AI Chat Unlimited Image Upload

AI Chat Unlimited Image Upload — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Telebirr

    Telebirr

    Telebirr (Amharic: ቴሌብር) is a mobile payment service developed and was launched by Ethio telecom, the state owned telecommunication and Internet service provider in Ethiopia. It took five months to develop the end-to-end service. It facilitates the delivery of cashless transactions. The platform deployed currently has the capacity of processing up to 100 transactions per second (TPS) and can be scaled up to 1000 TPS. The service is accessible via SMS, USSD, and smartphone applications. Telebirr works in five languages. == Services == Though the service is fully accessible for any customer of Ethio telecom, the users need to register through the mobile application called Telebirr or using an authorized agent or Ethio telecom shop or Unstructured Supplementary Service Data (USSD), 127# nationally. However, Telebirr also provides a “quick registration” by using any information that already exists in Ethio telecom's system.

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  • Image texture

    Image texture

    An image texture is the small-scale structure perceived on an image, based on the spatial arrangement of color or intensities. It can be quantified by a set of metrics calculated in image processing. Image texture metrics give us information about the whole image or selected regions. Image textures can be artificially created or found in natural scenes captured in an image. Image textures are one way that can be used to help in segmentation or classification of images. For more accurate segmentation the most useful features are spatial frequency and an average grey level. To analyze an image texture in computer graphics, there are two ways to approach the issue: structured approach and statistical approach. == Structured approach == A structured approach sees an image texture as a set of primitive texels in some regular or repeated pattern. This works well when analyzing artificial textures. To obtain a structured description a characterization of the spatial relationship of the texels is gathered by using Voronoi tessellation of the texels. == Statistical approach == A statistical approach sees an image texture as a quantitative measure of the arrangement of intensities in a region. In general this approach is easier to compute and is more widely used, since natural textures are made of patterns of irregular subelements. === Edge detection === The use of edge detection is to determine the number of edge pixels in a specified region, helps determine a characteristic of texture complexity. After edges have been found the direction of the edges can also be applied as a characteristic of texture and can be useful in determining patterns in the texture. These directions can be represented as an average or in a histogram. Consider a region with N pixels. the gradient-based edge detector is applied to this region by producing two outputs for each pixel p: the gradient magnitude Mag(p) and the gradient direction Dir(p). The edgeness per unit area can be defined by F e d g e n e s s = | { p | M a g ( p ) > T } | N {\displaystyle F_{edgeness}={\frac {|\{p|Mag(p)>T\}|}{N}}} for some threshold T. To include orientation with edgeness histograms for both gradient magnitude and gradient direction can be used. Hmag(R) denotes the normalized histogram of gradient magnitudes of region R, and Hdir(R) denotes the normalized histogram of gradient orientations of region R. Both are normalized according to the size NR Then F m a g , d i r = ( H m a g ( R ) , H d i r ( R ) ) {\displaystyle F_{mag,dir}=(H_{mag}(R),H_{dir}(R))} is a quantitative texture description of region R. === Co-occurrence matrices === The co-occurrence matrix captures numerical features of a texture using spatial relations of similar gray tones. Numerical features computed from the co-occurrence matrix can be used to represent, compare, and classify textures. The following are a subset of standard features derivable from a normalized co-occurrence matrix: A n g u l a r 2 n d M o m e n t = ∑ i ∑ j p [ i , j ] 2 C o n t r a s t = ∑ i = 1 N g ∑ j = 1 N g n 2 p [ i , j ] , where | i − j | = n C o r r e l a t i o n = ∑ i = 1 N g ∑ j = 1 N g ( i j ) p [ i , j ] − μ x μ y σ x σ y E n t r o p y = − ∑ i ∑ j p [ i , j ] l n ( p [ i , j ] ) {\displaystyle {\begin{aligned}Angular{\text{ }}2nd{\text{ }}Moment&=\sum _{i}\sum _{j}p[i,j]^{2}\\Contrast&=\sum _{i=1}^{Ng}\sum _{j=1}^{Ng}n^{2}p[i,j]{\text{, where }}|i-j|=n\\Correlation&={\frac {\sum _{i=1}^{Ng}\sum _{j=1}^{Ng}(ij)p[i,j]-\mu _{x}\mu _{y}}{\sigma _{x}\sigma _{y}}}\\Entropy&=-\sum _{i}\sum _{j}p[i,j]ln(p[i,j])\\\end{aligned}}} where p [ i , j ] {\displaystyle p[i,j]} is the [ i , j ] {\displaystyle [i,j]} th entry in a gray-tone spatial dependence matrix, and Ng is the number of distinct gray-levels in the quantized image. One negative aspect of the co-occurrence matrix is that the extracted features do not necessarily correspond to visual perception. It is used in dentistry for the objective evaluation of lesions [DOI: 10.1155/2020/8831161], treatment efficacy [DOI: 10.3390/ma13163614; DOI: 10.11607/jomi.5686; DOI: 10.3390/ma13173854; DOI: 10.3390/ma13132935] and bone reconstruction during healing [DOI: 10.5114/aoms.2013.33557; DOI: 10.1259/dmfr/22185098; EID: 2-s2.0-81455161223; DOI: 10.3390/ma13163649]. === Laws texture energy measures === Another approach is to use local masks to detect various types of texture features. Laws originally used four vectors representing texture features to create sixteen 2D masks from the outer products of the pairs of vectors. The four vectors and relevant features were as follows: L5 = [ +1 +4 6 +4 +1 ] (Level) E5 = [ -1 -2 0 +2 +1 ] (Edge) S5 = [ -1 0 2 0 -1 ] (Spot) R5 = [ +1 -4 6 -4 +1 ] (Ripple) To these 4, a fifth is sometimes added: W5 = [ -1 +2 0 -2 +1 ] (Wave) From Laws' 4 vectors, 16 5x5 "energy maps" are then filtered down to 9 in order to remove certain symmetric pairs. For instance, L5E5 measures vertical edge content and E5L5 measures horizontal edge content. The average of these two measures is the "edginess" of the content. The resulting 9 maps used by Laws are as follows: L5E5/E5L5 L5R5/R5L5 E5S5/S5E5 S5S5 R5R5 L5S5/S5L5 E5E5 E5R5/R5E5 S5R5/R5S5 Running each of these nine maps over an image to create a new image of the value of the origin ([2,2]) results in 9 "energy maps," or conceptually an image with each pixel associated with a vector of 9 texture attributes. === Autocorrelation and power spectrum === The autocorrelation function of an image can be used to detect repetitive patterns of textures. == Texture segmentation == The use of image texture can be used as a description for regions into segments. There are two main types of segmentation based on image texture, region based and boundary based. Though image texture is not a perfect measure for segmentation it is used along with other measures, such as color, that helps solve segmenting in image. === Region based === Attempts to group or cluster pixels based on texture properties. === Boundary based === Attempts to group or cluster pixels based on edges between pixels that come from different texture properties.

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  • Real-time computer graphics

    Real-time computer graphics

    Real-time computer graphics or real-time rendering is the sub-field of computer graphics focused on producing and analyzing images in real time. The term can refer to anything from rendering an application's graphical user interface (GUI) to real-time image analysis, but is most often used in reference to interactive 3D computer graphics, typically using a graphics processing unit (GPU). One example of this concept is a video game that rapidly renders changing 3D environments to produce an illusion of motion. Computers have been capable of generating 2D images such as simple lines, images and polygons in real time since their invention. However, quickly rendering detailed 3D objects is a daunting task for traditional Von Neumann architecture-based systems. An early workaround to this problem was the use of sprites, 2D images that could imitate 3D graphics. Different techniques for rendering now exist, such as ray-tracing and rasterization. Using these techniques and advanced hardware, computers can now render images quickly enough to create the illusion of motion while simultaneously accepting user input. This means that the user can respond to rendered images in real time, producing an interactive experience. == Principles of real-time 3D computer graphics == The goal of computer graphics is to generate computer-generated images, or frames, using certain desired metrics. One such metric is the number of frames generated in a given second. Real-time computer graphics systems differ from traditional (i.e., non-real-time) rendering systems in that non-real-time graphics typically rely on ray tracing. In this process, millions or billions of rays are traced from the camera to the world for detailed rendering—this expensive operation can take hours or days to render a single frame. Real-time graphics systems must render each image in less than 1/30th of a second. Ray tracing is far too slow for these systems; instead, they employ the technique of z-buffer triangle rasterization. In this technique, every object is decomposed into individual primitives, usually triangles. Each triangle gets positioned, rotated and scaled on the screen, and rasterizer hardware (or a software emulator) generates pixels inside each triangle. These triangles are then decomposed into atomic units called fragments that are suitable for displaying on a display screen. The fragments are drawn on the screen using a color that is computed in several steps. For example, a texture can be used to "paint" a triangle based on a stored image, and then shadow mapping can alter that triangle's colors based on line-of-sight to light sources. === Video game graphics === Real-time graphics optimizes image quality subject to time and hardware constraints. GPUs and other advances increased the image quality that real-time graphics can produce. GPUs are capable of handling millions of triangles per frame, and modern DirectX/OpenGL class hardware is capable of generating complex effects, such as shadow volumes, motion blurring, and triangle generation, in real-time. The advancement of real-time graphics is evidenced in the progressive improvements between actual gameplay graphics and the pre-rendered cutscenes traditionally found in video games. Cutscenes are typically rendered in real-time—and may be interactive. Although the gap in quality between real-time graphics and traditional off-line graphics is narrowing, offline rendering remains much more accurate. === Advantages === Real-time graphics are typically employed when interactivity (e.g., player feedback) is crucial. When real-time graphics are used in films, the director has complete control of what has to be drawn on each frame, which can sometimes involve lengthy decision-making. Teams of people are typically involved in the making of these decisions. In real-time computer graphics, the user typically operates an input device to influence what is about to be drawn on the display. For example, when the user wants to move a character on the screen, the system updates the character's position before drawing the next frame. Usually, the display's response-time is far slower than the input device—this is justified by the immense difference between the (fast) response time of a human being's motion and the (slow) perspective speed of the human visual system. This difference has other effects too: because input devices must be very fast to keep up with human motion response, advancements in input devices (e.g., the current Wii remote) typically take much longer to achieve than comparable advancements in display devices. Another important factor controlling real-time computer graphics is the combination of physics and animation. These techniques largely dictate what is to be drawn on the screen—especially where to draw objects in the scene. These techniques help realistically imitate real world behavior (the temporal dimension, not the spatial dimensions), adding to the computer graphics' degree of realism. Real-time previewing with graphics software, especially when adjusting lighting effects, can increase work speed. Some parameter adjustments in fractal generating software may be made while viewing changes to the image in real time. == Rendering pipeline == The graphics rendering pipeline ("rendering pipeline" or simply "pipeline") is the foundation of real-time graphics. Its main function is to render a two-dimensional image in relation to a virtual camera, three-dimensional objects (an object that has width, length, and depth), light sources, lighting models, textures and more. === Architecture === The architecture of the real-time rendering pipeline can be divided into conceptual stages: application, geometry and rasterization. === Application stage === The application stage is responsible for generating "scenes", or 3D settings that are drawn to a 2D display. This stage is implemented in software that developers optimize for performance. This stage may perform processing such as collision detection, speed-up techniques, animation and force feedback, in addition to handling user input. Collision detection is an example of an operation that would be performed in the application stage. Collision detection uses algorithms to detect and respond to collisions between (virtual) objects. For example, the application may calculate new positions for the colliding objects and provide feedback via a force feedback device such as a vibrating game controller. The application stage also prepares graphics data for the next stage. This includes texture animation, animation of 3D models, animation via transforms, and geometry morphing. Finally, it produces primitives (points, lines, and triangles) based on scene information and feeds those primitives into the geometry stage of the pipeline. === Geometry stage === The geometry stage manipulates polygons and vertices to compute what to draw, how to draw it and where to draw it. Usually, these operations are performed by specialized hardware or GPUs. Variations across graphics hardware mean that the "geometry stage" may actually be implemented as several consecutive stages. ==== Model and view transformation ==== Before the final model is shown on the output device, the model is transformed onto multiple spaces or coordinate systems. Transformations move and manipulate objects by altering their vertices. Transformation is the general term for the four specific ways that manipulate the shape or position of a point, line or shape. ==== Lighting ==== In order to give the model a more realistic appearance, one or more light sources are usually established during transformation. However, this stage cannot be reached without first transforming the 3D scene into view space. In view space, the observer (camera) is typically placed at the origin. If using a right-handed coordinate system (which is considered standard), the observer looks in the direction of the negative z-axis with the y-axis pointing upwards and the x-axis pointing to the right. ==== Projection ==== Projection is a transformation used to represent a 3D model in a 2D space. The two main types of projection are orthographic projection (also called parallel) and perspective projection. The main characteristic of an orthographic projection is that parallel lines remain parallel after the transformation. Perspective projection utilizes the concept that if the distance between the observer and model increases, the model appears smaller than before. Essentially, perspective projection mimics human sight. ==== Clipping ==== Clipping is the process of removing primitives that are outside of the view box in order to facilitate the rasterizer stage. Once those primitives are removed, the primitives that remain will be drawn into new triangles that reach the next stage. ==== Screen mapping ==== The purpose of screen mapping is to find out the coordinates of the primitives during the clipping stage. ==== Rasterizer stage ==== The rasterizer

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  • Puck App

    Puck App

    Puck App is a mobile application that allows hockey players to quickly find and rent a hockey goalie. Founded in 2015 in Toronto, the application primarily operates throughout Canada. It is available on Apple's App Store and Google Play. == History == Puck App was founded in 2016 by Niki Sawni. Users can rate the goalies, message with available goalies, and coordinate skill levels. In 2017, Puck App expanded to Western Canada and has over 1,000 goalies registered. In 2018, Puck App charged approximately $40 CDN to rent a goalie with more than 2 hours notice. Previously, Puck App was a competitor to a similar application called GoalieUp. As of 2024, both companies have agreed to a merger deal.

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  • Quantum natural language processing

    Quantum natural language processing

    Quantum natural language processing (QNLP) is the application of quantum computing to natural language processing (NLP). It computes word embeddings as parameterised quantum circuits that can solve NLP tasks faster than any classical computer. It is inspired by categorical quantum mechanics and the DisCoCat framework, making use of string diagrams to translate from grammatical structure to quantum processes. == Theory == The first quantum algorithm for natural language processing used the DisCoCat framework and Grover's algorithm to show a quadratic quantum speedup for a text classification task. It was later shown that quantum language processing is BQP-Complete, i.e. quantum language models are more expressive than their classical counterpart, unless quantum mechanics can be efficiently simulated by classical computers. These two theoretical results assume fault-tolerant quantum computation and a QRAM, i.e. an efficient way to load classical data on a quantum computer. Thus, they are not applicable to the noisy intermediate-scale quantum (NISQ) computers available today. == Experiments == The algorithm of Zeng and Coecke was adapted to the constraints of NISQ computers and implemented on IBM quantum computers to solve binary classification tasks. Instead of loading classical word vectors onto a quantum memory, the word vectors are computed directly as the parameters of quantum circuits. These parameters are optimised using methods from quantum machine learning to solve data-driven tasks such as question answering, machine translation and even algorithmic music composition.

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  • Scanimate

    Scanimate

    Scanimate is an analog computer animation (video synthesizer) system created by Lee Harrison III of Denver, Colorado. Harrison had developed its predecessor, ANIMAC, which generated used a motion capture system, based on a body suit with potentiometers. In contrast, Scanimate included TV technology. Scanimate's successor was called Caesar, and used a digital computer to control the analog system. The eight Scanimate systems were used to produce much of the video-based animation seen on television between most of the 1970s and early 1980s in commercials, promotions, and show openings. One of the major advantages the Scanimate system had over film-based animation and computer animation was the ability to create animations in real time. The speed with which animation could be produced on the system because of this, as well as its range of possible effects, helped it to supersede film-based animation techniques for television graphics. By the mid-1980s, it was superseded by digital computer animation, which produced sharper images and more sophisticated 3D imagery. Animations created on Scanimate and similar analog computer animation systems have a number of characteristic features that distinguish them from film-based animation: the motion is extremely fluid, using all 60 fields per second (in NTSC format video) or 50 fields (in PAL format video) rather than the 24 frames per second that film uses; the colors are much brighter and more saturated; and the images have a very "electronic" look that results from the direct manipulation of video signals through which the Scanimate produces the images. == How it works == A special high-resolution (around 945 lines) monochrome camera records high-contrast artwork. The image is then displayed on a high-resolution screen. Unlike a normal monitor, its deflection signals are passed through a special analog computer that enables the operator to bend the image in a variety of ways. The image is then shot from the screen by either a film camera or a video camera. In the case of a video camera, this signal is then fed into a colorizer, a device that takes certain shades of grey and turns it into color as well as transparency. The idea behind this is that the output of the Scanimate itself is always monochrome. Another advantage of the colorizer is that it gives the operator the ability to continuously add layers of graphics. This makes possible the creation of very complex graphics. This is done by using two video recorders. The background is played by one recorder and then recorded by another one. This process is repeated for every layer. This requires very high-quality video recorders (such as both the Ampex VR-2000 or IVC's IVC-9000 of Scanimate's era, the IVC-9000 being used quite frequently for Scanimate composition due to its very high generational quality between re-recordings). == Current usage == Two of the Scanimates are still in use at ZFx studios in Asheville, North Carolina. The original "Black Swan" R&D machine has been updated with more modern power supplies and can produce material in standard or 1080P high definition video. The "white Pearl" machine is the last one produced and is being kept in its original configuration for historical purposes by David Sieg at ZFx inc. The machines are installed in a working production environment with Grass Valley switchers, Kaleidoscope digital video effects systems, and Accom digital disk recorders for layering. == Use in television, music and films == === Music videos === Let's Groove by Earth, Wind & Fire Get Down on It by Kool & the Gang Blame It on the Boogie by The Jacksons Knock on Wood by Amii Stewart Popcorn Love by New Edition === TV programs/movies === === TV channels/home video/TV productions ===

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  • Database virtualization

    Database virtualization

    Database virtualization is the decoupling of the database layer, which lies between the storage and application layers within the application stack. Virtualization of the database layer enables a shift away from the physical, toward the logical or virtual. Virtualization enables compute and storage resources to be pooled and allocated on demand. This enables both the sharing of single server resources for multi-tenancy, as well as the pooling of server resources into a single logical database or cluster. In both cases, database virtualization provides increased flexibility, more granular and efficient allocation of pooled resources, and more scalable computing. == Virtual data partitioning == The act of partitioning data stores as a database grows has been in use for several decades. There are two primary ways that data has been partitioned inside legacy data management systems: Shared-data databases: an architecture that assumes all database cluster nodes share a single partition. Inter-node communications are used to synchronize update activities performed by different nodes on the cluster. Shared-data data management systems are limited to single-digit node clusters. Shared-nothing databases: an architecture in which all data is segregated to internally managed partitions with clear, well-defined data location boundaries. Shared-nothing databases require manual partition management. In virtual partitioning, logical data is abstracted from physical data by autonomously creating and managing large numbers of data partitions (100s to 1000s). Because they are autonomously maintained, the resources required to manage the partitions are minimal. This kind of massive partitioning results in: Partitions that are small, efficiently managed, and load-balanced. Systems that do not require re-partitioning events to define additional partitions, even when the hardware is changed. “Shared-data” and “shared-nothing” architectures allow scalability through multiple data partitions and cross-partition querying and transaction processing without full partition scanning. == Horizontal data partitioning == Partitioning database sources from consumers is a fundamental concept. With greater numbers of database sources, inserting a horizontal data virtualization layer between the sources and consumers helps address this complexity. Rick van der Lans, the author of multiple books on SQL and relational databases, has defined data virtualization as "the process of offering data consumers a data access interface that hides the technical aspects of stored data, such as location, storage structure, API, access language, and storage technology." == Advantages == Added flexibility and agility for existing computing infrastructure. Enhanced database performance. Pooling and sharing computing resources, either splitting them (multi-tenancy) or combining them (clustering). Simplification of administration and management. Increased fault tolerance.

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  • Continuous Exposure Management

    Continuous Exposure Management

    Continuous Exposure Management (CEM) is a cybersecurity approach that provides continuous, real-time monitoring, assessment, and prioritization of an organization’s security vulnerabilities and exposures. CEM focuses on identifying and mitigating risks by analyzing attack paths and providing recommendations, ensuring organizations maintain a resilient cybersecurity posture. == Overview == CEM platforms enable organizations to detect and remediate cybersecurity exposures, such as vulnerabilities, misconfigurations and weak credentials, across their entire ecosystem, including on-premises, cloud environments, and hybrid infrastructures. By simulating potential attack scenarios and mapping attack paths, these platforms help organizations understand how exposures could be exploited and which ones pose the greatest risk to critical assets. The XM Cyber Continuous Exposure Management platform, for example, integrates automated attack path mapping and contextual risk analysis, allowing security teams to prioritize remediation efforts effectively. In 2023, the platform uncovered over 40 million exposures affecting 11.5 million critical business entities. As cyber threats evolve, CEM platforms are becoming indispensable for modern enterprises. According to Gartner, organizations implementing continuous exposure management are three times less likely to experience a breach by 2026. In addition to risk mapping and simulation, some CEM approaches incorporate automated security validation to verify the exploitability of identified vulnerabilities. Platforms such as Pentera utilize automated security testing to emulate real-world adversary behavior across the network, identifying how security gaps could be leveraged to gain access to critical assets. This process aims to move beyond theoretical risk assessments by providing empirical evidence of exposure, allowing security teams to focus remediation efforts on validated attack vectors. By integrating this validation phase into the broader exposure management lifecycle, organizations can refine their prioritization strategies based on the actual effectiveness of their existing security controls and the proven reachability of their most sensitive data. == Key features == CEM platforms are designed to address the dynamic nature of cybersecurity risks through the following features: Attack Path Simulation: Continuously maps attack paths to critical assets, highlighting exploitable exposures and chokepoints. Risk Prioritization: Focuses on exposures with the highest impact on critical assets, ensuring efficient allocation of resources. Remediation Guidance: Provides clear, actionable recommendations to resolve exposures and strengthen defenses. Integration with Existing Tools: Seamlessly works with Security Information and Event Management (SIEM), ticketing, and Security Orchestration, Automation, and Response (SOAR) systems. Real-time Monitoring: Offers continuous visibility into exposures, ensuring that new ones are quickly identified and addressed.

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  • Companion robot

    Companion robot

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

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  • Outline of databases

    Outline of databases

    The following is provided as an overview of and topical guide to databases: Database – organized collection of data, today typically in digital form. The data are typically organized to model relevant aspects of reality (for example, the availability of rooms in hotels), in a way that supports processes requiring this information (for example, finding a hotel with vacancies). == What type of things are databases? == Databases can be described as all of the following: Information – sequence of symbols that can be interpreted as a message. Information can be recorded as signs, or transmitted as signals. Data – values of qualitative or quantitative variables, belonging to a set of items. Data in computing (or data processing) are often represented by a combination of items organized in rows and multiple variables organized in columns. Data are typically the results of measurements and can be visualised using graphs or images. Computer data – information in a form suitable for use with a computer. Data is often distinguished from programs. A program is a sequence of instructions that detail a task for the computer to perform. In this sense, data is everything in software that is not program code. == Types of databases == Active database – Database with event driven features Animation database – Database for storing and reusing animation fragments or motion capture data Back-end database – Organized collection of data in computingPages displaying short descriptions of redirect targets Bibliographic database – database of bibliographic records, an organized digital collection of references to published literature, including journal and newspaper articles, conference proceedings, reports, government and legal publications, patents, books, etc. Centralized database – database located and maintained in one location, unlike a distributed database. Cloud database – Database running on a cloud computing platform Collection database – collection catalog of a museum or archive implemented using a computerized database, in which the institution's objects or material are catalogued. Collective Optimization Database – open repository to enable sharing of benchmarks, data sets and optimization cases from the community, provide web services and Plug-in (computing)|plugins to analyze optimization data and predict program transformations or better hardware designs for multi-objective optimizations based on statistical and machine learning techniques provided there is enough information collected in the repository from multiple users. Configuration management database – Database used to store info on hardware and software assets Cooperative database – holds information on customers and their transactions. Current database – conventional database that stores data that is valid now. Directory – repository or database of information which is optimized for reading, under the assumption that data updates are very rare compared to data reads. Commonly, a directory supports search and browsing in addition to simple lookups. Distributed database – database in which storage devices are not all attached to a common CPU. Document-oriented database – computer program designed for storing, retrieving, and managing document-oriented, or Semi-structured model|semi structured data, information. EDA database – database specialized for the purpose of electronic design automation. Endgame tablebase – computerized database that contains precalculated exhaustive analysis of a chess endgame position. Food composition database (FCDB) – provides detailed information on the nutritional composition of foods. Full-text database – database that contains the complete text of books, dissertations, journals, magazines, newspapers or other kinds of textual documents. Also called a "complete-text database". Government database – collects personal information for various reasons (mass surveillance, Schengen Information System in the European Union, social security, statistics, etc.). Graph database – uses graph structures with nodes, edges, and properties to represent and store data. Knowledge base – special kind of database for knowledge management. A knowledge base provides a means for information to be collected, organised, shared, searched and utilised. Mobile database – can be connected to by a mobile computing device over a mobile network. Navigational database – database in which objects (or records) in it are found primarily by following references from other objects. Non-native speech database – speech database of non-native pronunciations of English. Online database – database accessible from a network, including from the Internet. Operational database – accessed by an Operational System to carry out regular operations of an organization. Parallel database – improves performance through parallelization of various operations, such as loading data, building indexes and evaluating queries. Probabilistic database – uncertain database in which the possible worlds have associated probabilities. Real-time database – processing system designed to handle workloads whose state is constantly changing (Buchmann). Relational database – collection of data items organized as a set of formally described tables from which data can be accessed easily. Spatial database – database that is optimized to store and query data that is related to objects in space, including points, lines and polygons. Temporal database – database with built-in time aspects, for example a temporal data model and a temporal version of Structured Query Language (SQL). Time series database – a time series is an associative array of numbers indexed by a datetime or a datetime range. These time series are often called profiles or curves, depending upon the market. A time series of stock prices might be called a price curve, or a time series of energy consumption might be called a load profile. Despite the disparate naming, the operations performed on them are sufficiently common as to demand special database treatment. Triplestore – purpose-built database for the storage and retrieval of triples, a triple being a data entity composed of subject-predicate-object, like "Bob is 35" or "Bob knows Fred". Very large database (VLDB) – contains an extremely high number of tuples (database rows), or occupies an extremely large physical filesystem storage space. Vulnerability database – platform aimed at collecting, maintaining, and disseminating information about discovered vulnerabilities targeting real computer systems. XLDB – Stands for "eXtremely Large Data Base". XML database – data stored in XML format, where it can be queried, exported and serialized into the desired format. == History of databases == History of databases – History of database management systems –: == Database use == Database usage requirements – Database theory – encapsulates a broad range of topics related to the study and research of the theoretical realm of databases and database management systems. Database machine – or is a computer or special hardware that stores and retrieves data from a database. Also called a "back end processor" Database server – computer program that provides database services to other computer programs or computers, as defined by the client-server model. Database application – computer program whose primary purpose is entering and retrieving information from a computer-managed database. Database management system (DBMS) – software package with computer programs that control the creation, maintenance, and use of a database. Database connection – facility in computer science that allows client software to communicate with database server software, whether on the same machine or not. Datasource – name given to the connection set up to a database from a server. The name is commonly used when creating a query to the database. The Database Source Name (DSN) does not have to be the same as the filename for the database. For example, a database file named "friends.mdb" could be set up with a DSN of "school". Then DSN "school" would then be used to refer to the database when performing a query. Data Source Name (DSN) – are data structures used to describe a connection to a data source. Sometimes known as a database source name though data sources are not limited to databases. Database administrator (DBA) – is a person responsible for the installation, configuration, upgrade, administration, monitoring and maintenance of physical databases. Lock – Comparison of database tools – (provides tables for comparing general and technical information for a number of available database administrator tools.) Database-centric architecture – software architectures in which databases play a crucial role. Also called "data-centric architecture". Intelligent database – was put forward as a system that manages information (rather than data) in a way that appears natural to users and which goes beyond simple record keeping. Two-phase locking (2PL) – is a

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  • TeaOnHer

    TeaOnHer

    TeaOnHer is a male-oriented dating surveillance mobile app that allows men to anonymously rate and comment on women they are dating. It was set up in response to the existence of Tea, a female-oriented dating app that allowed women to rate and comment on men. In 2025, Cosmopolitian magazine described it as America's second most popular mobile app, with it being the second most popular app in the lifestyle section of Apple's App Store. The TeaOnHer app has fewer features than the rival Tea app, focusing instead on anonymous commenting. It is listed as having been developed by a company called Newville Media Corporation. TechCrunch reported in 2025 that TeaOnHer had leaked credentials of some of its users.

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  • Secure coding

    Secure coding

    Secure coding is the practice of developing computer software in such a way that guards against the accidental introduction of security vulnerabilities. Defects, bugs and logic flaws are consistently the primary cause of commonly exploited software vulnerabilities. Through the analysis of thousands of reported vulnerabilities, security professionals have discovered that most vulnerabilities stem from a relatively small number of common software programming errors. By identifying the insecure coding practices that lead to these errors and educating developers on secure alternatives, organizations can take proactive steps to help significantly reduce or eliminate vulnerabilities in software before deployment. Some scholars have suggested that in order to effectively confront threats related to cybersecurity, proper security should be coded or "baked in" to the systems. With security being designed into the software, this ensures that there will be protection against insider attacks and reduces the threat to application security. Implementing secure coding practices is part of the secure by design approach to security engineering. == Buffer-overflow prevention == Buffer overflows, a common software security vulnerability, happen when a process tries to store data beyond a fixed-length buffer. For example, if there are 8 slots to store items in, there will be a problem if there is an attempt to store 9 items. In computer memory the overflowed data may overwrite data in the next location which can result in a security vulnerability (stack smashing) or program termination (segmentation fault). An example of a C program prone to a buffer overflow is If the user input is larger than the destination buffer, a buffer overflow will occur. To fix this unsafe program, use strncpy to prevent a possible buffer overflow. Another secure alternative is to dynamically allocate memory on the heap using malloc. In the above code snippet, the program attempts to copy the contents of src into dst, while also checking the return value of malloc() to ensure that enough memory was able to be allocated for the destination buffer. == Format-string attack prevention == A Format String Attack is when a malicious user supplies specific inputs that will eventually be entered as an argument to a function that performs formatting, such as printf(). The attack involves the adversary reading from or writing to the stack. The C printf function writes output to stdout. If the parameter of the printf function is not properly formatted, several security bugs can be introduced. Below is a program that is vulnerable to a format string attack. A malicious argument passed to the program could be "%s%s%s%s%s%s%s", which can crash the program from improper memory reads. == Integer-overflow prevention == Integer overflow occurs when an arithmetic operation results in an integer too large to be represented within the available space. A program which does not properly check for integer overflow introduces potential software bugs and exploits. Below is a function in C++ which attempts to confirm that the sum of x and y is less than or equal to a defined value MAX: The problem with the code is it does not check for integer overflow on the addition operation. If the sum of x and y is greater than the maximum possible value of an unsigned int, the addition operation will overflow and perhaps result in a value less than or equal to MAX, even though the sum of x and y is greater than MAX. Below is a function which checks for overflow by confirming the sum is greater than or equal to both x and y. If the sum did overflow, the sum would be less than x or less than y. == Path traversal prevention == Path traversal is a vulnerability whereby paths provided from an untrusted source are interpreted in such a way that unauthorised file access is possible. For example, consider a script that fetches an article by taking a filename, which is then read by the script and parsed. Such a script might use the following hypothetical URL to retrieve an article about dog food: https://www.example.net/cgi-bin/article.sh?name=dogfood.html If the script has no input checking, instead trusting that the filename is always valid, a malicious user could forge a URL to retrieve configuration files from the web server: https://www.example.net/cgi-bin/article.sh?name=../../../../../etc/passwd Depending on the script, this may expose the /etc/passwd file, which on Unix-like systems contains (among others) user IDs, their login names, home directory paths and shells. (See SQL injection for a similar attack.) == Regulatory drivers == Secure coding practices are increasingly mandated by regulatory frameworks governing the development and maintenance of software systems that process sensitive data. The Health Insurance Portability and Accountability Act (HIPAA) Security Rule requires covered entities to protect the integrity of protected health information through technical safeguards under 45 CFR 164.312(c)(1) and to implement mechanisms to authenticate electronic protected health information under 45 CFR 164.312(c)(2). The Payment Card Industry Data Security Standard (PCI DSS) version 4.0 Requirement 6.2 mandates that custom software is developed securely, including training developers in secure coding techniques (6.2.2), reviewing custom code for vulnerabilities before release (6.2.3), and addressing common software attacks in development practices (6.2.4).

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  • Likewise, Inc.

    Likewise, Inc.

    Likewise, Inc., is an American technology startup company which provides a social networking service for finding and saving content recommendations for movies, TV shows, books, and podcasts. A team of ex-Microsoft employees founded Likewise in October 2017 with financial investment from Microsoft co-founder Bill Gates. The company is led by CEO Ian Morris and as of 2020 had a team of about 35 employees. Its headquarters operates in Bellevue, Washington. As of July 2020, 1 million users had joined the platform. == History == === Ideation (October 2017) === In 2017, former Microsoft Communications Chief Larry Cohen came up with the idea for Likewise in Bill Gates’ private office, Gates Ventures. Cohen currently serves as Gates Ventures’ CEO and managing partner. Cohen collaborated with colleagues Michael Dix and Ian Morris to co-found what would become Likewise, with Morris as its CEO. Gates funded the company's early development. The company developed its platform in stealth mode before launching publicly in October 2018. === Release (October 2018) === Likewise officially released its platform in the US and Canada on October 3, 2018. === Growth (2020 COVID-19 pandemic) === Likewise experienced accelerated growth alongside the COVID-19 pandemic. From March 2020 to July 2020, the platform's monthly active users tripled in numbers. The company reached one million users in July 2020. == Applications == === Mobile === Likewise is available as a mobile app for the Android and iOS mobile operating systems. Users receive recommendations from the Likewise algorithm, people they follow, and the Likewise editorial team. === Likewise TV === In October 2019, the company launched its Apple TV app called Likewise TV. The television app organizes shows across streaming services under one watchlist. On July 20, 2020, Likewise TV expanded to Android TV and Amazon Fire TV users.

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  • Stop Motion Studio

    Stop Motion Studio

    Stop Motion Studio is a stop motion animation software developed by Cateater LLC. It is available as both an app for iOS and Android and as a software for Windows and Mac. Two versions of the software exist, the standard Stop Motion Studio for free, and the paid Stop Motion Studio Pro, which contains extra, more advanced features. The software is commonly used in brickfilming.

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  • Color gradient

    Color gradient

    In color science, a color gradient (also known as a color ramp or a color progression) specifies a range of position-dependent colors, usually used to fill a region. In assigning colors to a set of values, a gradient is a continuous colormap, a type of color scheme. In computer graphics, the term swatch has come to mean a palette of active colors. == Definitions == Color gradient is a set of colors arranged in a linear order (ordered) A continuous colormap is a curve through a colorspace === Strict definition === A colormap is a function which associate a real value r with point c in color space C {\displaystyle C} f : [ r m i n , r m a x ] ⊂ R → C {\displaystyle f:[r_{min},r_{max}]\subset \mathbf {R} \to C} which is defined by: a colorspace C an increasing sequence of sampling points r 0 < . . . < r m ∈ [ r m i n , r m a x ] {\displaystyle r_{0}<... Read more →