AI Code Fixer

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  • BioBIKE

    BioBIKE

    BioBike(nee. BioLingua ) is a cloud-based, through-the-web programmable (Paas) symbolic biocomputing and bioinformatics platform that aims to make computational biology, and especially intelligent biocomputing (that is, the application of Artificial Intelligence to computational biology) accessible to research scientists who are not expert programmers. == Unique capabilities == BioBIKE is an integrated symbolic biocomputing and bioinformatics platform, built from the start as an entirely (what is now called) cloud-based architecture where all computing is done in remote servers, and all user access is accomplished through web browsers. BioBIKE has a built-in frame system in which all objects, data, and knowledge are represented. This enables code written either in the native Lisp, in the visual programming language, or systems of rules expressed in the SNARK theorem prover to access the whole of biological knowledge in an integrated manner. For its time (released in 2002) it was unique in permitting users to create fully functional biocomputing programs that run on the back-end servers entirely through the web browser UI. (In modern terms it was one of the first PaaS (Platform as a Service) systems, predating even Salesforce in this capability.) Initially this programming was carried out in raw Lisp, but Jeff Elhai's team at VCU, with NSF funding, created an entirely graphical programming environment on top of BioBIKE based upon the Boxer-style programming environments. Being a multi-headed, multi-threaded, multi-user, multi-tenancy cloud-based system, BioBIKE users were able to directly work together through their web browsers, remotely sharing the same listener and memory space. This permitted a unique sort of collaboration, discussed in Shrager (2007). A specialized offshoot of BioBIKE called "BioDeducta" includes SRI's SNARK theorem prover, offering unique "deductive biocomputing" capabilities. == Implementation == BioBIKE is open-source software implemented using the Lisp programming language. Continuing development takes place by the BioBIKE team centered at Virginia Commonwealth University . == History == BioBIKE was originally called "BioLingua", and was developed by Jeff Shrager at The Carnegie Inst. of Washington Dept. of Plant Biology, and JP Massar with funding from NASA's Astrobiology Division. Shrager and Massar wanted to create a web-based, multi-user Lisp Machine, specialized for bioinformatics. Other early contributors to the project included Mike Travers, and Jeff Elhai of VCU. Elhai obtained continuing funding from the National Science Foundation for the project, which was renamed BioBIKE. Elhai and colleagues added BioBIKE's unique visual programming language. Shrager, meanwhile, collaborated with Richard Waldinger at SRI to build SRI's (SNARK) theorem prover into BioBIKE, creating a deductive biocomputing system, called BioDeducta. == Instances == There used to be a number of BioBIKE verticals in different biological domains, including viral pathogens, cyanobacteria and other bacteria, Arabidopsis thaliana, and several others described in the references.

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  • Jaggies

    Jaggies

    Jaggies are visual artifacts in raster images, most frequently from aliasing, which in turn is often caused by non-linear mixing effects producing high-frequency components, or missing or poor anti-aliasing filtering prior to sampling. Jaggies are stair-like lines that appear where there should be "smooth" straight lines or curves. For example, when a nominally straight, un-aliased line steps across one pixel either horizontally or vertically, a "dogleg" occurs halfway through the line, where it crosses the threshold from one pixel to the other. Jaggies should not be confused with most compression artifacts, which are a different phenomenon. == Causes == Jaggies occur due to the "staircase effect". This is because a line represented in raster mode is approximated by a sequence of pixels. Jaggies can occur for a variety of reasons, the most common being that the output device (display monitor or printer) does not have sufficient resolution to portray a smooth line. In addition, jaggies often occur when a bit-mapped image is scaled to a higher resolution. This is one of the advantages that vector graphics have over bitmapped graphics – a vector image can be losslessly scaled to any arbitrary resolution or stretched infinitely in either axis without introducing jaggies. == Solutions == The effect of jaggies can be reduced by a graphics technique known as spatial anti-aliasing. Anti-aliasing smooths out jagged lines by surrounding them with transparent pixels to simulate the appearance of fractionally-filled pixels when viewed at a distance. The downside of anti-aliasing is that it reduces contrast – rather than sharp black/white transitions, there are shades of gray – and the resulting image can appear fuzzy. This is an inescapable trade-off: if the resolution is insufficient to display the desired detail, the output will either be jagged, fuzzy, or some combination thereof. While machine learning-based upscaling techniques such as DLSS can be used to infer this missing information, other types of artifacts may be introduced in the process. In real-time 3D rendering such as in video games, various anti-aliasing techniques are used to remove jaggies created by the edges of polygons and other contrasting lines. Since anti-aliasing can impose a significant performance overhead, games for home computers often allow users to choose the level and type of anti-aliasing in use in order to optimize their experience, whereas on consoles this setting is typically fixed for each title to ensure a consistent experience. While anti-aliasing is generally implemented through graphics APIs like DirectX and Vulkan, some consoles such as the Xbox 360 and PlayStation 3 are also capable of anti-aliasing to little direct performance cost by way of dedicated hardware which performs anti-aliasing on the contents of the framebuffer once it has been rendered by the GPU. Jaggies in bitmaps, such as sprites and surface materials, are most often dealt with by separate texture filtering routines, which are far easier to perform than anti-aliasing filtering. Texture filtering became ubiquitous on PCs after the introduction of 3Dfx's Voodoo GPU. == Notable uses of the term == In the 1985 game Rescue on Fractalus! for the Atari 8-bit computers, the graphics depicting the cockpit of the player's spacecraft contains two window struts, which are not anti-aliased and are therefore very "jagged". The developers made fun of this and named the in-game enemies "Jaggi", and also initially titled the game Behind Jaggi Lines!. The latter idea was scrapped by the marketing department before release.

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  • Subvocal recognition

    Subvocal recognition

    Subvocal recognition (SVR) is the process of taking subvocalization and converting the detected results to a digital output, aural or text-based. A silent speech interface is a device that allows speech communication without using the sound made when people vocalize their speech sounds. It works by the computer identifying the phonemes that an individual pronounces from nonauditory sources of information about their speech movements. These are then used to recreate the speech using speech synthesis. == Input methods == Silent speech interface systems have been created using ultrasound and optical camera input of tongue and lip movements. Electromagnetic devices are another technique for tracking tongue and lip movements. The detection of speech movements by electromyography of speech articulator muscles and the larynx is another technique. Another source of information is the vocal tract resonance signals that get transmitted through bone conduction called non-audible murmurs. They have also been created as a brain–computer interface using brain activity in the motor cortex obtained from intracortical microelectrodes. == Uses == Such devices are created as aids to those unable to create the sound phonation needed for audible speech such as after laryngectomies. Another use is for communication when speech is masked by background noise or distorted by self-contained breathing apparatus. A further practical use is where a need exists for silent communication, such as when privacy is required in a public place, or hands-free data silent transmission is needed during a military or security operation. In 2002, the Japanese company NTT DoCoMo announced it had created a silent mobile phone using electromyography and imaging of lip movement. The company stated that "the spur to developing such a phone was ridding public places of noise," adding that, "the technology is also expected to help people who have permanently lost their voice." The feasibility of using silent speech interfaces for practical communication has since then been shown. In 2019, Arnav Kapur, a researcher from the Massachusetts Institute of Technology, conducted a study known as AlterEgo. Its implementation of the silent speech interface enables direct communication between the human brain and external devices through stimulation of the speech muscles. By leveraging neural signals associated with speech and language, the AlterEgo system deciphers the user's intended words and translates them into text or commands without the need for audible speech. == Research and patents == With a grant from the U.S. Army, research into synthetic telepathy using subvocalization is taking place at the University of California, Irvine under lead scientist Mike D'Zmura. NASA's Ames Research Laboratory in Mountain View, California, under the supervision of Charles Jorgensen is conducting subvocalization research. The Brain Computer Interface R&D program at Wadsworth Center under the New York State Department of Health has confirmed the existing ability to decipher consonants and vowels from imagined speech, which allows for brain-based communication using imagined speech, however using EEGs instead of subvocalization techniques. US Patents on silent communication technologies include: US Patent 6587729 "Apparatus for audibly communicating speech using the radio frequency hearing effect", US Patent 5159703 "Silent subliminal presentation system", US Patent 6011991 "Communication system and method including brain wave analysis and/or use of brain activity", US Patent 3951134 "Apparatus and method for remotely monitoring and altering brain waves". Latter two rely on brain wave analysis. == In fiction == The decoding of silent speech using a computer played an important role in Arthur C. Clarke's story and Stanley Kubrick's associated film A Space Odyssey. In this, HAL 9000, a computer controlling spaceship Discovery One, bound for Jupiter, discovers a plot to deactivate it by the mission astronauts Dave Bowman and Frank Poole through lip reading their conversations. In Orson Scott Card's series (including Ender's Game), the artificial intelligence can be spoken to while the protagonist wears a movement sensor in his jaw, enabling him to converse with the AI without making noise. He also wears an ear implant. In Speaker for the Dead and subsequent novels, author Orson Scott Card described an ear implant, called a "jewel", that allows subvocal communication with computer systems. Author Robert J. Sawyer made use of subvocal recognition to allow silent commands to the cybernetic 'companion implants' used by the advanced Neanderthal characters in his Neanderthal Parallax trilogy of science fiction novels. In Earth, David Brin depicts this technology and its uses as a normal gear in the near future. In Down and Out in the Magic Kingdom, Cory Doctorow has cellphone technology become silent through a cochlear implant and miking the throat to pick up subvocalization. William Gibson's Sprawl Trilogy frequently uses sub-vocalization systems in various devices. In Kage Baker's Company novels, the immortal cyborgs communicate subvocally. In the Hugo Award-winning Hyperion Cantos by Dan Simmons, the characters often use subvocalization to communicate. In the Culture novels by Iain M. Banks, more highly advanced species often communicate subvocally through their technology. In Deus Ex: Human Revolution (2011), the protagonist is augmented with a subvocalization implant for sending covert communications (and a corresponding cochlear implant for receiving covert communications). In the tabletop RPG and video game series Shadowrun, player characters can communicate via subvocal microphones in some instances. In Paranoia, all citizens can speak to the computer via their "cerebral cortech" implants. Alistair Reynolds Revelation Space trilogy frequently uses sub-vocalization systems in various devices.

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  • COVID-19 apps

    COVID-19 apps

    COVID-19 apps include mobile-software applications for digital contact-tracing—i.e. the process of identifying persons ("contacts") who may have been in contact with an infected individual—deployed during the COVID-19 pandemic. Numerous tracing applications have been developed or proposed, with official government support in some territories and jurisdictions. Several frameworks for building contact-tracing apps have been developed. Privacy concerns have been raised, especially about systems that are based on tracking the geographical location of app users. Less overtly intrusive alternatives include the co-option of Bluetooth signals to log a user's proximity to other cellphones. (Bluetooth technology has form in tracking cell-phones' locations.)) On 10 April 2020, Google and Apple jointly announced that they would integrate functionality to support such Bluetooth-based apps directly into their Android and iOS operating systems. India's COVID-19 tracking app Aarogya Setu became the world's fastest growing application—beating Pokémon Go—with 50 million users in the first 13 days of its release. == Rationale == Contact tracing is an important tool in infectious disease control, but as the number of cases rises time constraints make it more challenging to effectively control transmission. Digital contact tracing, especially if widely deployed, may be more effective than traditional methods of contact tracing. In a March 2020 model by the University of Oxford Big Data Institute's Christophe Fraser's team, a coronavirus outbreak in a city of one million people is halted if 80% of all smartphone users take part in a tracking system; in the model, the elderly are still expected to self-isolate en masse, but individuals who are neither symptomatic nor elderly are exempt from isolation unless they receive an alert that they are at risk of carrying the disease. Some proponents advocate for legislation exempting certain COVID-19 apps from general privacy restrictions. == Issues == === Uptake === Ross Anderson, professor of security engineering at Cambridge University, listed a number of potential practical problems with app-based systems, including false positives and the potential lack of effectiveness if takeup of the app is limited to only a small fraction of the population. In Singapore, only one person in three had downloaded the TraceTogether app by the end of June 2020, despite legal requirements for most workers; the app was also underused, as it required users to keep it open at all times on iOS. A team at the University of Oxford simulated the effect of a contact tracing app on a city of 1 million. They estimated that if the app was used in conjunction with the shielding of over-70s, then 56% of the population would have to be using the app for it to suppress the virus. This would be equivalent to 80% of smartphone users in the United Kingdom. They found that the app could still slow the spread of the virus if fewer people downloaded it, with one infection being prevented for every one or two users. In August 2020, the American Civil Liberties Union (ACLU) argued that there were disparities in smartphone use between demographics and minority groups, and that "even the most comprehensive, all-seeing contact tracing system is of little use without social and medical systems in place to help those who may have the virus — including access to medical care, testing, and support for those who are quarantined." === App store restrictions === Addressing concerns about the spread of misleading or harmful apps, Apple, Google and Amazon set limits on which types of organizations could add coronavirus-related apps to its App Store, limiting them to only "official" or otherwise reputable organizations. === Ethical principles of mass surveillance using COVID-19 contact tracing apps === The advent of COVID-19 contact tracing apps has led to concerns around privacy, the rights of app users, and governmental authority. The European Convention on Human Rights, the International Covenant on Civil and Political Rights (ICCPR) and the United Nations and the Siracusa Principles have outlined 4 principles to consider when looking at the ethical principles of mass surveillance with COVID-19 contact tracing apps. These are necessity, proportionality, scientific validity, and time boundedness. Necessity is defined as the idea that governments should only interfere with a person's rights when deemed essential for public health interests. The potential risks associated with infringements of personal privacy must be outweighed by the possibility of reducing significant harm to others. Potential benefits of contact-tracing apps that may be considered include allowing for blanket population-level quarantine measures to be lifted sooner and the minimization of people under quarantine. Hence, some contend that contact-tracing apps are justified as they may be less intrusive than blanket quarantine measures. Furthermore, the delay of an effective contact-tracing app with significant health and economic benefits may be considered unethical. Proportionality refers to the concept that a contact tracing app's potential negative impact on a person's rights should be justifiable by the severity of the health risks that are being addressed. Apps must use the most privacy-preserving options available to achieve their goals, and the selected option should not only be a logical option for achieving the goal but also an effective one. Scientific validity evaluates whether an app is effective, timely and accurate. Traditional manual contact-tracing procedures are not efficient enough for the COVID-19 pandemic, and do not consider asymptomatic transmission. Contact-tracing apps, on the other hand, can be effective COVID-19 contact-tracing tools that reduce R value to less than 1, leading to sustained epidemic suppression. However, for apps to be effective, there needs to be a minimum 56-60% uptake in the population. Apps should be continually modified to reflect current knowledge on the diseases being monitored. Some argue that contact-tracing apps should be considered societal experimental trials where results and adverse effects are evaluated according to the stringent guidelines of social experiments. Analyses should be conducted by independent research bodies and published for wide dissemination. Despite the current urgency of our pandemic situation, we should still adhere to the standard rigors of scientific evaluation. Time boundedness describe the need for establishing legal and technical sunset clauses so that they are only allowed to operate as long as necessary to address the pandemic situation. Apps should be withdrawn as soon as possible after the end of the pandemic. If the end of the pandemic cannot be predicted, the use of apps should be regularly reviewed and decisions about continued use should be made at each review. Collected data should only be retained by public health authorities for research purposes with clear stipulations on how long the data will be held for and who will be responsible for security, oversight, and ownership. === Privacy, discrimination and marginalisation concerns === The American Civil Liberties Union (ACLU) has published a set of principles for technology-assisted contact tracing and Amnesty International and over 100 other organizations issued a statement calling for limits on this kind of surveillance. The organisations declared eight conditions on governmental projects: surveillance would have to be "lawful, necessary and proportionate"; extensions of monitoring and surveillance would have to have sunset clauses; the use of data would have to be limited to COVID-19 purposes; data security and anonymity would have to be protected and shown to be protected based on evidence; digital surveillance would have to address the risk of exacerbating discrimination and marginalisation; any sharing of data with third parties would have to be defined in law; there would have to be safeguards against abuse and the rights of citizens to respond to abuses; "meaningful participation" by all "relevant stakeholders" would be required, including that of public health experts and marginalised groups. The German Chaos Computer Club (CCC) and Reporters Without Borders also issued checklists. The Exposure Notification service intends to address the problem of persistent surveillance by removing the tracing mechanism from their device operating systems once it is no longer needed. On 20 April 2020, it was reported that over 300 academics had signed a statement favouring decentralised proximity tracing applications over centralised models, given the difficulty in precluding centralised options being used "to enable unwarranted discrimination and surveillance." In a centralised model, a central database records the ID codes of meetings between users. In a decentralised model, this information is recorded on individual phones, with the role of the central

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  • Super-resolution optical fluctuation imaging

    Super-resolution optical fluctuation imaging

    Super-resolution optical fluctuation imaging (SOFI) is a post-processing method for the calculation of super-resolved images from recorded image time series that is based on the temporal correlations of independently fluctuating fluorescent emitters. SOFI has been developed for super-resolution of biological specimen that are labelled with independently fluctuating fluorescent emitters (organic dyes, fluorescent proteins). In comparison to other super-resolution microscopy techniques such as STORM or PALM that rely on single-molecule localization and hence only allow one active molecule per diffraction-limited area (DLA) and timepoint, SOFI does not necessitate a controlled photoswitching and/ or photoactivation as well as long imaging times. Nevertheless, it still requires fluorophores that are cycling through two distinguishable states, either real on-/off-states or states with different fluorescence intensities. In mathematical terms SOFI-imaging relies on the calculation of cumulants, for what two distinguishable ways exist. For one thing an image can be calculated via auto-cumulants that by definition only rely on the information of each pixel itself, and for another thing an improved method utilizes the information of different pixels via the calculation of cross-cumulants. Both methods can increase the final image resolution significantly although the cumulant calculation has its limitations. Actually SOFI is able to increase the resolution in all three dimensions. == Principle == Likewise to other super-resolution methods SOFI is based on recording an image time series on a CCD- or CMOS camera. In contrary to other methods the recorded time series can be substantially shorter, since a precise localization of emitters is not required and therefore a larger quantity of activated fluorophores per diffraction-limited area is allowed. The pixel values of a SOFI-image of the n-th order are calculated from the values of the pixel time series in the form of a n-th order cumulant, whereas the final value assigned to a pixel can be imagined as the integral over a correlation function. The finally assigned pixel value intensities are a measure of the brightness and correlation of the fluorescence signal. Mathematically, the n-th order cumulant is related to the n-th order correlation function, but exhibits some advantages concerning the resulting resolution of the image. Since in SOFI several emitters per DLA are allowed, the photon count at each pixel results from the superposition of the signals of all activated nearby emitters. The cumulant calculation now filters the signal and leaves only highly correlated fluctuations. This provides a contrast enhancement and therefore a background reduction for good measure. As it is implied in the figure on the left the fluorescence source distribution: ∑ k = 1 N δ ( r → − r → k ) ⋅ ε k ⋅ s k ( t ) {\displaystyle \sum _{k=1}^{N}\delta ({\vec {r}}-{\vec {r}}_{k})\cdot \varepsilon _{k}\cdot s_{k}(t)} is convolved with the system's point spread function (PSF) U(r). Hence the fluorescence signal at time t and position r → {\displaystyle {\vec {r}}} is given by F ( r → , t ) = ∑ k = 1 N U ( r → − r → k ) ⋅ ε k ⋅ s k ( t ) . {\displaystyle F({\vec {r}},t)=\sum _{k=1}^{N}U({\vec {r}}-{\vec {r}}_{k})\cdot \varepsilon _{k}\cdot s_{k}(t).} Within the above equations N is the amount of emitters, located at the positions r → k {\displaystyle {\vec {r}}_{k}} with a time-dependent molecular brightness ε k ⋅ s k {\displaystyle \varepsilon _{k}\cdot s_{k}} where ε k {\displaystyle \varepsilon _{k}} is a variable for the constant molecular brightness and s k ( t ) {\displaystyle s_{k}(t)} is a time-dependent fluctuation function. The molecular brightness is just the average fluorescence count-rate divided by the number of molecules within a specific region. For simplification it has to be assumed that the sample is in a stationary equilibrium and therefore the fluorescence signal can be expressed as a zero-mean fluctuation: δ F ( r → , t ) = F ( r → , t ) − ⟨ F ( r → , t ) ⟩ t {\displaystyle \delta F({\vec {r}},t)=F({\vec {r}},t)-\langle F({\vec {r}},t)\rangle _{t}} where ⟨ ⋯ ⟩ t {\displaystyle \langle \cdots \rangle _{t}} denotes time-averaging. The auto-correlation here e.g. the second-order can then be described deductively as follows for a certain time-lag τ {\displaystyle \tau } : δ F ( r → , t ) = ⟨ δ F ( r → , t + τ ) ⋅ δ F ( r → , t ) ⟩ t {\displaystyle \delta F({\vec {r}},t)=\langle \delta F({\vec {r}},t+\tau )\cdot \delta F({\vec {r}},t)\rangle _{t}} From these equations it follows that the PSF of the optical system has to be taken to the power of the order of the correlation. Thus in a second-order correlation the PSF would be reduced along all dimensions by a factor of 2 {\displaystyle {\sqrt {2}}} . As a result, the resolution of the SOFI-images increases according to this factor. === Cumulants versus correlations === Using only the simple correlation function for a reassignment of pixel values, would ascribe to the independency of fluctuations of the emitters in time in a way that no cross-correlation terms would contribute to the new pixel value. Calculations of higher-order correlation functions would suffer from lower-order correlations for what reason it is superior to calculate cumulants, since all lower-order correlation terms vanish. == Cumulant-calculation == === Auto-cumulants === For computational reasons it is convenient to set all time-lags in higher-order cumulants to zero so that a general expression for the n-th order auto-cumulant can be found: A C n ( r → , τ 1 … n − 1 = 0 ) = ∑ k = 1 N U n ( r → − r → k ) ε k n w k ( 0 ) {\displaystyle AC_{n}({\vec {r}},\tau _{1\ldots n-1}=0)=\sum _{k=1}^{N}U^{n}({\vec {r}}-{\vec {r}}_{k})\varepsilon _{k}^{n}w_{k}(0)} w k {\displaystyle w_{k}} is a specific correlation based weighting function influenced by the order of the cumulant and mainly depending on the fluctuation properties of the emitters. Albeit there is no fundamental limitation in calculating very high orders of cumulants and thereby shrinking the FWHM of the PSF there are practical limitations according to the weighting of the values assigned to the final image. Emitters with a higher molecular brightness will show a strong increase in terms of the pixel cumulant value assigned at higher-orders as well as this performance can be expected from a diverse appearance of fluctuations of different emitters. A wide intensity range of the resulting image can therefore be expected and as a result dim emitters can get masked by bright emitters in higher-order images:. The calculation of auto-cumulants can be realized in a very attractive way in a mathematical sense. The n-th order cumulant can be calculated with a basic recursion from moments K n ( r → ) = μ n ( r → ) − ∑ i = 1 n − 1 ( n − 1 i ) K n − i ( r → ) μ i ( r → ) {\displaystyle K_{n}({\vec {r}})=\mu _{n}({\vec {r}})-\sum _{i=1}^{n-1}{\begin{pmatrix}n-1\\i\end{pmatrix}}K_{n-i}({\vec {r}})\mu _{i}({\vec {r}})} where K is a cumulant of the index's order, likewise μ {\displaystyle \mu } represents the moments. The term within the brackets indicates a binomial coefficient. This way of computation is straightforward in comparison with calculating cumulants with standard formulas. It allows for the calculation of cumulants with only little time of computing and is, as it is well implemented, even suitable for the calculation of high-order cumulants on large images. === Cross-cumulants === In a more advanced approach cross-cumulants are calculated by taking the information of several pixels into account. Cross-cumulants can be described as follows: C C n ( r → , τ 1 … n − 1 = 0 ) = ∏ j < l n U ( r → j − r → l n ) ⋅ ∑ i = 1 N U n ( r → i − ∑ k n r → k n ) ε i n w i ( 0 ) {\displaystyle CC_{n}({\vec {r}},\tau _{1\ldots n-1}=0)=\prod _{j Read more →

  • Harmony (software)

    Harmony (software)

    Harmony is a Java-based software for creating high-definition music videos with 2D and 3D animations. The application was developed by Digital Chaotics, a company based in San Jose, California and established in 2010 by Ken and Leanna Scott. == History == During a March 1, 2011 interview published by The LIST magazine, Ken explained how he initially got into music and digital entertainment. According to Scott: “I came at it from both the art and the technology side. … I built one of the first digital audio synthesizers as an undergrad project back in 1979. It was a short jump from there to creating visuals with computers, too.” Taking inspiration from Fantasia – which Scott calls, “The greatest music video of all time” – he began writing software code for Harmony in late 2009, finishing the project in mid-2010. However, Scott has also said that the idea for Harmony began much earlier: I read a book in 1978 called Digital Harmony, by John H Whitney, Sr. (Interestingly, he was the father of the president of Digital Productions.) He said that there was a kind of visual art based on motion, and proposed theories about the underlying mathematical structure of visual harmony. So there's the book, combined with my desire to create art with computers-add a taste or two of things commonly used by college students during the 70's - and lots of Pink Floyd. Add it all up, and the seeds for Harmony were planted. My friends in school and at Floating Point Systems listened to me ranting about "making music videos with computers" incessantly. I'm sure it was both maddening and fascinating to see. == Features == Harmony runs on Windows 7 and Windows Vista. Currently, Digital Chaotics does not offer a macOS or Linux platform for the software. However, Harmony can be run on these platforms by running it on Windows in a virtual machine. == Harmony 2 == On November 1, 2011, Digital Chaotics released the 2.0 version of the Harmony software. Unlike the original version, the second release featured three product levels: Harmony 2 Express, Harmony 2 Pro, and Harmony 2 Extreme. The "Express" version was positioned as an entry-level, free release to allow users a chance to "test-drive" the software. The "Pro" version currently retails at $197, while the "Extreme" is priced at $397. These two versions, aimed more towards VJ and Fulldome theater usage, featured additional software capability and features such as higher resolution, more video formatting options, and more camera angles.

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  • Cepstral mean and variance normalization

    Cepstral mean and variance normalization

    Cepstral mean and variance normalization (CMVN) is a computationally efficient normalization technique for robust speech recognition. The performance of CMVN is known to degrade for short utterances. This is due to insufficient data for parameter estimation and loss of discriminable information as all utterances are forced to have zero mean and unit variance. CMVN minimizes distortion by noise contamination for robust feature extraction by linearly transforming the cepstral coefficients to have the same segmental statistics. Cepstral Normalization has been effective in the CMU Sphinx for maintaining a high level of recognition accuracy over a wide variety of acoustical environments. == Cepstral Normalization Techniques == There are multiple algorithms that achieve Cepstral Normalization in different ways. === Fixed codeword-dependent cepstral normalization (FCDCN) === FCDCN was developed to provide a form of compensation that provides greater recognition accuracy than SDCN but in a more computationally-efficient manner than the CDCN algorithm. The FCDCN algorithm applies an additive correction that depends on the instantaneous SNR of the input (like SDCN), but that can also vary from codeword to codeword (like CDCN). === Multiple Fixed Codeword-dependent Cepstral Normalization (MFCDCN) === MFCDCN is a simple extension of FCDCN algorithm that does not need environment specific training. In MFCDCN, compensation vectors are pre-computed in parallel for a set of target environments, using the FCDCN algorithm. === Incremental Multiple Fixed Codeword-dependent Cepstral Normalization (IMFCDCN) === While environment selection for the compensation vectors of MFCDCN is generally performed on an utterance-by-utterance basis, IMFCFCN improves on it by allowing the classification process to make use of cepstral vectors from previous utterances in a given session. == Cepstral Noise Subtraction == Automatic speech recognition (ASR) describes the steps of transcribing speech utterances represented as acoustic wave forms to written words. As is, CMVN has been used in different applications as this technique has proven to provide better speech recognitions results in different environments. CMVN has the capabilities to reduce differences between test and training data produced by channel distortions and colorizations . CMVN has also been found to be able to reduce differences in feature representation between speakers can also partly reduce the influence of background noise.

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  • Human–robot interaction

    Human–robot interaction

    Human–robot interaction (HRI) is the study of interactions between humans and robots. Human–robot interaction is a multidisciplinary field with contributions from human–computer interaction, artificial intelligence, robotics, natural language processing, design, psychology and philosophy. A subfield known as physical human–robot interaction (pHRI) has tended to focus on device design to enable people to safely interact with robotic systems. == Origins == Human–robot interaction has been a topic of both science fiction and academic speculation even before any robots existed. Because much of active HRI development depends on natural language processing, many aspects of HRI are continuations of human communications, a field of research which is much older than robotics. The origin of HRI as a discrete problem was stated by 20th-century author Isaac Asimov in 1941, in his novel I, Robot. Asimov coined Three Laws of Robotics, namely: A robot may not injure a human being or, through inaction, allow a human being to come to harm. A robot must obey the orders given it by human beings except where such orders would conflict with the First Law. A robot must protect its own existence as long as such protection does not conflict with the First or Second Laws. These three laws provide an overview of the goals engineers and researchers hold for safety in the HRI field, although the fields of robot ethics and machine ethics are more complex than these three principles. However, generally human–robot interaction prioritizes the safety of humans that interact with potentially dangerous robotics equipment. Solutions to this problem range from the philosophical approach of treating robots as ethical agents (individuals with moral agency), to the practical approach of creating safety zones. These safety zones use technologies such as lidar to detect human presence or physical barriers to protect humans by preventing any contact between machine and operator. Although initially robots in the human–robot interaction field required some human intervention to function, research has expanded this to the extent that fully autonomous systems are now far more common than in the early 2000s. Autonomous systems include from simultaneous localization and mapping systems which provide intelligent robot movement to natural-language processing and natural-language generation systems which allow for natural, human-esque interaction which meet well-defined psychological benchmarks. Anthropomorphic robots (machines which imitate human body structure) are better described by the biomimetics field, but overlap with HRI in many research applications. Examples of robots which demonstrate this trend include Willow Garage's PR2 robot, the NASA Robonaut, and Honda ASIMO. However, robots in the human–robot interaction field are not limited to human-like robots: Paro and Kismet are both robots designed to elicit emotional response from humans, and so fall into the category of human–robot interaction. Goals in HRI range from industrial manufacturing through Cobots, medical technology through rehabilitation, autism intervention, and elder care devices, entertainment, human augmentation, and human convenience. Future research therefore covers a wide range of fields, much of which focuses on assistive robotics, robot-assisted search-and-rescue, and space exploration. == The goal of friendly human–robot interactions == Robots are artificial agents with capacities of perception and action in the physical world often referred by researchers as workspace. Their use has been generalized in factories but nowadays they tend to be found in the most technologically advanced societies in such critical domains as search and rescue, military battle, mine and bomb detection, scientific exploration, law enforcement, entertainment and hospital care. These new domains of applications imply a closer interaction with the user, sharing the workspace but also goals in terms of task achievement. The subfield of physical human–robot interaction (pHRI) has largely focused on device design to enable people to safely interact with robotic systems but is increasingly developing algorithmic approaches in an attempt to support fluent and expressive interactions between humans and robotic systems. With the advance in AI, the research is focusing on one part towards the safest physical interaction but also on a socially correct interaction, dependent on cultural criteria. The goal is to build an intuitive, and easy communication with the robot through speech, gestures, and facial expressions. Kerstin Dautenhahn refers to friendly Human–robot interaction as "Robotiquette" defining it as the "social rules for robot behaviour (a 'robotiquette') that is comfortable and acceptable to humans" The robot has to adapt itself to our way of expressing desires and orders and not the contrary. But every day environments such as homes have much more complex social rules than those implied by factories or even military environments. Thus, the robot needs perceiving and understanding capacities to build dynamic models of its surroundings. It needs to categorize objects, recognize and locate humans and further recognize their emotions. The need for dynamic capacities pushes forward every sub-field of robotics. Furthermore, by understanding and perceiving social cues, robots can enable collaborative scenarios with humans. For example, with the rapid rise of personal fabrication machines such as desktop 3D printers, laser cutters, etc., entering our homes, scenarios may arise where robots can collaboratively share control, co-ordinate and achieve tasks together. Industrial robots have already been integrated into industrial assembly lines and are collaboratively working with humans. The social impact of such robots have been studied and has indicated that workers still treat robots and social entities, rely on social cues to understand and work together. On the other end of HRI research the cognitive modelling of the "relationship" between human and the robots benefits the psychologists and robotic researchers the user study are often of interests on both sides. This research endeavours part of human society. For effective human – humanoid robot interaction numerous communication skills and related features should be implemented in the design of such artificial agents/systems. == General HRI research == HRI research spans a wide range of fields, some general to the nature of HRI. === Methods for perceiving humans === Methods for perceiving humans in the environment are based on sensor information. Research on sensing components and software led by Microsoft provide useful results for extracting the human kinematics (see Kinect). An example of older technique is to use colour information for example the fact that for light skinned people the hands are lighter than the clothes worn. In any case a human modelled a priori can then be fitted to the sensor data. The robot builds or has (depending on the level of autonomy the robot has) a 3D mapping of its surroundings to which is assigned the humans locations. Most methods intend to build a 3D model through vision of the environment. The proprioception sensors permit the robot to have information over its own state. This information is relative to a reference. Theories of proxemics may be used to perceive and plan around a person's personal space. A speech recognition system is used to interpret human desires or commands. By combining the information inferred by proprioception, sensor and speech the human position and state (standing, seated). In this matter, natural-language processing is concerned with the interactions between computers and human (natural) languages, in particular how to program computers to process and analyze large amounts of natural-language data. For instance, neural-network architectures and learning algorithms that can be applied to various natural-language processing tasks including part-of-speech tagging, chunking, named-entity recognition, and semantic role labeling. === Methods for motion planning === Motion planning in dynamic environments is a challenge that can at the moment only be achieved for robots with 3 to 10 degrees of freedom. Humanoid robots or even 2 armed robots, which can have up to 40 degrees of freedom, are unsuited for dynamic environments with today's technology. However lower-dimensional robots can use the potential field method to compute trajectories which avoid collisions with humans. === Cognitive models and theory of mind === Humans exhibit negative social and emotional responses as well as decreased trust toward some robots that closely, but imperfectly, resemble humans; this phenomenon has been termed the "Uncanny Valley". However recent research in telepresence robots has established that mimicking human body postures and expressive gestures has made the robots likeable and engaging in a remote setting. Further, the presence o

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  • AIOps

    AIOps

    AIOps (Artificial Intelligence for IT Operations) refers to the use of artificial intelligence, machine learning, and big data analytics to automate and enhance data center management. It helps organizations manage complex IT environments by detecting, diagnosing, and resolving issues more efficiently than traditional methods. == History == AIOps was first defined by Gartner in 2016, combining "artificial intelligence" and "IT operations" to describe the application of AI and machine learning to enhance IT operations. This concept was introduced to address the increasing complexity and data volume in IT environments, aiming to automate processes such as event correlation, anomaly detection, and causality determination. == Definition == AIOps refers to multi-layered, complex technology platforms that enhance and automate IT operations by using machine learning and analytics to analyze the large amounts of data collected from various DevOps devices and tools, automatically identifying and responding to issues in real-time. AIOps represents a shift from isolated IT data to aggregated observational data (e.g., job logs and monitoring systems) and interaction data (such as ticketing, events, or incident records) within a big data platform. AIOps applies machine learning and analytics to this data, resulting in continuous visibility that, when combined with automation, can lead to ongoing improvements. AIOps connects three IT disciplines (automation, service management, and performance management) to achieve continuous visibility and improvement. This new approach in modern, accelerated, and hyper-scaled IT environments leverages advances in machine learning and big data to overcome previous limitations. == Components == AIOps includes, but is not limited to, the following processes and techniques: Anomaly Detection Log Analysis Root Cause Analysis Cohort Analysis Event Correlation Predictive Analytics Hardware Failure Prediction Automated Remediation Performance Prediction Incident Management Causality Determination Queue Management Resource Scheduling and Optimization Predictive Capacity Management Resource Allocation Service Quality Monitoring Deployment and Integration Testing System Configuration Auto-diagnosis and Problem Localization Efficient ML Training and Inferencing Using LLMs for Cloud Ops Auto Service Healing Data Center Management Customer Support Security and Privacy in Cloud Operations == Comparison with DevOps == AIOps is increasingly compared with DevOps in terms of impact on operational efficiency. While DevOps focuses on collaboration between development and operations teams to accelerate software delivery, AIOps integrates artificial intelligence to enhance monitoring, automation, and predictive capabilities. Various industry analyses have explored the similarities and differences between the two approaches, including discussions on how organizations can combine them to improve incident management and resource optimization. == Results == AI optimizes IT operations in five ways: First, intelligent monitoring powered by AI helps identify potential issues before they cause outages, improving metrics like Mean Time to Detect (MTTD) by 15-20%. Second, performance data analysis and insights enable quick decision-making by ingesting and analyzing large data sets in real time. Third, AI-driven automated infrastructure optimization efficiently allocates resources and thereby reducing cloud costs. Fourth, enhanced IT service management reduces critical incidents by over 50% through AI-driven end-to-end service management. Lastly, intelligent task automation accelerates problem resolution and automates remedial actions with minimal human intervention. In 2025, Atera Networks was identified as a leader in AIOps by the software review platform G2. == AIOps vs. MLOps == AIOps tools use big data analytics, machine learning algorithms, and predictive analytics to detect anomalies, correlate events, and provide proactive insights. This automation reduces the burden on IT teams, allowing them to focus on strategic tasks rather than routine operational issues. AIOps is widely used by IT operations teams, DevOps, network administrators, and IT service management (ITSM) teams to enhance visibility and enable quicker incident resolution in hybrid cloud environments, data centers, and other IT infrastructures. In contrast to MLOps (Machine Learning Operations), which focuses on the lifecycle management and operational aspects of machine learning models, AIOps focuses on optimizing IT operations using a variety of analytics and AI-driven techniques. While both disciplines rely on AI and data-driven methods, AIOps primarily targets IT operations, whereas MLOps is concerned with the deployment, monitoring, and maintenance of ML models. == Conferences == There are several conferences that are specific to AIOps: AIOps Summit AI Dev Summit IBM Think conference

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  • VoxForge

    VoxForge

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

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  • Anthrobotics

    Anthrobotics

    Anthrobotics is the science of developing and studying robots that are either entirely or in some way human-like. The term anthrobotics was originally coined by Mark Rosheim in a paper entitled "Design of An Omnidirectional Arm" presented at the IEEE International Conference on Robotics and Automation, May 13–18, 1990, pp. 2162–2167. Rosheim says he derived the term from "...Anthropomorphic and Robotics to distinguish the new generation of dexterous robots from its simple industrial robot forebears." The word gained wider recognition as a result of its use in the title of Rosheim's subsequent book Robot Evolution: The Development of Anthrobotics, which focussed on facsimiles of human physical and psychological skills and attributes. However, a wider definition of the term anthrobotics has been proposed, in which the meaning is derived from anthropology rather than anthropomorphic. This usage includes robots that respond to input in a human-like fashion, rather than simply mimicking human actions, thus theoretically being able to respond more flexibly or to adapt to unforeseen circumstances. This expanded definition also encompasses robots that are situated in social environments with the ability to respond to those environments appropriately, such as insect robots, robotic pets, and the like. Anthrobotics is now taught at some universities, encouraging students not only to design and build robots for environments beyond current industrial applications, but also to speculate on the future of robotics that are embedded in the world at large, as mobile phones and computers are today. In 2016 philosopher Luis de Miranda created the Anthrobotics Cluster at the University of Edinburgh "a platform of cross-disciplinary research that seeks to investigate some of the biggest questions that will need to be answered" on the relationship between humans, robots and intelligent systems and "a think tank on the social spread of robotics, and also how automation is part of the definition of what humans have always been". to explore the symbiotic relationship between humans and automated protocols.

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  • Abillion

    Abillion

    abillion was a mobile application helping users to find vegan and sustainable products. The platform allowed users to review plant-based, cruelty-free and sustainable products, while donating between 0.10 and $1 to nonprofit organisations for each review written. As of May 2023, the company claimed to have donated over $2.8M to various nonprofit organisations including Sea Shepherd and Mercy for Animals. The main objective of the company was to reach the number of one billion people following a vegan diet and lifestyle by 2030. == History == The American entrepreneur Vikas Garg founded the company in Singapore and the app was officially launched in May 2018. The start-up was first named 'abillionveg' and changed its name in 2020 to shorten it to 'abillion'. In 2019, the company raised $3M in its first round of funding (pre-Series A). In 2021, it raised $10M in its Series A funding. In February 2023, the company announced the launch of a community investment round, using the crowdfunding platform Wefunder, which reached a total of $500 000. In May 2023, it celebrated its 5th anniversary and reaching 1M downloads. In March 2026, the company announced that they would be closing down by the end of the month. == Awards == Using data from the reviews published by its users, abillion was awarding the most liked vegan products and brands. In May 2023, the company published a world Top 10 Best Plant Based Burgers, among the winning brands were Beyond Meat, NotCo and Sojasun.

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  • Kdb+

    Kdb+

    kdb+ is a column-based relational time series database (TSDB) with in-memory (IMDB) abilities, developed and marketed by KX Systems. The database is commonly used in high-frequency trading (HFT) to store, analyze, process, and retrieve large data sets at high speed. kdb+ has the ability to handle billions of records and analyzes data within a database. The database is available in 32-bit and 64-bit versions for several operating systems. Financial institutions use kdb+ to analyze time series data such as stock or commodity exchange data. The database has also been used for other time-sensitive data applications including commodity markets such as energy trading, telecommunications, sensor data, log data, machine and computer network usage monitoring along with real time analytics in Formula One racing. == Overview == kdb+ is a high-performance column-store database that was designed to process and store large amounts of data. Commonly accessed data is pushed into random-access memory (RAM), which is faster to access than data in disk storage. Created with financial institutions in mind, the database was developed as a central repository to store time series data that supports real-time analysis of billions of records. kdb+ has the ability to analyze data over time and responds to queries similar to Structured Query Language (SQL). Columnar databases return answers to some queries in a more efficient way than row-based database management systems. kdb+ dictionaries, tables and nanosecond time stamps are native data types and are used to store time series data. At the core of kdb+ is the built-in programming language, q, a concise, expressive query array language, and dialect of the language APL. Q can manipulate streaming, real-time, and historical data. kdb+ uses q to aggregate and analyze data, perform statistical functions, and join data sets and supports SQL queries The vector language q was built for speed and expressiveness and eliminates most need for looping structures. kdb+ includes interfaces in C, C++, Java, C#, and Python. == History == In 1998, KX released kdb, a database built on the language K written by Arthur Whitney. In 2003, kdb+ was released as a 64-bit version of kdb. In 2004, the kdb+ tick market database framework was released along with kdb+ taq, a loader for the New York Stock Exchange (NYSE) taq data. kdb+ was created by Arthur Whitney, building on his prior work with array languages. In April 2007, KX announced that it was releasing a version of kdb+ for Mac OS X. Then, kdb+ was also available on the operating systems Linux, Windows, and Solaris. In September 2012, version 3.0 was released. It was optimized for Intel's upgraded processors with support for WebSockets, and universally unique identifiers (UUIDs, termed globally unique identifiers (GUID)s in Microsoft software). Intel's Advanced Vector Extensions (AVX) and Streaming SIMD Extensions 4 (SSE4) 4.2 on the Sandy Bridge processors of the time allowed for enhanced support of the kdb+ system. In June 2013, version 3.1 was released, with benchmarks up to 8 times faster than older versions. In March 2020, version 4.0 was released. New features included Multithreaded primitives, Intel Optane DC persistent memory support and Data at Rest Encryption.

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  • Quantum image processing

    Quantum image processing

    Quantum image processing (QIMP) is using quantum computing or quantum information processing to create and work with quantum images. Due to some of the properties inherent to quantum computation, notably entanglement and parallelism, it is hoped that QIMP technologies will offer capabilities and performances that surpass their traditional equivalents, in terms of computing speed, security, and minimum storage requirements. == Background == A. Y. Vlasov's work in 1997 focused on using a quantum system to recognize orthogonal images. This was followed by efforts using quantum algorithms to search specific patterns in binary images and detect the posture of certain targets. Notably, more optics-based interpretations for quantum imaging were initially experimentally demonstrated in and formalized in after seven years. In 2003, Salvador Venegas-Andraca and S. Bose presented Qubit Lattice, the first published general model for storing, processing and retrieving images using quantum systems. Later on, in 2005, Latorre proposed another kind of representation, called the Real Ket, whose purpose was to encode quantum images as a basis for further applications in QIMP. Furthermore, in 2010 Venegas-Andraca and Ball presented a method for storing and retrieving binary geometrical shapes in quantum mechanical systems in which it is shown that maximally entangled qubits can be used to reconstruct images without using any additional information. Technically, these pioneering efforts with the subsequent studies related to them can be classified into three main groups: Quantum-assisted digital image processing (QDIP): These applications aim at improving digital or classical image processing tasks and applications. Optics-based quantum imaging (OQI) Classically inspired quantum image processing (QIMP) A survey of quantum image representation has been published in. Furthermore, the recently published book Quantum Image Processing provides a comprehensive introduction to quantum image processing, which focuses on extending conventional image processing tasks to the quantum computing frameworks. It summarizes the available quantum image representations and their operations, reviews the possible quantum image applications and their implementation, and discusses the open questions and future development trends. == Quantum image representations == There are various approaches for quantum image representation, that are usually based on the encoding of color information. A common representation is FRQI (Flexible Representation for Quantum Images), that captures the color and position at every pixel of the image, and defined as: | I ⟩ = 1 2 n ∑ i = 0 2 2 n − 1 | c i ⟩ ⊗ | i ⟩ {\displaystyle \vert I\rangle ={\frac {1}{2^{n}}}\sum _{i=0}^{2^{2n-1}}\vert c_{i}\rangle \otimes \vert i\rangle } where | i ⟩ {\textstyle |i\rangle } is the position and | c i ⟩ = c o s θ i | 0 ⟩ + s i n θ i | 1 ⟩ {\textstyle \vert c_{i}\rangle =cos\theta _{i}\vert 0\rangle +sin\theta _{i}\vert 1\rangle } the color with a vector of angles θ i ∈ [ 0 , π / 2 ] {\textstyle \theta _{i}\in \left[0,\pi /2\right]} . As it can be seen, | c i ⟩ {\textstyle \vert c_{i}\rangle } is a regular qubit state of the form | ψ ⟩ = α | 0 ⟩ + β | 1 ⟩ {\displaystyle \vert \psi \rangle =\alpha \vert 0\rangle +\beta \vert 1\rangle } , with basis states | 0 ⟩ = ( 1 0 ) {\textstyle \vert 0\rangle ={\begin{pmatrix}1\\0\end{pmatrix}}} and | 1 ⟩ = ( 0 1 ) {\textstyle \vert 1\rangle ={\begin{pmatrix}0\\1\end{pmatrix}}} , as well as amplitudes α {\textstyle \alpha } and β {\textstyle \beta } that satisfy | α | 2 + | β | 2 = 1 {\textstyle \left|\alpha \right|^{2}+\left|\beta \right|^{2}=1} . Another common representation is MCQI (Multi-Channel Representation for Quantum Images), that uses the RGB channels with quantum states and following FRQI definition: | I ⟩ = 1 2 n + 1 ∑ i = 0 2 2 n − 1 | C R G B i ⟩ ⊗ | i ⟩ {\displaystyle \vert I\rangle ={\frac {1}{2^{n+1}}}\sum _{i=0}^{2^{2n-1}}\vert C_{RGB}^{i}\rangle \otimes \vert i\rangle } | C R G B i ⟩ = cos ⁡ θ R i | 000 ⟩ + cos ⁡ θ G i | 001 ⟩ + cos ⁡ θ B i | 010 ⟩ + sin ⁡ θ R i | 100 ⟩ + sin ⁡ θ G i | 101 ⟩ + sin ⁡ θ B i | 110 ⟩ + cos ⁡ θ α | 011 ⟩ + sin ⁡ θ α | 111 ⟩ {\displaystyle {\begin{aligned}{\begin{aligned}\vert C_{RGB}^{i}\rangle &={\cos \theta _{R}^{i}\vert 000\rangle }+{\cos \theta _{G}^{i}\vert 001\rangle }+{\cos \theta _{B}^{i}\vert 010\rangle }\\&\quad +{\sin \theta _{R}^{i}\vert 100\rangle }+{\sin \theta _{G}^{i}\vert 101\rangle }+{\sin \theta _{B}^{i}\vert 110\rangle }\\&\quad +{\cos {\theta _{\alpha }}\vert 011\rangle }+{\sin \theta _{\alpha }\vert 111\rangle }\end{aligned}}\end{aligned}}} Departing from the angle-based approach of FRQI and MCQI, and using a qubit sequence, NEQR (Novel Enhanced Representation for Quantum Images) is another representation approach, that uses a function f ( y , x ) = C y x q − 1 C y x q − 2 … C y x 1 C y x 0 {\textstyle f\left(y,x\right)=C_{yx}^{q-1}C_{yx}^{q-2}\ldots C_{yx}^{1}C_{yx}^{0}} to encode color values for a 2 n × 2 n {\displaystyle 2^{n}\times 2^{n}} image: | I ⟩ = 1 2 n ∑ y = 0 2 n − 1 ∑ x = 0 2 n − 1 | f ( y , x ) ⟩ | y x ⟩ {\displaystyle \vert I\rangle ={\frac {1}{2^{n}}}\sum _{y=0}^{2^{n}-1}\sum _{x=0}^{2^{n}-1}\vert f\left(y,x\right)\rangle \vert yx\rangle } == Quantum image manipulations == A lot of the effort in QIMP has been focused on designing algorithms to manipulate the position and color information encoded using flexible representation of quantum images (FRQI) and its many variants. For instance, FRQI-based fast geometric transformations including (two-point) swapping, flip, (orthogonal) rotations and restricted geometric transformations to constrain these operations to a specified area of an image were initially proposed. Recently, NEQR-based quantum image translation to map the position of each picture element in an input image into a new position in an output image and quantum image scaling to resize a quantum image were discussed. While FRQI-based general form of color transformations were first proposed by means of the single qubit gates such as X, Z, and H gates. Later, Multi-Channel Quantum Image-based channel of interest (CoI) operator to entail shifting the grayscale value of the preselected color channel and the channel swapping (CS) operator to swap the grayscale values between two channels have been fully discussed. To illustrate the feasibility and capability of QIMP algorithms and application, researchers always prefer to simulate the digital image processing tasks on the basis of the QIRs that we already have. By using the basic quantum gates and the aforementioned operations, so far, researchers have contributed to quantum image feature extraction, quantum image segmentation, quantum image morphology, quantum image comparison, quantum image filtering, quantum image classification, quantum image stabilization, among others. In particular, QIMP-based security technologies have attracted extensive interest of researchers as presented in the ensuing discussions. Similarly, these advancements have led to many applications in the areas of watermarking, encryption, and steganography etc., which form the core security technologies highlighted in this area. In general, the work pursued by the researchers in this area are focused on expanding the applicability of QIMP to realize more classical-like digital image processing algorithms; propose technologies to physically realize the QIMP hardware; or simply to note the likely challenges that could impede the realization of some QIMP protocols. == Quantum image transform == By encoding and processing the image information in quantum-mechanical systems, a framework of quantum image processing is presented, where a pure quantum state encodes the image information: to encode the pixel values in the probability amplitudes and the pixel positions in the computational basis states. Given an image F = ( F i , j ) M × L {\displaystyle F=(F_{i,j})_{M\times L}} , where F i , j {\displaystyle F_{i,j}} represents the pixel value at position ( i , j ) {\displaystyle (i,j)} with i = 1 , … , M {\displaystyle i=1,\dots ,M} and j = 1 , … , L {\displaystyle j=1,\dots ,L} , a vector f → {\displaystyle {\vec {f}}} with M L {\displaystyle ML} elements can be formed by letting the first M {\displaystyle M} elements of f → {\displaystyle {\vec {f}}} be the first column of F {\displaystyle F} , the next M {\displaystyle M} elements the second column, etc. A large class of image operations is linear, e.g., unitary transformations, convolutions, and linear filtering. In the quantum computing, the linear transformation can be represented as | g ⟩ = U ^ | f ⟩ {\displaystyle |g\rangle ={\hat {U}}|f\rangle } with the input image state | f ⟩ {\displaystyle |f\rangle } and the output image state | g ⟩ {\displaystyle |g\rangle } . A unitary transformation can be implemented as a unitary evolution. Some basic and commonly used image transforms (e.g., the Fourier, Hadamard, an

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  • EasyA

    EasyA

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

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