person who steers a ship). In steering a ship, the position of the rudder is adjusted in continual response to the effect it is observed as having, forming a feedback loop through which a steady course can be maintained in a changing environment, responding to disturbances from cross winds and tide. Cybernetics has its origins in exchanges between numerous disciplines during the 1940s. Initial developments were consolidated through meetings such as the Macy conferences and the Ratio Club. Early focuses included purposeful behaviour, neural networks, heterarchy, information theory, and self-organising systems. As cybernetics developed, it became broader in scope to include work in design, family therapy, management and organisation, pedagogy, sociology, the creative arts and the counterculture. == Definitions == Cybernetics has been defined in a variety of ways, reflecting "the richness of its conceptual base". One of the best known definitions is that of the American scientist Norbert Wiener, who characterised cybernetics as concerned with "control and communication in the animal and the machine". Another early definition is that of the Macy cybernetics conferences, where cybernetics was understood as the study of "circular causal and feedback mechanisms in biological and social systems". Margaret Mead emphasised the role of cybernetics as "a form of cross-disciplinary thought which made it possible for members of many disciplines to communicate with each other easily in a language which all could understand". Other definitions include: "the art of governing or the science of government" (André-Marie Ampère); "the art of steersmanship" (Ross Ashby); "the study of systems of any nature which are capable of receiving, storing, and processing information so as to use it for control" (Andrey Kolmogorov); and "a branch of mathematics dealing with problems of control, recursiveness, and information, focuses on forms and the patterns that connect" (Gregory Bateson). == Etymology == The Ancient Greek term κυβερνητικός (kubernētikos, '(good at) steering') appears in Plato's Republic and Alcibiades, where the metaphor of a steersman is used to signify the governance of people. The French word cybernétique was also used in 1834 by the physicist André-Marie Ampère to denote the sciences of government in his classification system of human knowledge. According to Norbert Wiener, the word cybernetics was coined by a research group involving himself and Arturo Rosenblueth in the summer of 1947. It has been attested in print since at least 1948 through Wiener's book Cybernetics: Or Control and Communication in the Animal and the Machine. In the book, Wiener states: After much consideration, we have come to the conclusion that all the existing terminology has too heavy a bias to one side or another to serve the future development of the field as well as it should; and as happens so often to scientists, we have been forced to coin at least one artificial neo-Greek expression to fill the gap. We have decided to call the entire field of control and communication theory, whether in the machine or in the animal, by the name Cybernetics, which we form from the Greek κυβερνήτης or steersman. Moreover, Wiener explains, the term was chosen to recognize James Clerk Maxwell's 1868 publication on feedback mechanisms involving governors, noting that the term governor is also derived from κυβερνήτης (kubernḗtēs) via a Latin corruption gubernator. Finally, Wiener motivates the choice by steering engines of a ship being "one of the earliest and best-developed forms of feedback mechanisms". == History == === First wave === The initial focus of cybernetics was on parallels between regulatory feedback processes in biological and technological systems. Two foundational articles were published in 1943: "Behavior, Purpose and Teleology" by Arturo Rosenblueth, Norbert Wiener, and Julian Bigelow – based on the research on living organisms that Rosenblueth did in Mexico – and the paper "A Logical Calculus of the Ideas Immanent in Nervous Activity" by Warren McCulloch and Walter Pitts. The foundations of cybernetics were then developed through a series of transdisciplinary conferences funded by the Josiah Macy, Jr. Foundation, between 1946 and 1953. The conferences were chaired by McCulloch and had participants that included Ross Ashby, Gregory Bateson, Heinz von Foerster, Margaret Mead, John von Neumann, and Norbert Wiener. In the UK, similar focuses were explored by the Ratio Club, an informal dining club of young psychiatrists, psychologists, physiologists, mathematicians and engineers that met between 1949 and 1958. Wiener introduced the neologism cybernetics to denote the study of "teleological mechanisms" and popularized it through the book Cybernetics: Or Control and Communication in the Animal and the Machine. During the 1950s, cybernetics was developed as a primarily technical discipline, such as in Qian Xuesen's 1954 "Engineering Cybernetics". The text was quickly translated into multiple languages and became a foundational text on automation. In the Soviet Union, Cybernetics was initially considered with suspicion but became accepted from the mid to late 1950s. By the 1960s and 1970s, however, cybernetics' transdisciplinarity fragmented, with technical focuses separating into separate fields. Artificial intelligence (AI) was founded as a distinct discipline at the Dartmouth workshop in 1956, differentiating itself from the broader cybernetics field. After some uneasy coexistence, AI gained funding and prominence. Consequently, cybernetic sciences such as the study of artificial neural networks were downplayed. Similarly, computer science became defined as a distinct academic discipline in the 1950s and early 1960s. === Second wave === The second wave of cybernetics came to prominence from the 1960s onwards, with its focus shifting away from technology toward social, ecological, and philosophical concerns. It was still grounded in biology, notably Maturana and Varela's autopoiesis, and built on earlier work on self-organising systems and the presence of anthropologists Mead and Bateson in the Macy meetings. The Biological Computer Laboratory, founded in 1958 and active until the mid-1970s under the direction of Heinz von Foerster at the University of Illinois at Urbana–Champaign, was a major incubator of this trend in cybernetics research. Focuses of the second wave of cybernetics included management cybernetics, such as Stafford Beer's biologically inspired viable system model; work in family therapy, drawing on Bateson; social systems, such as in the work of Niklas Luhmann; epistemology and pedagogy, such as in the development of radical constructivism. Cybernetics' core theme of circular causality was developed beyond goal-oriented processes to concerns with reflexivity and recursion, notably in Mead's invocation at the inaugural meeting of the American Society for Cybernetics (ASC) to apply cybernetics to the activities of the ASC itself. This focus on reflexivity was especially prominent in the development of second-order cybernetics (or the cybernetics of cybernetics), developed and promoted by Heinz von Foerster, which focused on questions of observation, cognition, epistemology, and ethics. The 1960s onwards also saw cybernetics begin to develop exchanges with the creative arts, design, and architecture, notably with the Cybernetic Serendipity exhibition (ICA, London, 1968), curated by Jasia Reichardt, and the unrealised Fun Palace project (London, unrealised, 1964 onwards), where Gordon Pask was consultant to architect Cedric Price and theatre director Joan Littlewood. In 1962, Qian Xuesen recruited Song Jian and Guan Zhaozhi to establish China's first cybernetics laboratory with him. Following the Sino-Soviet split, cybernetics was deemed disreputable in China. The field was again favored in the 1970s and 1980s following Deng Xiaoping's emphasis on modernisation. === Third wave === From the 1990s onwards, there has been a renewed interest in cybernetics from a number of directions. Early cybernetic work on artificial neural networks has been returned to as a paradigm in machine learning and artifi

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