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  • Halite AI Programming Competition

    Halite AI Programming Competition

    Halite is an open-source computer programming contest developed by the hedge fund/tech firm Two Sigma in partnership with a team at Cornell Tech. Programmers can see the game environment and learn everything they need to know about the game. Participants are asked to build bots in whichever language they choose to compete on a two-dimensional virtual battle field. == History == Benjamin Spector and Michael Truell created the first Halite competition in 2016, before partnering with Two Sigma later that year. === Halite I === Halite I asked participants to conquer territory on a grid. It launched in November 2016 and ended in February 2017. Halite I attracted about 1,500 players. === Halite II === Halite II was similar to Halite I, but with a space-war theme. It ran from October 2017 until January 2018. The second installment of the competition attracted about 6,000 individual players from more than 100 countries. Among the participants were professors, physicists and NASA engineers, as well as high school and university students. === Halite III === Halite III launched in mid-October 2018. It ran from October 2018 to January 2019, with an ocean themed playing field. Players were asked to collect and manage Halite, an energy resource. By the end of the competition, Halite III included more than 4000 players and 460 organizations. === Halite IV === Halite IV was hosted by Kaggle, and launched in mid-June 2020.

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  • Video browsing

    Video browsing

    Video browsing, also known as exploratory video search, is the interactive process of skimming through video content in order to satisfy some information need or to interactively check if the video content is relevant. While originally proposed to help users inspecting a single video through visual thumbnails, modern video browsing tools enable users to quickly find desired information in a video archive by iterative human–computer interaction through an exploratory search approach. Many of these tools presume a smart user that wants features to interactively inspect video content, as well as automatic content filtering features. For that purpose, several video interaction features are usually provided, such as sophisticated navigation in video or search by a content-based query. Video browsing tools often build on lower-level video content analysis, such as shot transition detection, keyframe extraction, semantic concept detection, and create a structured content overview of the video file or video archive. Furthermore, they usually provide sophisticated navigation features, such as advanced timelines, visual seeker bars or a list of selected thumbnails, as well as means for content querying. Examples of content queries are shot filtering through visual concepts (e.g., only shots showing cars), through some specific characteristics (e.g., color or motion filtering), through user-provided sketches (e.g., a visually drawn sketch), or through content-based similarity search. == History == Video browsing was originally proposed by Iranian engineer Farshid Arman, Taiwanese computer scientist Arding Hsu, and computer scientist Ming-Yee Chiu, while working at Siemens, and it was presented at the ACM International Conference in August 1993. They described a shot detection algorithm for compressed video that was originally encoded with discrete cosine transform (DCT) video coding standards such as JPEG, MPEG and H.26x. The basic idea was that, since the DCT coefficients are mathematically related to the spatial domain and represent the content of each frame, they can be used to detect the differences between video frames. In the algorithm, a subset of blocks in a frame and a subset of DCT coefficients for each block are used as motion vector representation for the frame. By operating on compressed DCT representations, the algorithm significantly reduces the computational requirements for decompression and enables effective video browsing. The algorithm represents separate shots of a video sequence by an r-frame, a thumbnail of the shot framed by a motion tracking region. A variation of this concept was later adopted for QBIC video content mosaics, where each r-frame is a salient still from the shot it represents. === Video Notebook === Modern video browsing solutions include Video Notebook, a Menlo Park startup founded in 2021 by Mike Lanza, which uses computer vision to extract slides and optical character recognition and speech recognition to facilitate video search. The software can be either used on the client side (using a browser extension), where the slides and text are extracted while the video is watched (e.g. on a video platform like YouTube or Udemy), or on the server side. Processed videos, which can be viewed in the Video Notebook web app, feature a video browsing user interface with extracted timestamped slides, a search bar for querying the video (or a collection of videos), and text chapters. Video Notebook customers include organisations like Ernst & Young. === Video Browser Showdown === The Video Browser Showdown (VBS) is an annual live evaluation competition for exploratory video search tools, where international researchers use video browsing tools to solve ad-hoc video search tasks on a moderately large data set as fast as possible. The main goal of the VBS, which started in 2012 at the International Conference on MultiMedia Modeling (MMM), is to advance the performance of video browsing tools. Since 2016, the VBS also collaborates with TRECVID. The aim of the VBS is to evaluate video browsing tools for efficiency at known-item search (KIS) tasks with a well-defined data set in direct comparison to other tools.

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  • Projection-slice theorem

    Projection-slice theorem

    In mathematics, the projection-slice theorem, central slice theorem or Fourier slice theorem in two dimensions states that the results of the following two calculations are equal: Take a two-dimensional function f(r), project (e.g. using the Radon transform) it onto a (one-dimensional) line, and do a Fourier transform of that projection. Take that same function, but do a two-dimensional Fourier transform first, and then slice the function through its origin, parallel to the projection line. In operator terms, if F1 and F2 are the 1- and 2-dimensional Fourier transform operators mentioned above, P1 is the projection operator (which projects a 2-D function onto a 1-D line), S1 is a slice operator (which extracts a 1-D central slice from a function), then F 1 P 1 = S 1 F 2 . {\displaystyle F_{1}P_{1}=S_{1}F_{2}.} This idea can be extended to higher dimensions. This theorem is used, for example, in the analysis of medical CT scans where a "projection" is an x-ray image of an internal organ. The Fourier transforms of these images are seen to be slices through the Fourier transform of the 3-dimensional density of the internal organ, and these slices can be interpolated to build up a complete Fourier transform of that density. The inverse Fourier transform is then used to recover the 3-dimensional density of the object. This technique was first derived by Ronald N. Bracewell in 1956 for a radio-astronomy problem. == The projection-slice theorem in N dimensions == In N dimensions, the projection-slice theorem states that the Fourier transform of the projection of an N-dimensional function f(r) onto an m-dimensional linear submanifold is equal to an m-dimensional slice of the N-dimensional Fourier transform of that function consisting of an m-dimensional linear submanifold through the origin in the Fourier space which is parallel to the projection submanifold. In operator terms: F m P m = S m F N . {\displaystyle F_{m}P_{m}=S_{m}F_{N}.\,} == The generalized Fourier-slice theorem == In addition to generalizing to N dimensions, the projection-slice theorem can be further generalized with an arbitrary change of basis. For convenience of notation, we consider the change of basis to be represented as B, an N-by-N invertible matrix operating on N-dimensional column vectors. Then the generalized Fourier-slice theorem can be stated as F m P m B = S m B − T | B − T | F N {\displaystyle F_{m}P_{m}B=S_{m}{\frac {B^{-T}}{|B^{-T}|}}F_{N}} where B − T = ( B − 1 ) T {\displaystyle B^{-T}=(B^{-1})^{T}} is the transpose of the inverse of the change of basis transform. == Proof in two dimensions == The projection-slice theorem is easily proven for the case of two dimensions. Without loss of generality, we can take the projection line to be the x-axis. There is no loss of generality because if we use a shifted and rotated line, the law still applies. Using a shifted line (in y) gives the same projection and therefore the same 1D Fourier transform results. The rotated function is the Fourier pair of the rotated Fourier transform, for which the theorem again holds. If f(x, y) is a two-dimensional function, then the projection of f(x, y) onto the x axis is p(x) where p ( x ) = ∫ − ∞ ∞ f ( x , y ) d y . {\displaystyle p(x)=\int _{-\infty }^{\infty }f(x,y)\,dy.} The Fourier transform of f ( x , y ) {\displaystyle f(x,y)} is F ( k x , k y ) = ∫ − ∞ ∞ ∫ − ∞ ∞ f ( x , y ) e − 2 π i ( x k x + y k y ) d x d y . {\displaystyle F(k_{x},k_{y})=\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }f(x,y)\,e^{-2\pi i(xk_{x}+yk_{y})}\,dxdy.} The slice is then s ( k x ) {\displaystyle s(k_{x})} s ( k x ) = F ( k x , 0 ) = ∫ − ∞ ∞ ∫ − ∞ ∞ f ( x , y ) e − 2 π i x k x d x d y {\displaystyle s(k_{x})=F(k_{x},0)=\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }f(x,y)\,e^{-2\pi ixk_{x}}\,dxdy} = ∫ − ∞ ∞ [ ∫ − ∞ ∞ f ( x , y ) d y ] e − 2 π i x k x d x {\displaystyle =\int _{-\infty }^{\infty }\left[\int _{-\infty }^{\infty }f(x,y)\,dy\right]\,e^{-2\pi ixk_{x}}dx} = ∫ − ∞ ∞ p ( x ) e − 2 π i x k x d x {\displaystyle =\int _{-\infty }^{\infty }p(x)\,e^{-2\pi ixk_{x}}dx} which is just the Fourier transform of p(x). The proof for higher dimensions is easily generalized from the above example. == The FHA cycle == If the two-dimensional function f(r) is circularly symmetric, it may be represented as f(r), where r = |r|. In this case the projection onto any projection line will be the Abel transform of f(r). The two-dimensional Fourier transform of f(r) will be a circularly symmetric function given by the zeroth-order Hankel transform of f(r), which will therefore also represent any slice through the origin. The projection-slice theorem then states that the Fourier transform of the projection equals the slice or F 1 A 1 = H , {\displaystyle F_{1}A_{1}=H,} where A1 represents the Abel-transform operator, projecting a two-dimensional circularly symmetric function onto a one-dimensional line, F1 represents the 1-D Fourier-transform operator, and H represents the zeroth-order Hankel-transform operator. == Extension to fan beam or cone-beam CT == The projection-slice theorem is suitable for CT image reconstruction with parallel beam projections. It does not directly apply to fanbeam or conebeam CT. The theorem was extended to fan-beam and conebeam CT image reconstruction by Shuang-ren Zhao in 1995.

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  • Audio-visual speech recognition

    Audio-visual speech recognition

    Audio visual speech recognition (AVSR) is a technique that uses image processing capabilities in lip reading to aid speech recognition systems in recognizing indeterministic phones or giving preponderance among near probability decisions. Each system of lip reading and speech recognition works separately, then their results are mixed at the stage of feature fusion. As the name suggests, it has two parts. First one is the audio part and second one is the visual part. In audio part we use features like log mel spectrogram, mfcc etc. from the raw audio samples and we build a model to get feature vector out of it . For visual part generally we use some variant of convolutional neural network to compress the image to a feature vector after that we concatenate these two vectors (audio and visual ) and try to predict the target object.

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  • Aporia (company)

    Aporia (company)

    Aporia is a machine learning observability platform based in Tel Aviv, Israel. The company has a US office located in San Jose, California. Aporia has developed software for monitoring and controlling undetected defects and failures used by other companies to detect and report anomalies, and warn in the early stages of faults. == History == Aporia was founded in 2019 by Liran Hason and Alon Gubkin. In April 2021, the company raised a $5 million seed round for its monitoring platform for ML models. In February 2022, the company closed a Series A round of $25 million for its ML observability platform. Aporia was named by Forbes as the Next Billion-Dollar Company in June 2022. In November, the company partnered with ClearML, an MLOPs platform, to improve ML pipeline optimization. In January 2023, Aporia launched Direct Data Connectors, a novel technology allowing organizations to monitor their ML models in minutes (previously the process of integrating ML monitoring into a customer’s cloud environment took weeks or more.) DDC (Direct Data Connectors) enables users to connect Aporia to their preferred data source and monitor all of their data at once, without data sampling or data duplication (which is a huge security risk for major organizations. In April 2023, Aporia announced the company partnered with Amazon Web Services (AWS) to provide more reliable ML observability to AWS consumers by deploying Aporia's architecture to their AWS environment, this will allow customers to monitor their models in production regardless of platform.

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  • Pixel

    Pixel

    In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable physical element of a raster image or the smallest controllable element of a display device or dot matrix printer. Pixels are arranged in a regular, two-dimensional grid, and each pixel serves as a sample of an original image, with a greater number of samples typically providing more accurate representations. Each pixel possesses a specific intensity or color, often composed of three or four component intensities, such as red, green, and blue (RGB), or cyan, magenta, yellow, and black (CMYK). The intensity of each pixel is variable, and in color imaging systems, these components are combined to produce a wide spectrum of colors. The concept of a picture element has existed since the early days of television, appearing as "Bildpunkt" in a 1888 German patent, and the term "pixel" has been used in various U.S. patents since 1911. In most digital display devices, pixels are the smallest element that can be manipulated through software. Each pixel is a sample of an original image; more samples typically provide more accurate representations of the original. The intensity of each pixel is variable. In color imaging systems, a color is typically represented by three or four component intensities such as red, green, and blue, or cyan, magenta, yellow, and black. In some contexts (such as descriptions of camera sensors), pixel refers to a single scalar element of a multi-component representation (called a photosite in the camera sensor context, although sensel 'sensor element' is sometimes used), while in yet other contexts (like MRI) it may refer to a set of component intensities for a spatial position. Software on early consumer computers was necessarily rendered at a low resolution, with large pixels visible to the naked eye; graphics made under these limitations may be called pixel art, especially in reference to video games. Modern computers and displays, however, can easily render orders of magnitude more pixels than was previously possible, necessitating the use of large measurements like the megapixel (one million pixels). == Etymology == The word pixel is a combination of pix (from "pictures", shortened to "pics") and el (for "element"); similar formations with 'el' include the words voxel 'volume pixel', and texel 'texture pixel'. The word pix appeared in Variety magazine headlines in 1932, as an abbreviation for the word pictures, in reference to movies. By 1938, "pix" was being used in reference to still pictures by photojournalists. The word "pixel" was first published in 1965 by Frederic C. Billingsley of JPL, to describe the picture elements of scanned images from space probes to the Moon and Mars. Billingsley had learned the word from Keith E. McFarland, at the Link Division of General Precision in Palo Alto, who in turn said he did not know where it originated. McFarland said simply it was "in use at the time" (c. 1963). The concept of a "picture element" dates to the earliest days of television, for example as "Bildpunkt" (the German word for pixel, literally 'picture point') in the 1888 German patent of Paul Nipkow. According to various etymologies, the earliest publication of the term picture element itself was in Wireless World magazine in 1927, though it had been used earlier in various U.S. patents filed as early as 1911. Some authors explain pixel as picture cell, as early as 1972. In graphics and in image and video processing, pel is often used instead of pixel. For example, IBM used it in their Technical Reference for the original PC. Pixilation, spelled with a second i, is an unrelated filmmaking technique that dates to the beginnings of cinema, in which live actors are posed frame by frame and photographed to create stop-motion animation. An archaic British word meaning "possession by spirits (pixies)", the term has been used to describe the animation process since the early 1950s; various animators, including Norman McLaren and Grant Munro, are credited with popularizing it. == Technical == A pixel is generally thought of as the smallest single component of a digital image. However, the definition is highly context-sensitive. For example, there can be "printed pixels" in a page, or pixels carried by electronic signals, or represented by digital values, or pixels on a display device, or pixels in a digital camera (photosensor elements). This list is not exhaustive and, depending on context, synonyms include pel, sample, byte, bit, dot, and spot. Pixels can be used as a unit of measure such as: 2400 pixels per inch, 640 pixels per line, or spaced 10 pixels apart. The measures "dots per inch" (dpi) and "pixels per inch" (ppi) are sometimes used interchangeably, but have distinct meanings, especially for printer devices, where dpi is a measure of the printer's density of dot (e.g. ink droplet) placement. For example, a high-quality photographic image may be printed with 600 ppi on a 1200 dpi inkjet printer. Even higher dpi numbers, such as the 4800 dpi quoted by printer manufacturers since 2002, do not mean much in terms of achievable resolution. The more pixels used to represent an image, the closer the result can resemble the original. The number of pixels in an image is sometimes called the resolution, though resolution has a more specific definition. Pixel counts can be expressed as a single number, as in a "three-megapixel" digital camera, which has a nominal three million pixels, or as a pair of numbers, as in a "640 by 480 display", which has 640 pixels from side to side and 480 from top to bottom (as in a VGA display) and therefore has a total number of 640 × 480 = 307,200 pixels, or 0.3 megapixels. The pixels, or color samples, that form a digitized image (such as a JPEG file used on a web page) may or may not be in one-to-one correspondence with screen pixels, depending on how a computer displays an image. In computing, an image composed of pixels is known as a bitmapped image or a raster image. The word raster originates from television scanning patterns, and has been widely used to describe similar halftone printing and storage techniques. === Sampling patterns === For convenience, pixels are normally arranged in a regular two-dimensional grid. By using this arrangement, many common operations can be implemented by uniformly applying the same operation to each pixel independently. Other arrangements of pixels are possible, with some sampling patterns even changing the shape (or kernel) of each pixel across the image. For this reason, care must be taken when acquiring an image on one device and displaying it on another, or when converting image data from one pixel format to another. For example: Liquid-crystal displays (LCDs) typically use a staggered grid, where the red, green, and blue components are sampled at slightly different locations. Subpixel rendering is a technology which takes advantage of these differences to improve the rendering of text on LCD screens. The vast majority of color digital cameras use a Bayer filter, resulting in a regular grid of pixels where the color of each pixel depends on its position on the grid. A clipmap uses a hierarchical sampling pattern, where the size of the support of each pixel depends on its location within the hierarchy. Warped grids are used when the underlying geometry is non-planar, such as images of the earth from space. The use of non-uniform grids is an active research area, attempting to bypass the traditional Nyquist limit. Pixels on computer monitors are normally "square" (that is, have equal horizontal and vertical sampling pitch); pixels in other systems are often "rectangular" (that is, have unequal horizontal and vertical sampling pitch – oblong in shape), as are digital video formats with diverse aspect ratios, such as the anamorphic widescreen formats of the Rec. 601 digital video standard. === Resolution of computer monitors === Computer monitors (and TV sets) generally have a fixed native resolution. What it is depends on the monitor, and size. See below for historical exceptions. Computers can use pixels to display an image, often an abstract image that represents a GUI. The resolution of this image is called the display resolution and is determined by the video card of the computer. Flat-panel monitors (and TV sets), e.g. OLED or LCD monitors, or E-ink, also use pixels to display an image, and have a native resolution, and it should (ideally) be matched to the video card resolution. Each pixel is made up of triads, with the number of these triads determining the native resolution. On older, historically available, CRT monitors the resolution was possibly adjustable (still lower than what modern monitor achieve), while on some such monitors (or TV sets) the beam sweep rate was fixed, resulting in a fixed native resolution. Most CRT monitors do not have a fixed beam sweep rate, meaning they do not have a native resolution at all – instead they

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  • Pharmacy automation

    Pharmacy automation

    Pharmacy automation involves the mechanical processes of handling and distributing medications. Any pharmacy task may be involved, including counting small objects (e.g., tablets, capsules); measuring and mixing powders and liquids for compounding; tracking and updating customer information in databases (e.g., personally identifiable information (PII), medical history, drug interaction risk detection); and inventory management. This article focuses on the changes that have taken place in the local, or community pharmacy since the 1960s. == History == Dispensing medications in a community pharmacy before the 1970s was a time-consuming operation. The pharmacist dispensed prescriptions in tablet or capsule form with a simple tray and spatula. Many new medications were developed by pharmaceutical manufacturers at an ever-increasing pace, and medications prices were rising steeply. A typical community pharmacist was working longer hours and often forced to hire staff to handle increased workloads which resulted in less time to focus on safety issues. These additional factors led to use of a machine to count medications. The original electronic portable digital tablet counting technology was invented in Manchester, England between 1967 and 1970 by the brothers John and Frank Kirby. I had the original idea of how the machine would work and it was my patent, but it was a joint effort getting it to work in a saleable form. It was 3 years of very hard work. I had originally studied heavy electrical engineering before changing over to Medical School and qualifying as a Medical Doctor in 1968. In fact I was Senior House (Casualty) Officer (A&E or ER) in 1970 at North Manchester General Hospital when I filed the patent. I must have been the only hospital doctor in Britain with an oscilloscope, a soldering iron and a drawing board in his room in the Doctors' Residence. The housekeepers were bemused by all the wires. Frank originally trained as a Banker but quit to take a job with a local electronics firm during the development. He died in 1987, a terrible loss. [Extract from personal communication received in March 2010 from John Kirby.] Frank and John Kirby and their associate Rodney Lester were pioneers in pharmacy automation and small-object counting technology. In 1967, the Kirbys invented a portable digital tablet counter to count tablets and capsules. With Lester they formed a limited company. In 1970, their invention was patented and put into production in Oldham, England. The tablet counter aided the pharmacy industry with time-consuming manual counting of drug prescriptions. A counting machine consistently counted medications accurately and quickly. This aspect of pharmacy automation was quickly adopted, and innovations emerged every decade to aid the pharmacy industry to deliver medications quickly, safely, and economically. Modern pharmacies have many new options to improve their workflow by using the new technology, and can choose intelligently from the many options available. === Chronology === On 1 January 1971 commercial production of the first portable digital tablet counters in the World began. John Kirby had filed U.K. Patent number GB1358378(A) on 8 September 1970 and U.S. patent number 3789194 on 9 August 1971. These early electronic counters were designed to help pharmacies replace the common (but often inaccurate) practice of counting medications by hand. In 1975, the digital technology was exported to America. In early 1980 a dedicated research, development and production facility was built in Oldham, England at a cost of £500,000. Between 1982 and 1983, two separate development facilities had been created. In America, overseen by Rodney Lester; and in England, overseen by the Kirby brothers. In 1987, Frank Kirby died. In 1989, John Kirby moved his UK facility to Devon, England. A simple to operate machine had been developed to accurately and quickly count prescription medications. Technology improvements soon resulted in a more compact model. The price of such equipment in 1980 was around £1,300. This substantial investment in new technology was a major financial consideration, but the pharmacy community considered the use of a counting machine as a superior method compared to hand-counting medications. These early devices became known as tablet counter, capsule counter, pill counter, or drug counter. The new counting technology replaced manual methods in many industries such as, vitamin and diet supplement manufacturing. Technicians needed a small, affordable device to count and bottle medications. In England and America, the 1980s and 1990s saw new the development of high-speed machines for counting and bottle filling, Like their pharmacy-based counterparts, these industrial units were designed to be fast and simple to operate, yet remain small and cost effective. In America, in the late 1990s/early 2000s a new type of tablet counter appeared. It was simple to use, compact, inexpensive, and had good counting accuracy. At the turn of the millennium technical advances allowed the design of counters with a software verification system. With an onboard computer, displaying photo images of medications to assist the pharmacist or pharmacy technician to verify that the correct medication was being dispensed. In addition, a database for storing all prescriptions that were counted on the device. Between September 2005 and May 2007, American Capital made a major financial investment in Kirby Lester, which then relocated to a larger facility to expand its research and development capabilities. This move added extra space for product research and development facility (R&D). It allowed the opportunity to develop new advanced technology products that met the pharmacy's needs for simple, accurate, and cost-effective ways to dispense prescriptions safely. Pictured here is an early American type of integrated counter and packaging device. This machine was a third generation step in the evolution of pharmacy automated devices. Later models held pre-counted containers of commonly-prescribed medications. == Global variations == In the EU member states legislation was introduced in 1998 which had a major effect on UK Pharmacy operations. It effectively prohibited the use of tablet counters for counting and dispensing bulk packaged tablets. Both usage and sales of the machines in the UK declined rapidly as a result of the introduction of blister packaging for medicines. == Current state of the industry == A tablet counter has become a standard in more than 30,000 sites in 35 countries (as of 2010) (including many non-pharmacy sites, such as manufacturing facilities that use a counting machine as a check for small items). During the 1990s through 2012, numerous new pharmacy automation products came to market. During this timeframe, counting technologies, robotics, workflow management software, and interactive voice recognition (IVR) systems for retail (both chain and independent), outpatient, government, and closed-door pharmacies (mail order and central fill) were all introduced. Additionally, the concept of scalability - of migrating from an entry-level product to the next level of automation (e.g., counting technology to robotics) - was introduced and subsequently launched a new product line in 1997. Pharmacists everywhere are making the switch to automation for its increased speed, greater accuracy, and better security. As the industry evolves and customer expectations grow, automation is becoming less of a luxury and more of a necessity. Especially for independent pharmacies, automation is now a means of keeping up with the competition of large chain pharmacies. == Technological changes and design improvements == Constant developments in technology make the dispensing of prescription medications safer, more accurate and more efficient. In America, in 2008, "next-generation" counting and verification systems were introduced. Based on the counting technology employed in preceding models, later machines included the ability to help the pharmacy operate more effectively. Equipped with a new computer interface to a pharmacy management system, with workflow and inventory software. It also included "checks and balances" to ensure the technician and pharmacist were dispensing the correct medication for each patient. This is something that is important to keep reported correctly when dealing with controlled substances like narcotics. This was a step forward to verify all 100% of prescriptions that were dispensed by pharmacy staff. In America, in 2009, further advanced counters were designed that included the ability to dispense hands-free – a feature that many operators had desired. This allowed pharmacies to automate their most commonly dispensed medications via calibrated cassettes. Thirty of a pharmacy's common medications would now be dispensed automatically. Another new model doubled that throughput via an enclosed robotic mechanism. Robo

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  • Pixorial

    Pixorial

    Pixorial was a cloud-based consumer photo sharing, video sharing and video editing platform. The company was formed in 2007 in Centennial, Colorado as a media conversion service. In 2013, Pixorial was chosen as one of two video storage companies to partner with the launch of Google Drive. Pixorial allowed users to edit and share videos on social channels by connecting through their Pixorial account. The company closed on July 18, 2014, and its assets were acquired by LifeLogger Technologies Corp in November 2015. == History == The company was founded in 2007 and launched in 2009 by former Netscape employee Andres Espineira. Changing its focus to video editing software in 2009, Pixorial began developing an app that would be launched for iOS and Android devices in 2011. Later developments in the app in 2012 would also included real time filters, which were later removed. With the launch of Google Drive in 2012, Pixorial was chosen as an integrated video partner. This integration with Google Drive allowed users to access videos stored in Google Drive within the web app of Pixorial. After the Google Drive launch, Pixorial developed a crowdsourced, location-based video sharing app, Krowds. The app was cited in July 2012 by PC Magazine as one of "The 8 Best Apps for Making and Sharing Videos on Your iPhone". In late July, Pixorial replaced its original mobile app with the MyPlayer HD app that optimized HD video viewing for large screen viewing including tablets and smart televisions. Pixorial's services terminated on July 18, 2014. == Products == === Krowds App === Pixorial's app was launched in April 2013 for iOS, and in May for Android, as a tool to aggregate event videos through location based collections. The app was launched to generally positive reviews. === Movie Creator === Launched July 12, 2012 Pixorial's Movie Creator allowed users to edit movies in a simple story-telling platform Movie Creator's features include transitions, text boxes, access to free music tracks, credits, and social media sharing capabilities. The Pixorial platform allowed users to view, share, and edit videos without modifying the original. Movie Creator integrated pictures and video to create user movies. == Awards == 2012 Apex Award from the Colorado Technology Association, for Best Technology Project of the Year 2010 Computerworld Laureate for Media, Arts and Entertainment

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  • Spike-and-slab regression

    Spike-and-slab regression

    Spike-and-slab regression is a type of Bayesian linear regression in which a particular hierarchical prior distribution for the regression coefficients is chosen such that only a subset of the possible regressors is retained. The technique is particularly useful when the number of possible predictors is larger than the number of observations. The idea of the spike-and-slab model was originally proposed by Mitchell & Beauchamp (1988). The approach was further significantly developed by Madigan & Raftery (1994) and George & McCulloch (1997). A recent and important contribution to this literature is Ishwaran & Rao (2005). == Model description == Suppose we have P possible predictors in some model. Vector γ has a length equal to P and consists of zeros and ones. This vector indicates whether a particular variable is included in the regression or not. If no specific prior information on initial inclusion probabilities of particular variables is available, a Bernoulli prior distribution is a common default choice. Conditional on a predictor being in the regression, we identify a prior distribution for the model coefficient, which corresponds to that variable (β). A common choice on that step is to use a normal prior with a mean equal to zero and a large variance calculated based on ( X T X ) − 1 {\displaystyle (X^{T}X)^{-1}} (where X {\displaystyle X} is a design matrix of explanatory variables of the model). A draw of γ from its prior distribution is a list of the variables included in the regression. Conditional on this set of selected variables, we take a draw from the prior distribution of the regression coefficients (if γi = 1 then βi ≠ 0 and if γi = 0 then βi = 0). βγ denotes the subset of β for which γi = 1. In the next step, we calculate a posterior probability for both inclusion and coefficients by applying a standard statistical procedure. All steps of the described algorithm are repeated thousands of times using the Markov chain Monte Carlo (MCMC) technique. As a result, we obtain a posterior distribution of γ (variable inclusion in the model), β (regression coefficient values) and the corresponding prediction of y. The model got its name (spike-and-slab) due to the shape of the two prior distributions. The "spike" is the probability of a particular coefficient in the model to be zero. The "slab" is the prior distribution for the regression coefficient values. An advantage of Bayesian variable selection techniques is that they are able to make use of prior knowledge about the model. In the absence of such knowledge, some reasonable default values can be used; to quote Scott and Varian (2013): "For the analyst who prefers simplicity at the cost of some reasonable assumptions, useful prior information can be reduced to an expected model size, an expected R2, and a sample size ν determining the weight given to the guess at R2." Some researchers suggest the following default values: R2 = 0.5, ν = 0.01, and π = 0.5 (parameter of a prior Bernoulli distribution).

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  • Coolgorilla

    Coolgorilla

    Coolgorilla was one of the earliest software developers that created 3rd party native applications for Apple iPod devices. Coolgorilla was an early adopter of using a sponsorship business model to enable mobile applications to be given away freely. Coolgorilla developed a series of Talking Phrasebooks for iPods in 2006. They partnered with online travel company lastminute.com who sponsored the applications enabling them to be made available to download completely free of charge. As mobile devices became more sophisticated, Coolgorilla developed the Talking Phrasebooks for Sony Ericsson and Nokia Mobile Devices which at the time were considerably noteworthy since the applications used real voice audio translations. With Apple's introduction of the iPhone in 2007, Coolgorilla developed a Web App before having four of the iPhone Talking Phrasebooks available to download from Apple's App Store on the day it opened in 2008. == Almanac in Chronological Order == On 23 December 2005, CoolGorilla, a new start-up, launched a trivia game for the iPod. It was titled "Rock and Pop Quiz". It was a quiz game that tested users' knowledge on bands such as U2, Metallica, Beyonce, and the Beatles. The quiz contained twenty megabytes of audible trivia questions. The free game was compatible with 3rd, 4th and 5th generation iPods, iPod mini and nano. In March 2006, Coolgorilla released "Movie Quiz for iPods" with a price of $5. It was an audio game narrated by New York's DJ Thomas, a radio and television host, voice over artist and event Master of Ceremonies. There were questions on Star Wars, Spiderman, The Godfather, Pulp Fiction, The Matrix, James Bond, and others. The user could keep track of their score. The game included a secret code for players who answered all questions correctly which enabled users to enter their name on the Coolgorilla Hall of Fame. In May 2006, Coolgorilla launched a World Cup Encyclopedia which was released prior to the 2006 FIFA World Cup. It had information on the World Cup schedule, details of every player from every team, every score from every world cup game ever played, stadium details, and manager profiles. It was a free download. In June 2006, Coolgorilla released a series of iPod Phrasebooks in German, Greek, French and Spanish. They were sponsored by lastminute.com and were free. The phrasebooks included common words and phrases for tourists with 750 sound files. They were accessed through the iPod's Notes feature. In April 2007, Coolgorilla released a downloadable version of the Talking Phrasebooks for Nokia and Sony Ericsson mobile devices. French, Spanish, German, Greek, Italian, and Portuguese were produced. The application provided real voice translations. They initially sold for £3 but 3 months later were offered for free. The branding was lastminute.com branding. Apple's iPhone was released at the end of June 2007. Soon after, Coolgorilla released an online all-in-one version of their Talking Phrasebooks for iPhone (Web App). The Phrasebooks were made available online in the form of a web app as iPhone did not yet allow for the download of additional apps. The app provided both text and audio translations in French, Spanish, Portuguese, Italian, German, and Greek. The iPhone translated the phrases using the recordings of real, native voice-over artists. A text translation on screen was also displayed. Apple's App Store opened in July 2008 with approximately 500 native apps available. Four of these Apps were Coolgorilla's Talking Phrasebooks for iPhone (Native Apps). There was French, German, Italian, and Spanish. These Apps carried lastminute.com branding and were available for free download. In the first three weeks following their release, the phrasebooks had over 350,000 downloads. Subsequently, Dutch, Arabic, Mandarin and Cantonese were also released. In October 2008, Coolgorilla released an iPhone London Travel Guide. Coolgorilla featured on NBC News in August 2009. In 2010, FIAT used the Italian Phrasebook to help promote the release of their FIAT 500 in the US. There has been no further activity since.

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  • RIPAC (microprocessor)

    RIPAC (microprocessor)

    RIPAC was a VLSI single-chip microprocessor designed for automatic recognition of the connected speech, one of the first of this use. The project of the microprocessor RIPAC started in 1984. RIPAC was aimed to provide efficient real-time speech recognition services to the italian telephone system provided by SIP. The microprocessor was presented in September 1986 at The Hague (Netherlands) at EUSPICO conference. It was composed of 70.000 transistors and structured as Harvard architecture. The name RIPAC is the acronym for "Riconoscimento del PArlato Connesso", that means "Recognition of the connected speech" in Italian. The microprocessor was designed by the Italian companies CSELT and ELSAG and was produced by SGS: a combination of Hidden Markov Model and Dynamic Time Warping algorithms was used for processing speech signals. It was able to do real-time speech recognition of Italian and many languages with a good affordability. The chip, issued by U.S. Patent No. 4,907,278, worked at first run.

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  • Vismon

    Vismon

    Vismon was the Bell Labs system which displayed authors' faces on one of their internal e-mail systems. The name was a pun on the sysmon program used at Bell to show the load on computer systems. It can also be interpreted as "visual monitor". The system inspired Rich Burridge to develop the similar but more widespread faces system, which spread with Unix distributions in the 1980s. This in turn inspired Steve Kinzler to develop the Picons, or personal icons, which have the goal of offering symbols and other images, as well as faces, to represent individuals and institutions in email messages. Other systems such as the faces available on the LAN email functions of the NeXTSTEP platform also seem to have been influenced by the original Vismon capabilities. The faces program in Plan 9 is the direct descendant of this system. Vismon was the work of Rob Pike and Dave Presotto. It was based on some early experiments by Luca Cardelli. Many other scientists and engineers of the Computing Science Research Center of the Murray Hill facility were also involved. All had been spurred by the introduction in 1983 of the new Blit graphics terminal developed by Pike and Bart Locanthi and marketed by Teletype Corporation of Skokie, Illinois as the DMD 5620. Pike was eager, along with his colleagues, to exploit the new graphic capabilities. Pike and company went around their Center, convincing everybody, from directors and administrative assistants to engineers and scientists, to pose as they got out a 4×5 view camera with a Polaroid back and took black-and-white photos (Polaroid type 52) of their faces. Their efforts yielded nearly 100 faces, which they digitised with a scanner from graphics colleagues. They wrote several programs to transform the faces, store them and serve them on several machines at the lab. As time went by, they added faces from outside their Center and outside Bell Labs. This database also led to the pico image editor (originally named zunk) which was used for image transformations, many of them with colleagues as the preferred target. The first programs built around vismon were used to announce incoming mail in a dedicated window, using the 48 by 48 pixel faces. Later on the faces were also used to decorate line printer banners.

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  • Valantic

    Valantic

    Valantic GmbH (stylised as valantic) is an IT service and consulting company headquartered in Munich, Germany. == History == Valantic GmbH was founded in 2012 under the name Dabero Service Group. Until it was renamed Valantic GmbH in 2017, the company merged with IT service providers and consulting firms. These included, among others, Realtime AG, a company for SAP systems. The companies involved in these mergers were also renamed in 2017 and have since used the Valantic brand name. Realtime AG, for example, became Valantic ERP Services AG. During the COVID-19 pandemic and the resulting economic pressures, demand increased for IT service providers, particularly those offering customised software, IT consulting, SAP services, customer experience, cybersecurity, IoT, and digital work environments. In the following years, Valantic expanded by integrating additional companies. In 2021, Valantic expanded into other European countries through the integration of the Dutch company ISM eCompany and the Portuguese consulting firm Abaco. In 2022, the consulting firm C-Clear/Atom Ideas from Belgium joined Valantic. In February 2019, DPE Deutsche Private Equity Management III GmbH (DPE) took over the majority shareholding in Valantic. The founder, Holger von Daniels, and the further management retained a 25% stake. By 2025, DPE had invested €500 million in Valantic. In the following years, Valantic expanded its international locations. In 2023, Valantic incorporated the Danish company Inspari into the group, thereby entering the Scandinavian market. Inspari is a company for Microsoft technologies such as Azure and Power Platform. In the same year, Valantic joined forces with the Aiopsgroup, an international provider of online shopping applications for private and business customers of large companies. The company is based in Bulgaria with additional locations across Eastern Europe and other places. Additionally, the SAP applications division was expanded through the merger with the Spanish company Saptools. As a result, the companies became one of the largest European end-to-end consulting and implementation house for SAP services. By the end of 2023, Valantic had locations in 18 countries. In November 2024, Valantic announced its merger with the Danish digital consultancy Venzo. Through the integration of the company, founded in 2007 and oriented towards Microsoft technologies and digital transformation projects in the areas of automation, artificial intelligence, security, infrastructure and change management, Valantic further expanded its presence in Denmark and the Nordic countries. In July 2025, Valantic announced its merger with Utiligence GmbH, a Mannheim-based consulting firm for SAP technologies. Utiligence works primarily for the energy industry and supports companies in the integration of SAP S/4HANA and the digitalisation of business processes. == Company structure == Valantic is a partnership-based organisation, with partners acting as decision-makers in matters relating to corporate strategy, employee development and acquisitions. Valantic pursues a holacratic approach, promoting an open and self-organised way of working instead of hierarchical structures. By merging with other companies, Valantic is expanding its range of services and tapping into international markets and market shares. The new companies use Valantic's core systems and support processes, but usually retain their original structure. In the 2024 financial year, the company generated revenue of €544 million and employed 3,874 on average. Valantic has over 40 locations internationally. == Services == Valantic GmbH is a consulting firm, software provider and implementation partner. The company offers services in the areas of digital strategy and analytics (business intelligence and data science), customer experience management, SAP services, smart industries (Industry 4.0, supply chain management, and production planning and control processes), and financial services automation. The automation of financial services is aimed at financial service providers and banks. Valantic has been offering services in the field of generative artificial intelligence (GenAI) since 2023. Part of these services involves enabling companies to use GenAI securely and in compliance with regulations in order to make internal work processes more efficient. Its customers include large corporations, several medium-sized companies and DAX-listed companies. == Research == Since 2018, Valantic has published an annual study on the development of the SAP landscape in German-speaking countries. The study examines topics such as the migration to SAP S/4HANA, cloud strategies, technological trends and the use of artificial intelligence in business processes. The 2025 survey of 201 SAP professionals from the DACH region showed, for example, an increase in ongoing and completed S/4HANA migration projects, as well as a further shift towards private-cloud systems. The use of artificial intelligence continued to grow, as did the use of the SAP Business Technology Platform and the Business Data Cloud. In 2025, Valantic, together with the Handelsblatt Research Institute, published the trend study Digital 2030 – The Rise of Applied AI. The study was based on a survey of around 700 executives from companies in Germany, Austria, and Switzerland on the economic effects of current digitalisation trends. According to the study, most respondents consider artificial intelligence, cybersecurity, and cloud computing to hold the greatest strategic importance for business success by 2030. Around 70% of the participating companies stated that they are already achieving measurable business benefits through the use of AI applications, for example in quality control, document management, logistics, or customer service.

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  • BBC Own It

    BBC Own It

    The BBC Own It app was a British information site designed to protect and support children using the Internet. The app was launched in 2017 and retired in 2022, though the website retired in 2024 and has since moved to BBC Teach. As part of the BBC's partnership with Internet Matters, the not-for-profit contributed to content on the BBC Own It website. == History == In 2016, The Royal Foundation of The Duke and Duchess of Cambridge established The Royal Foundation Taskforce on the Prevention of Cyberbullying. Work began in 2017 by the BBC to create an app about cyberbullying and online safety (later titled Own It) in response to a call for action from the Taskforce. In December 2017, the BBC launched Own It. In November 2018, work on the BBC Own It App was announced by Prince William. In September 2019, the BBC Own It App was launched into the AppStore and Google Play. In 2022, the BBC discontinued the app, although the website was still active, however in 2024, the website was discontinued, and now any links to the website now redirect to a BBC Teach page. == Awards == UXUK award for Best Education or Learning Experience (2019) Banff World Media Festival Rockies Award for Children & Youth Interactive Content (2020) CogX Award for Best Innovation In Natural Language Processing (2020)

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  • Ordered dithering

    Ordered dithering

    Ordered dithering is any image dithering algorithm which uses a pre-set threshold map tiled across an image. It is commonly used to display a continuous image on a display of smaller color depth. For example, Microsoft Windows uses it in 16-color graphics modes. With the most common "Bayer" threshold map, the algorithm is characterized by noticeable crosshatch patterns in the result. == Threshold map == The algorithm reduces the number of colors by applying a threshold map M to the pixels displayed, causing some pixels to change color, depending on the distance of the original color from the available color entries in the reduced palette. The first threshold maps were designed by hand to minimise the perceptual difference between a grayscale image and its two-bit quantisation for up to a 4x4 matrix. An optimal threshold matrix is one that for any possible quantisation of color has the minimum possible texture so that the greatest impression of the underlying feature comes from the image being quantised. It can be proven that for matrices whose side length is a power of two there is an optimal threshold matrix. The map may be rotated or mirrored without affecting the effectiveness of the algorithm. This threshold map (for sides with length as power of two) is also known as a Bayer matrix or, when unscaled, an index matrix. For threshold maps whose dimensions are a power of two, the map can be generated recursively via: M 2 n = 1 ( 2 n ) 2 [ 4 M n 4 M n + 2 J n 4 M n + 3 J n 4 M n + J n ] = J 2 ⊗ M n + 1 n 2 M 2 ⊗ J n , {\displaystyle \mathbf {M} _{2n}={\frac {1}{(2n)^{2}}}{\begin{bmatrix}4\mathbf {M} _{n}&4\mathbf {M} _{n}+2\mathbf {J} _{n}\\4\mathbf {M} _{n}+3\mathbf {J} _{n}&4\mathbf {M} _{n}+\mathbf {J} _{n}\end{bmatrix}}=\mathbf {J} _{2}\otimes \mathbf {M} _{n}+{\frac {1}{n^{2}}}\mathbf {M} _{2}\otimes \mathbf {J} _{n},} where J n {\displaystyle \mathbf {J} _{n}} are n × n {\displaystyle n\times n} matrices of ones and ⊗ {\displaystyle \otimes } is the Kronecker product. While the metric for texture that Bayer proposed could be used to find optimal matrices for sizes that are not a power of two, such matrices are uncommon as no simple formula for finding them exists, and relatively small matrix sizes frequently give excellent practical results (especially when combined with other modifications to the dithering algorithm). This function can also be expressed using only bit arithmetic: M(i, j) = bit_reverse(bit_interleave(bitwise_xor(i, j), i)) / n ^ 2 == Pre-calculated threshold maps == Rather than storing the threshold map as a matrix of n {\displaystyle n} × n {\displaystyle n} integers from 0 to n 2 {\displaystyle n^{2}} , depending on the exact hardware used to perform the dithering, it may be beneficial to pre-calculate the thresholds of the map into a floating point format, rather than the traditional integer matrix format shown above. For this, the following formula can be used: Mpre(i,j) = Mint(i,j) / n^2 This generates a standard threshold matrix. for the 2×2 map: this creates the pre-calculated map: Additionally, normalizing the values to average out their sum to 0 (as done in the dithering algorithm shown below) can be done during pre-processing as well by subtracting 1⁄2 of the largest value from every value: Mpre(i,j) = Mint(i,j) / n^2 – 0.5 maxValue creating the pre-calculated map: == Algorithm == The ordered dithering algorithm renders the image normally, but for each pixel, it offsets its color value with a corresponding value from the threshold map according to its location, causing the pixel's value to be quantized to a different color if it exceeds the threshold. For most dithering purposes, it is sufficient to simply add the threshold value to every pixel (without performing normalization by subtracting 1⁄2), or equivalently, to compare the pixel's value to the threshold: if the brightness value of a pixel is less than the number in the corresponding cell of the matrix, plot that pixel black, otherwise, plot it white. This lack of normalization slightly increases the average brightness of the image, and causes almost-white pixels to not be dithered. This is not a problem when using a gray scale palette (or any palette where the relative color distances are (nearly) constant), and it is often even desired, since the human eye perceives differences in darker colors more accurately than lighter ones, however, it produces incorrect results especially when using a small or arbitrary palette, so proper normalization should be preferred. In other words, the algorithm performs the following transformation on each color c of every pixel: c ′ = n e a r e s t _ p a l e t t e _ c o l o r ( c + r × ( M ( x mod n , y mod n ) − 1 / 2 ) ) {\displaystyle c'=\mathrm {nearest\_palette\_color} {\mathopen {}}\left(c+r\times \left(M(x{\bmod {n}},y{\bmod {n}})-1/2\right){\mathclose {}}\right)} where M(i, j) is the threshold map on the i-th row and j-th column, c′ is the transformed color, and r is the amount of spread in color space. Assuming an RGB palette with 23N evenly distanced colors where each color (a triple of red, green and blue values) is represented by an octet from 0 to 255, one would typically choose r ≈ 255 N {\textstyle r\approx {\frac {255}{N}}} . (1⁄2 is again the normalizing term.) Because the algorithm operates on single pixels and has no conditional statements, it is very fast and suitable for real-time transformations. Additionally, because the location of the dithering patterns always stays the same relative to the display frame, it is less prone to jitter than error-diffusion methods, making it suitable for animations. Because the patterns are more repetitive than error-diffusion method, an image with ordered dithering compresses better. Ordered dithering is more suitable for line-art graphics as it will result in straighter lines and fewer anomalies. The values read from the threshold map should preferably scale into the same range as the minimal difference between distinct colors in the target palette. Equivalently, the size of the map selected should be equal to or larger than the ratio of source colors to target colors. For example, when quantizing a 24 bpp image to 15 bpp (256 colors per channel to 32 colors per channel), the smallest map one would choose would be 4×2, for the ratio of 8 (256:32). This allows expressing each distinct tone of the input with different dithering patterns. === A variable palette: pattern dithering === == Non-Bayer approaches == The above thresholding matrix approach describes the Bayer family of ordered dithering algorithms. A number of other algorithms are also known; they generally involve changes in the threshold matrix, which changes the distribution of the "noise" introduced by all kinds of dithering (the difference between the original image and the dithered image). === Halftone === Halftone dithering performs a form of clustered dithering, creating a look similar to halftone patterns, using a specially crafted matrix. === Void and cluster === The Void and cluster algorithm uses a pre-generated blue noise as the matrix for the dithering process. The blue noise matrix keeps the Bayer's good high frequency content, but with a more uniform coverage of all the frequencies involved shows a much lower amount of patterning. The "voids-and-cluster" method gets its name from the matrix generation procedure, where a black image with randomly initialized white pixels is gaussian-blurred to find the brightest and darkest parts, corresponding to voids and clusters. After a few swaps have evenly distributed the bright and dark parts, the pixels are numbered by importance. It takes significant computational resources to generate the blue noise matrix: on a modern computer a 64×64 matrix requires a couple seconds using the original algorithm. This algorithm can be extended to make animated dither masks which also consider the axis of time. This is done by running the algorithm in three dimensions and using a kernel which is a product of a two-dimensional gaussian kernel on the XY plane, and a one-dimensional Gaussian kernel on the Z axis. === Simulated Annealing === Simulated annealing can generate dither masks by starting with a flat histogram and swapping values to optimize a loss function. The loss function controls the spectral properties of the mask, allowing it to make blue noise or noise patterns meant to be filtered by specific filters. The algorithm can also be extended over time for animated dither masks with chosen temporal properties.

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