AI Data Journalism

AI Data Journalism — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Wispr

    Wispr

    Wispr AI is a software company founded in 2021 by Tanay Kothari and Sahaj Garg that develops voice-based interfaces for computers and other devices. The company’s main product, Wispr Flow, is an AI-powered speech-to-text application available on macOS, Windows and iOS. == History == Wispr was founded in 2021 with the goal of building a non-invasive wearable device that would allow users to control smartphones without touch input. The device was intended to translate neurological signals into actions and to enable silent text entry by mouthing words, drawing on techniques similar to brain–computer interfaces. Early funding was directed toward this hardware-focused effort. After around three years of development, Wispr concluded that contemporary AI systems were not sufficient for the requirements of the wearable device. The company shifted its focus to Flow voice dictation software, the software layer originally built for the wearable, and in 2024 released a macOS application based on this platform. == Wispr Flow == Wispr Flow (often referred to as Flow) is a speech-to-text application for macOS, Windows and iOS. It provides real-time dictation and transcription in more than 100 languages and can operate across applications, including email clients, messaging platforms and chatbots. In June 2025 Wispr released an iOS version that functions as a third-party keyboard, allowing voice input in any app. == Technology == Wispr Flow is based on automatic speech recognition (ASR) and other AI models. The system adapts to individual users over time, learning their vocabulary and preferred style with the aim of reducing manual editing. Flow operates through configurable “Flow Sessions”, defined as time windows during which the app has access to the microphone; users can set session timeouts or disable automatic time limits. == Users and Adoption == Wispr initially targeted users such as venture capitalists, entrepreneurs and executives who process large volumes of text and often work in private or flexible environments. The user base later expanded via platforms such as Product Hunt to students, software developers, writers, lawyers and consultants. Flow has also been adopted by users with conditions such as ADHD, dyslexia, paralysis and carpal tunnel syndrome. About 40% of users are in the United States, 30% in Europe and the remaining 30% in other regions. More than 30% of users come from non-technical backgrounds. Flow supports 104 languages, with approximately 40% of dictations in English and 60% in other languages, including Spanish, French, German, Dutch, Hindi and Mandarin. Wispr has reported monthly user growth above 50%, a six-month active-user retention rate of about 80%, a payment rate around 19%, and revenue of approximately US$3.8 million between July 2024 and July 2025. == Development == Wispr has announced plans for an Android application and maintains waiting lists for Android, Linux and web versions of Flow. The company is developing shared-context features for teams so that the software can recognize common terminology within organizations and has stated that it aims to evolve Flow into a broader AI assistant for tasks such as messaging, note-taking and reminders. Wispr has also reported working with unnamed AI hardware partners on interaction layers for future devices. == Funding == In 2025 Wispr raised US$30 million in a Series A funding round led by Menlo Ventures, with participation from NEA, 8VC and several individual investors, including Evan Sharp and Henry Ward. Earlier investors include Neo, MVP Ventures and AIX Ventures. In November of that same year, the company raised a US$25 million Series A extension led by Notable Capital, with participation from Flight Fund, bringing its total funding to US$81 million. Wispr competes with other AI-based dictation and voice-input tools, including Aqua, Talktastic, Superwhisper and Betterdication.

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  • Automate This

    Automate This

    Automate This: How Algorithms Came to Rule Our World is a book written by Christopher Steiner and published by Penguin Group. == Book == Steiner begins his study of algorithms on Wall Street in the 1980s but also provides examples from other industries. For example, he explains the history of Pandora Radio and the use of algorithms in music identification. He expresses concern that such use of algorithms may lead to the homogenization of music over time. Steiner also discusses the algorithms that eLoyalty (now owned by Mattersight Corporation following divestiture of the technology) was created by dissecting 2 million speech patterns and can now identify a caller's personality style and direct the caller with a compatible customer support representative. Steiner's book shares both the warning and the opportunity that algorithms bring to just about every industry in the world, and the pros and cons of the societal impact of automation (e.g. impact on employment).

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  • Enterprise resource planning

    Enterprise resource planning

    Enterprise resource planning (ERP) is the integrated management of main business processes, often in real time and mediated by software and technology. ERP is usually referred to as a category of business management software—typically a suite of integrated applications—that an organization can use to collect, store, manage and interpret data from many business activities. The finance module in particular is essential to a suite of applications meeting the definition of an ERP system. The finance module provides the system of record for the organisation; recording the commercial impact of the business operations in the General Ledger. ERP systems can be local-based or cloud-based. Cloud-based applications have grown rapidly since the early 2010s due to the increased efficiencies arising from information being readily available from any location with Internet access. However, ERP differs from integrated business management systems by including planning all resources that are required in the future to meet business objectives. This includes plans for getting suitable staff and manufacturing capabilities for future needs. ERP provides an integrated and continuously updated view of core business processes, typically using a shared database managed by a database management system. ERP systems track business resources—cash, raw materials, production capacity—and the status of business commitments: orders, purchase orders, and payroll. The applications that make up the system share data across various departments (manufacturing, purchasing, sales, accounting, etc.) that provide the data. ERP facilitates information flow between all business functions and manages connections to outside stakeholders. Estimates of the size of the global ERP market range between USD $78 and $81 billion in 2026 . Though early ERP systems focused on large enterprises, smaller enterprises increasingly use ERP systems. The ERP system integrates varied organizational systems and facilitates error-free transactions and production, thereby enhancing the organization's efficiency. However, developing an ERP system differs from traditional system development. ERP systems run on a variety of computer hardware and network configurations, typically using a database as an information repository. == Origin == Business and technology research and advisory firm Gartner is credited for first using the acronym ERP in the 1990s. The term captured a functional extension of two manufacturing-based concepts, material requirements planning (MRP) and manufacturing resource planning (MRP II). Without replacing these terms, ERP came to represent a larger whole that reflected the evolution of application integration beyond manufacturing. Not all ERP packages are developed from a manufacturing core; ERP vendors variously began assembling their packages with finance-and-accounting, maintenance, and human-resource components. By the mid-1990s ERP systems addressed all core enterprise functions. Governments and non–profit organizations also began to use ERP systems. An "ERP system selection methodology" is a formal process for selecting an enterprise resource planning (ERP) system. Existing methodologies include: Kuiper's funnel method, Dobrin's three-dimensional (3D) web-based decision support tool, and the Clarkston Potomac methodology. == Expansion == ERP systems experienced rapid growth in the 1990s. Because of the year 2000 problem many companies took the opportunity to replace their old systems with ERP. ERP systems initially focused on automating back office functions that did not directly affect customers and the public. Front office functions, such as customer relationship management (CRM), dealt directly with customers, or e-business systems such as e-commerce and e-government—or supplier relationship management (SRM) became integrated later, when the internet simplified communicating with external parties. "ERP II" was coined in 2000 in an article by Gartner Publications entitled ERP Is Dead—Long Live ERP II. It describes web–based software that provides real–time access to ERP systems to employees and partners (such as suppliers and customers). The ERP II role expands traditional ERP resource optimization and transaction processing. Rather than just manage buying, selling, etc.—ERP II leverages information in the resources under its management to help the enterprise collaborate with other enterprises. ERP II is more flexible than the first generation ERP. Rather than confine ERP system capabilities within the organization, it goes beyond the corporate walls to interact with other systems. Enterprise application suite is an alternate name for such systems. ERP II systems are typically used to enable collaborative initiatives such as supply chain management (SCM), customer relationship management (CRM) and business intelligence (BI) among business partner organizations through the use of various electronic business technologies. The large proportion of companies are pursuing a strong managerial targets in ERP system instead of acquire an ERP company. Developers now make more effort to integrate mobile devices with the ERP system. ERP vendors are extending ERP to these devices, along with other business applications, so that businesses don't have to rely on third-party applications. As an example, the e-commerce platform Shopify was able to make ERP tools from Microsoft and Oracle available on its app in October 2021. Technical stakes of modern ERP concern integration—hardware, applications, networking, supply chains. ERP now covers more functions and roles—including decision making, stakeholders' relationships, standardization, transparency, globalization, etc. == Functional areas == An ERP system covers the following common functional areas. In many ERP systems, these are called and grouped together as ERP modules: Financial accounting: general ledger, fixed assets, payables including vouchering, matching and payment, receivables and collections, cash management, financial consolidation Management accounting: budgeting, costing, cost management, activity based costing, billing, invoicing (optional) Human resources: recruiting, training, rostering, payroll, benefits, retirement and pension plans, diversity management, retirement, separation Manufacturing: engineering, bill of materials, work orders, scheduling, capacity, workflow management, quality control, manufacturing process, manufacturing projects, manufacturing flow, product life cycle management Order processing: order to cash, order entry, credit checking, pricing, available to promise, inventory, shipping, sales analysis and reporting, sales commissioning Supply chain management: supply chain planning, supplier scheduling, product configurator, order to cash, purchasing, inventory, claim processing, warehousing (receiving, putaway, picking and packing) Project management: project planning, resource planning, project costing, work breakdown structure, billing, time and expense, performance units, activity management Customer relationship management (CRM): sales and marketing, commissions, service, customer contact, call center support – CRM systems are not always considered part of ERP systems but rather business support systems (BSS) Supplier relationship management (SRM): suppliers, orders, payments. Data services: various "self-service" interfaces for customers, suppliers or employees Management of school and educational institutes. Contract management: creating, monitoring, and managing contracts, reducing administrative burdens and minimising legal risks. These modules often feature contract templates, electronic signature capabilities, automated alerts for contract milestones, and advanced search functionality. === GRP – ERP use in government === Government resource planning (GRP) is the equivalent of an ERP for the public sector and an integrated office automation system for government bodies. The software structure, modularization, core algorithms and main interfaces do not differ from other ERPs, and ERP software suppliers manage to adapt their systems to government agencies. Both system implementations, in private and public organizations, are adopted to improve productivity and overall business performance in organizations, but comparisons (private vs. public) of implementations shows that the main factors influencing ERP implementation success in the public sector are cultural. == Best practices == Most ERP systems incorporate best practices. This means the software reflects the vendor's interpretation of the most effective way to perform each business process. Systems vary in how conveniently the customer can modify these practices. Use of best practices eases compliance with requirements such as International Financial Reporting Standards, Sarbanes–Oxley, or Basel II. They can also help comply with de facto industry standards, such as electronic funds transfer. This is because the procedure can be readily

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  • Alexis Spectral Data

    Alexis Spectral Data

    Alexis Spectral Data is a software developed for colour matching processes that calculates from available spectral data the colour numbers used by computers to display colours on screen. It displays the colour for each spectral reflectance curve and records the calculated trichromatic values and colour numbers along with the spectral curves. This eliminates the need to scan the samples separately with a truecolour Scanner while creating the database. The spectral data can be introduced manually as a series of reflectance values at wavelengths measured in different standard illuminants with an arbitrary but fixed increment that must be kept for each spectral curve throughout the creation of the whole database. Therefore, older UV-VIS Spectrophotometers that can't be interfaced with computers can also be used for creating the database needed for colour matching. Alexis Spectral Data determines the whiteness degree in a less time-consuming method, which permits storage and easier handling of the obtained data. Alexis Spectral Data can export the trichromatic values, calculated from the spectral curves, to Alexis Analyser, software that handles only trichromatic data. The earliest information about the development of this software comes from a paper published by a student at the University Politehnica Bucharest in 1993. The software runs on Windows based computers but not on other operating systems.

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  • Texture filtering

    Texture filtering

    In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mapped pixel, using the colors of nearby texels (ie. pixels of the texture). Filtering describes how a texture is applied at many different shapes, size, angles and scales. Depending on the chosen filter algorithm, the result will show varying degrees of blurriness, detail, spatial aliasing, temporal aliasing and blocking. Depending on the circumstances, filtering can be performed in software (such as a software rendering package) or in hardware, eg. with either real time or GPU accelerated rendering circuits, or in a mixture of both. For most common interactive graphical applications, modern texture filtering is performed by dedicated hardware which optimizes memory access through memory cacheing and pre-fetch, and implements a selection of algorithms available to the user and developer. There are two main categories of texture filtering: magnification filtering and minification filtering. Depending on the situation, texture filtering is either a type of reconstruction filter where sparse data is interpolated to fill gaps (magnification), or a type of anti-aliasing (AA) where texture samples exist at a higher frequency than required for the sample frequency needed for texture fill (minification). There are many methods of texture filtering, which make different trade-offs between computational complexity, memory bandwidth and image quality. == The need for filtering == During the texture mapping process for any arbitrary 3D surface, a texture lookup takes place to find out where on the texture each pixel center falls. For texture-mapped polygonal surfaces composed of triangles typical of most surfaces in 3D games and movies, every pixel (or subordinate pixel sample) of that surface will be associated with some triangle(s) and a set of barycentric coordinates, which are used to provide a position within a texture. Such a position may not lie perfectly on the "pixel grid," necessitating some function to account for these cases. In other words, since the textured surface may be at an arbitrary distance and orientation relative to the viewer, one pixel does not usually correspond directly to one texel. Some form of filtering has to be applied to determine the best color for the pixel. Insufficient or incorrect filtering will show up in the image as artifacts (errors in the image), such as 'blockiness', jaggies, or shimmering. There can be different types of correspondence between a pixel and the texel/texels it represents on the screen. These depend on the position of the textured surface relative to the viewer, and different forms of filtering are needed in each case. Given a square texture mapped on to a square surface in the world, at some viewing distance the size of one screen pixel is exactly the same as one texel. Closer than that, the texels are larger than screen pixels, and need to be scaled up appropriately — a process known as texture magnification. Farther away, each texel is smaller than a pixel, and so one pixel covers multiple texels. In this case an appropriate color has to be picked based on the covered texels, via texture minification. Graphics APIs such as OpenGL allow the programmer to set different choices for minification and magnification filters. Note that even in the case where the pixels and texels are exactly the same size, one pixel will not necessarily match up exactly to one texel. It may be misaligned or rotated, and cover parts of up to four neighboring texels. Hence some form of filtering is still required. == Mipmapping == Mipmapping is a standard technique used to save some of the filtering work needed during texture minification. It is also highly beneficial for cache coherency - without it the memory access pattern during sampling from distant textures will exhibit extremely poor locality, adversely affecting performance even if no filtering is performed. During texture magnification, the number of texels that need to be looked up for any pixel is always four or fewer; during minification, however, as the textured polygon moves farther away potentially the entire texture might fall into a single pixel. This would necessitate reading all of its texels and combining their values to correctly determine the pixel color, a prohibitively expensive operation. Mipmapping avoids this by prefiltering the texture and storing it in smaller sizes down to a single pixel. As the textured surface moves farther away, the texture being applied switches to the prefiltered smaller size. Different sizes of the mipmap are referred to as 'levels', with Level 0 being the largest size (used closest to the viewer), and increasing levels used at increasing distances. == Filtering methods == This section lists the most common texture filtering methods, in increasing order of computational cost and image quality. === Nearest-neighbor interpolation === Nearest-neighbor interpolation is the simplest and crudest filtering method — it simply uses the color of the texel closest to the pixel center for the pixel color. While simple, this results in a large number of artifacts - texture 'blockiness' during magnification, and aliasing and shimmering during minification. This method is fast during magnification but during minification the stride through memory becomes arbitrarily large and it can often be less efficient than MIP-mapping due to the lack of spatially coherent texture access and cache-line reuse. === Nearest-neighbor with mipmapping === This method still uses nearest neighbor interpolation, but adds mipmapping — first the nearest mipmap level is chosen according to distance, then the nearest texel center is sampled to get the pixel color. This reduces the aliasing and shimmering significantly during minification but does not eliminate it entirely. In doing so it improves texture memory access and cache-line reuse through avoiding arbitrarily large access strides through texture memory during rasterization. This does not help with blockiness during magnification as each magnified texel will still appear as a large rectangle. === Linear mipmap filtering === Less commonly used, OpenGL and other APIs support nearest-neighbor sampling from individual mipmaps whilst linearly interpolating the two nearest mipmaps relevant to the sample. === Bilinear filtering === In Bilinear filtering, the four nearest texels to the pixel center are sampled (at the closest mipmap level), and their colors are combined by weighted average according to distance. This removes the 'blockiness' seen during magnification, as there is now a smooth gradient of color change from one texel to the next, instead of an abrupt jump as the pixel center crosses the texel boundary. Bilinear filtering for magnification filtering is common. When used for minification it is often used with mipmapping; though it can be used without, it would suffer the same aliasing and shimmering problems as nearest-neighbor filtering when minified too much. For modest minification ratios, however, it can be used as an inexpensive hardware accelerated weighted texture supersample. The Nintendo 64 used an unusual version of bilinear filtering where only three pixels are used known as 3-point texture filtering, instead of four due to hardware optimization concerns. This introduces a noticeable "triangulation bias" in some textures. === Trilinear filtering === Trilinear filtering is a remedy to a common artifact seen in mipmapped bilinearly filtered images: an abrupt and very noticeable change in quality at boundaries where the renderer switches from one mipmap level to the next. Trilinear filtering solves this by doing a texture lookup and bilinear filtering on the two closest mipmap levels (one higher and one lower quality), and then linearly interpolating the results. This results in a smooth degradation of texture quality as distance from the viewer increases, rather than a series of sudden drops. Of course, closer than Level 0 there is only one mipmap level available, and the algorithm reverts to bilinear filtering. === Anisotropic filtering === Anisotropic filtering is the highest quality filtering available in current consumer 3D graphics cards. Simpler, "isotropic" techniques use only square mipmaps which are then interpolated using bi– or trilinear filtering. (Isotropic means same in all directions, and hence is used to describe a system in which all the maps are squares rather than rectangles or other quadrilaterals.) When a surface is at a high angle relative to the camera, the fill area for a texture will not be approximately square. Consider the common case of a floor in a game: the fill area is far wider than it is tall. In this case, none of the square maps are a good fit. The result is blurriness and/or shimmering, depending on how the fit is chosen. Anisotropic filtering corrects this by sampling the texture as a non-square shape. The goal is

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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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  • DoorDash

    DoorDash

    DoorDash, Inc. is an American company operating online food ordering and food delivery. It trades under the symbol DASH. With a 56% market share, DoorDash is the largest food delivery platform in the United States. It also has a 60% market share in the convenience delivery category. As of December 31, 2020, the platform was used by 450,000 merchants, 20 million consumers, and had over one million delivery couriers. Founded by Tony Xu, Andy Fang, Stanley Tang and Evan Moore, DoorDash made its debut on the Fortune 500 list in 2024, ranking No. 443. DoorDash has been sued for or held legally liable for withholding tips, reducing tip transparency, antitrust price manipulation, listing restaurants without permission, misclassifying workers, withholding sick time, and illegally selling personal data. As of April 2026, DoorDash operates in the United States (including Puerto Rico), Canada, Australia, and New Zealand. Through its subsidiaries Deliveroo and Wolt, the company also operates across Europe, as well as in Azerbaijan, Georgia, Israel, Kazakhstan, Kuwait, and the United Arab Emirates. == History == In January 2013, Stanford University students Tony Xu, Stanley Tang, Andy Fang and Evan Moore launched PaloAltoDelivery.com in Palo Alto, California. In the summer of 2013, it received US$120,000 in seed money from Y Combinator in exchange for a 7% stake. It incorporated as DoorDash in June 2013. DoorDash's first partnership with a fast food burger restaurant chain was in April 2016, when it partnered with CKE Restaurants, parent company of Carl's Jr. and Hardee's, for food delivery. In December 2017, DoorDash announced its partnership with Wendy's for delivery from its restaurants. In December 2018, DoorDash overtook Uber Eats to hold the second position in total US food delivery sales, behind GrubHub. By March 2019, it had exceeded GrubHub in total sales, at 27.6% of the on-demand delivery market. By early 2019, DoorDash was the largest food delivery provider in the U.S., as measured by consumer spending. In October 2019, DoorDash opened its first ghost kitchen, DoorDash Kitchen, in Redwood City, California, with four restaurants operating at the location. By June 2020, DoorDash had raised more than $2.5 billion over several financing rounds from investors including Y Combinator, Charles River Ventures, SV Angel, Khosla Ventures, Sequoia Capital, SoftBank Group, GIC, and Kleiner Perkins. DoorDash announced a partnership with KFC in September 2020, followed by Taco Bell in October 2020. In November 2020, DoorDash announced the opening of its first physical restaurant location, partnering up with Bay Area restaurant Burma Bites to offer delivery and pick-up orders. In December 2020, it became a public company via an initial public offering, raising $3.37 billion. In November 2021, DoorDash acquired Finland's Wolt for €7bn. In August 2022, DoorDash announced it would end its partnership with Walmart in September, ending the companies' cooperation agreement from 2018. In November 2022, DoorDash announced plans to lay off 1,250 corporate employees, or about six percent of its workforce, to rein in expenses. In June 2023, DoorDash announced it would give its drivers the option of earning an hourly minimum wage instead of being paid per delivery. However, drivers are only paid hourly when on an active delivery. In September 2023, the company transferred its stock listing from the New York Stock Exchange to the Nasdaq. On December 18, 2023, DoorDash was added to the Nasdaq-100 index. In March 2025, DoorDash announced a partnership with Klarna, a Buy Now, Pay Later (BNPL) service, letting customers schedule small payments over a set period of time. DoorDash received widespread criticism from this decision, including internet mockery, given concerns about the increase of household debt in America. In 2025, DoorDash acquired the UK-based delivery service Deliveroo for $3.88 billion. The combined company operates in 40 countries and serves 50 million users monthly. In September 2025, DoorDash and Ace Hardware (the largest hardware cooperative) announced their partnership to offer delivery for home use products from over 4,000 Ace locations. == Lawsuits against DoorDash == === 2017 class-action lawsuit for misclassifying workers === In 2017, a class-action lawsuit was filed against DoorDash for allegedly misclassifying delivery drivers in California and Massachusetts as independent contractors. In 2022, a tentative settlement was reached in which DoorDash would pay $100 million total, with $61 million going to over 900,000 drivers, paying out just over $130 per driver, and $28 million for the lawyers. Gizmodo criticized the settlement, noting that the $413 million that DoorDash CEO Tony Xu received the previous year was one of the largest CEO compensation packages of all time. === 2019 data breach lawsuit === On May 4, 2019, DoorDash confirmed 4.9 million customers, delivery workers and merchants had sensitive information stolen via a data breach. Those who joined the platform after April 5, 2018, were unaffected by the breach. A class-action lawsuit for the breach was filed against DoorDash in October 2019. === Withholding of tips and subsequent class-action lawsuits === In July 2019, the company's tipping policy was criticized by The New York Times, and later The Verge and Vox and Gothamist. Drivers receive a guaranteed minimum per order that is paid by DoorDash by default. When a customer added a tip, instead of going directly to the driver, it first went to the company to cover the guaranteed minimum. Drivers then only directly received the part of the tip that exceeded the guaranteed minimum per order. In January 2020, it was reported that DoorDash had lied about skimming tips from its drivers, causing them to earn an average of $1.45 an hour after expenses, and that after the company had allegedly overhauled its tipping system, DoorDash was still manipulating per-delivery payouts at the expense of drivers. A DoorDash customer filed a class action lawsuit against the company for its "materially false and misleading" tipping policy. The case was referred to arbitration in August 2020. Under pressure, the company revised its policy. The company settled a lawsuit with District of Columbia Attorney General Karl Racine for $2.5 million, with funds going to deliverers, the government, and to charity. ==== 2021 driver strike for tip transparency ==== In July 2021, DoorDash drivers went on strike to protest lack of tip transparency and to ask for higher pay. At the time of the strike, and, as of June 2022, DoorDash did not allow drivers to see the full tip amounts prior to accepting a delivery in the app. If customers tip over a set amount for the order total, Doordash hides a portion of the tip until the delivery is complete. The strike occurred after DoorDash rewrote its code to cut off access to Para, a third-party app that drivers had been using to see the full tip amounts. ==== 2025 class-action lawsuit settlement ==== In 2025, DoorDash agreed to pay around $17 million for "misleading both consumers and delivery workers" with tips being docked from drivers' pay instead of directly going to drivers. === 2020 antitrust litigation === In April 2020, in the case of Davitashvili v. GrubHub Inc. DoorDash, Grubhub, Postmates, and Uber Eats were accused of monopolistic power by only listing restaurants on its apps if the restaurant owners signed contracts which include clauses that require prices be the same for dine-in customers as for customers receiving delivery. The plaintiffs stated that this arrangement increases the cost for dine-in customers, as they are required to subsidize the cost of delivery; and that the apps charge "exorbitant" fees, which range from 13% to 40% of revenue, while the average restaurant's profit ranges from 3% to 9% of revenue. The lawsuit seeks treble damages, including for overcharges, since April 14, 2016, for dine-in and delivery customers in the United States at restaurants using the defendants’ delivery apps. Although several preliminary documents in the case have now been filed, a trial date has not yet been set. === Litigation for illegal unauthorized restaurant listing === In May 2021, DoorDash was criticized for unauthorized listings of restaurants who had not given permission to appear on the app. The company was sued by Lona's Lil Eats in St. Louis, with the lawsuit claiming that DoorDash had listed them without permission, then prevented any orders to the restaurant from going through and redirecting customers to other restaurants instead, because Lona's was "too far away," when in reality it had not paid DoorDash a fee for listing. This aspect of DoorDash's business practice is illegal in California. === 2021 lawsuit by the city of Chicago === In August 2021, the city of Chicago sued DoorDash and GrubHub. According to Chicago mayor Lori Lightfoot, the companies broke the law by using "unfair and deceptive t

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  • Spatial anti-aliasing

    Spatial anti-aliasing

    In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts (aliasing) when representing a high-resolution image at a lower resolution. Anti-aliasing is used in digital photography, computer graphics, digital audio, and many other applications. Anti-aliasing means removing signal components that have a higher frequency than is able to be properly resolved by the recording (or sampling) device. This removal is done before (re)sampling at a lower resolution. When sampling is performed without removing this part of the signal, it causes undesirable artifacts such as black-and-white noise. In signal acquisition and audio, anti-aliasing is often done using an analog anti-aliasing filter to remove the out-of-band component of the input signal prior to sampling with an analog-to-digital converter. In digital photography, optical anti-aliasing filters made of birefringent materials smooth the signal in the spatial optical domain. The anti-aliasing filter essentially blurs the image slightly in order to reduce the resolution to or below that achievable by the digital sensor (the larger the pixel pitch, the lower the achievable resolution at the sensor level). == Examples == In computer graphics, anti-aliasing improves the appearance of "jagged" polygon edges, or "jaggies", so they are smoothed out on the screen. However, it incurs a performance cost for the graphics card and uses more video memory. The level of anti-aliasing determines how smooth polygon edges are (and how much video memory it consumes). Near the top of an image with a receding checker-board pattern, the image is difficult to recognise and often not considered aesthetically pleasing. In contrast, when anti-aliased the checker-board near the top blends into grey, which is usually the desired effect when the resolution is insufficient to show the detail. Even near the bottom of the image, the edges appear much smoother in the anti-aliased image. Multiple methods exist, including the sinc filter, which is considered a better anti-aliasing algorithm. When magnified, it can be seen how anti-aliasing interpolates the brightness of the pixels at the boundaries to produce grey pixels since the space is occupied by both black and white tiles. These help make the sinc filter antialiased image appear much smoother than the original. In a simple diamond image, anti-aliasing blends the boundary pixels; this reduces the aesthetically jarring effect of the sharp, step-like boundaries that appear in the aliased graphic. Anti-aliasing is often applied in rendering text on a computer screen, to suggest smooth contours that better emulate the appearance of text produced by conventional ink-and-paper printing. Particularly with fonts displayed on typical LCD screens, it is common to use subpixel rendering techniques like ClearType. Sub-pixel rendering requires special colour-balanced anti-aliasing filters to turn what would be severe colour distortion into barely-noticeable colour fringes. Equivalent results can be had by making individual sub-pixels addressable as if they were full pixels, and supplying a hardware-based anti-aliasing filter as is done in the OLPC XO-1 laptop's display controller. Pixel geometry affects all of this, whether the anti-aliasing and sub-pixel addressing are done in software or hardware. == Simplest approach to anti-aliasing == The most basic approach to anti-aliasing a pixel is determining what percentage of the pixel is occupied by a given region in the vector graphic - in this case a pixel-sized square, possibly transposed over several pixels - and using that percentage as the colour. A Python program producing a basic plot of a single, white-on-black anti-aliased point using the method is as follows: This method is generally best suited for simple graphics, such as basic lines or curves, and applications that would otherwise have to convert absolute coordinates to pixel-constrained coordinates, such as 3D graphics. It is a fairly fast function, but it is relatively low-quality, and gets slower as the complexity of the shape increases. For purposes requiring very high-quality graphics or very complex vector shapes, this will probably not be the best approach. Note: The plot_antialiased_point routine above cannot blindly set the colour value to the percent calculated. It must add the new value to the existing value at that location up to a maximum of 1. Otherwise, the brightness of each pixel will be equal to the darkest value calculated in time for that location which produces a very bad result. For example, if one point sets a brightness level of 0.90 for a given pixel and another point calculated later barely touches that pixel and has a brightness of 0.05, the final value set for that pixel should be 0.95, not 0.05. For more sophisticated shapes, the algorithm may be generalized as rendering the shape to a pixel grid with higher resolution than the target display surface (usually a multiple that is a power of 2 to reduce distortion), then using bicubic interpolation to determine the average intensity of each real pixel on the display surface. == Signal processing approach to anti-aliasing == In this approach, the ideal image is regarded as a signal. The image displayed on the screen is taken as samples, at each (x,y) pixel position, of a filtered version of the signal. Ideally, one would understand how the human brain would process the original signal, and provide an on-screen image that will yield the most similar response by the brain. The most widely accepted analytic tool for such problems is the Fourier transform; this decomposes a signal into basis functions of different frequencies, known as frequency components, and gives us the amplitude of each frequency component in the signal. The waves are of the form: cos ⁡ ( 2 j π x ) cos ⁡ ( 2 k π y ) {\displaystyle \ \cos(2j\pi x)\cos(2k\pi y)} where j and k are arbitrary non-negative integers. There are also frequency components involving the sine functions in one or both dimensions, but for the purpose of this discussion, the cosine will suffice. The numbers j and k together are the frequency of the component: j is the frequency in the x direction, and k is the frequency in the y direction. The goal of an anti-aliasing filter is to greatly reduce frequencies above a certain limit, known as the Nyquist frequency, so that the signal will be accurately represented by its samples, or nearly so, in accordance with the sampling theorem; there are many different choices of detailed algorithm, with different filter transfer functions. Current knowledge of human visual perception is not sufficient, in general, to say what approach will look best. == Two dimensional considerations == The previous discussion assumes that the rectangular mesh sampling is the dominant part of the problem. The filter usually considered optimal is not rotationally symmetrical, as shown in this first figure; this is because the data is sampled on a square lattice, not using a continuous image. This sampling pattern is the justification for doing signal processing along each axis, as it is traditionally done on one dimensional data. Lanczos resampling is based on convolution of the data with a discrete representation of the sinc function. If the resolution is not limited by the rectangular sampling rate of either the source or target image, then one should ideally use rotationally symmetrical filter or interpolation functions, as though the data were a two dimensional function of continuous x and y. The sinc function of the radius has too long a tail to make a good filter (it is not even square-integrable). A more appropriate analog to the one-dimensional sinc is the two-dimensional Airy disc amplitude, the 2D Fourier transform of a circular region in 2D frequency space, as opposed to a square region. One might consider a Gaussian plus enough of its second derivative to flatten the top (in the frequency domain) or sharpen it up (in the spatial domain), as shown. Functions based on the Gaussian function are natural choices, because convolution with a Gaussian gives another Gaussian whether applied to x and y or to the radius. Similarly to wavelets, another of its properties is that it is halfway between being localized in the configuration (x and y) and in the spectral (j and k) representation. As an interpolation function, a Gaussian alone seems too spread out to preserve the maximum possible detail, and thus the second derivative is added. As an example, when printing a photographic negative with plentiful processing capability and on a printer with a hexagonal pattern, there is no reason to use sinc function interpolation. Such interpolation would treat diagonal lines differently from horizontal and vertical lines, which is like a weak form of aliasing. == Practical real-time anti-aliasing approximations == There are only a handful of primitives used at the lowest level in a real-time rend

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  • Instance-based learning

    Instance-based learning

    In machine learning, instance-based learning (sometimes called memory-based learning) is a family of learning algorithms that, instead of performing explicit generalization, compare new problem instances with instances seen in training, which have been stored in memory. Because computation is postponed until a new instance is observed, these algorithms are sometimes referred to as "lazy." It is called instance-based because it constructs hypotheses directly from the training instances themselves. This means that the hypothesis complexity can grow with the data: in the worst case, a hypothesis is a list of n training items and the computational complexity of classifying a single new instance is O(n). One advantage that instance-based learning has over other methods of machine learning is its ability to adapt its model to previously unseen data. Instance-based learners may simply store a new instance or throw an old instance away. Examples of instance-based learning algorithms are the k-nearest neighbors algorithm, kernel machines and RBF networks. These store (a subset of) their training set; when predicting a value/class for a new instance, they compute distances or similarities between this instance and the training instances to make a decision. To battle the memory complexity of storing all training instances, as well as the risk of overfitting to noise in the training set, instance reduction algorithms have been proposed.

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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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  • CodeCheck

    CodeCheck

    CodeCheck is a mobile app that provides consumers with information about the ingredients in cosmetic products, as well as the ingredients and nutritional values of food. Users can access this information by scanning the product’s barcode with a smartphone or by using a text-based search. The app is available for iOS and Android devices in Germany, Austria, Switzerland, the United Kingdom, the United States, and the Netherlands. == History == CodeCheck was founded in 2010 as an association, online database, and app by Roman Bleichenbacher, who was then a student in Zurich. A website of the same name had already been launched in 2002, where users could enter information about ingredients, nutritional values, and manufacturers of products. The first round of financing took place in July 2014 and raised over 1.1 million Swiss francs, which coincided with the founding of CodeCheck AG. Investors included Doodle founders Myke Näf and Paul E. Sevinç. The company subsequently expanded to Austria and Germany. In the same year, Boris Manhart became CEO. CodeCheck GmbH was established in Berlin in 2016. The app became available in the United States in 2017 and in the United Kingdom in November 2019. In 2020, it was also launched in the Netherlands. Following insolvency proceedings, the app has been owned by Producto Check GmbH since 2022. == Functions == The app can be used to scan the barcode of food and cosmetic products. It then displays information about ingredients, nutritional values, manufacturers and certification labels. For many years, users were able to enter and edit product information themselves and indicate advantages and disadvantages of individual products. Since 2020, the app has placed greater emphasis on machine text recognition. The collected data is combined with substance ratings using an algorithm. These ratings are based on scientific studies and expert assessments, including those from the Consumer Advice Centre in Hamburg, Greenpeace, the WWF and the German Association for the Environment and Nature Conservation (BUND e. V.), and cannot be modified by users or manufacturers. The app also provides information on the sugar and fat content of food products. In addition, it indicates whether a product contains hormone-active substances, microplastics, palm oil, animal-derived ingredients, lactose or gluten. Since 2020, the app has displayed a climate score for food products in cooperation with the Eaternity Institute. == Financing == CodeCheck is primarily financed through native advertising and banner ads. Since 2018, the company has also offered analysis services and survey tools directly to fast-moving consumer goods (FMCG) manufacturers. In addition, access to the API is available, enabling other companies to use the product database. With the introduction of a subscription model in 2019, the CodeCheck app can be used ad-free and in offline mode. Since 2021, CodeCheck has also offered its own “Green Label” certification for manufacturers. Products are certified if at least 90 percent of their ingredients are classified as harmless. == Awards == In May 2015, the app topped the download charts for the first time, reaching 2.3 million installations. By September 2019, the app had once again reached the top of the German app charts, surpassing five million downloads.

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  • Dating app

    Dating app

    An online dating application, commonly known as a dating app, is an online dating service presented through a mobile phone application. These apps often take advantage of a smartphone's GPS location capabilities, always on-hand presence, and access to mobile wallets. These apps aim to speed up the online dating process of sifting through potential dating partners, chatting, flirting, and potentially meeting or becoming romantically involved. Online dating apps are now mainstream in the United States. As of 2017, online dating (which included both apps and other online dating services) was the principal method by which new couples in the U.S. met. The percentage of couples meeting online is predicted to increase to 70% by 2040. == Origins == The first computerized dating service was launched in 1964, the St. James Computer Dating Service, which became known as Com-Pat. The first U.S. dating service that used computerized match making was Operation Match. It required men and women to complete a questionnaire and was launched in 1965. Operation Match inspired the methodology of Dateline, which became popular in the 1970s and 1980s. Match.com was launched in 1995 and turned computerized match making into a profitable business. Grindr targeted gay and bisexual men at launch. Tinder, launched in 2012, led to a growth of online dating applications by both new providers and existing online dating services that expanded into the mobile app market. == Usage by demographic group == Online dating applications typically target a younger demographic group, though some apps, like Senior Match and Silver Singles are geared toward the 50 and up demographic. In 2016, almost 50% of people knew of someone who use the services or had met their loved one through the service. After the iPhone launch in 2007, online dating data has mushroomed as application usage increased. In 2005, only 10% of 18-24 year olds reported to have used online dating services; this number quickly grew to over 27%, making this target demographic the largest number of users for most applications. When Pew Research Center conducted a study in 2016, they found that 59% of U.S. adults agreed that online dating is a good way to meet people compared to 44% in 2005. This explosion in usage can be explained by the increased use of smartphones. By the end of 2022, it is expected there will be 413 million active users of online dating services worldwide. A 2023 Pew Research Center survey of 6,034 American adults found that 30% had ever used an online dating site or app, including 53% of those aged 18 to 29, 37% of those aged 30 to 49, and 17% of those aged 50 and over. Lesbian, gay and bisexual respondents reported using dating apps at nearly twice the rate of straight respondents (51% versus 28%), and 36% of divorced, separated or widowed adults had used one, compared with 16% of married adults. The increased use of smartphones by those 65 and older has also driven that population to the use dating apps. The Pew Research Center found that usage increase by 8 points since last surveyed in 2012. A study in 2021 found that more than one-third of seniors have dated in the past 5 years, and roughly one-third of those dating seniors have turned to dating apps. During the COVID-19 pandemic, Morning Consult found that more Americans were using online dating apps than ever before. In one survey in April 2020, the company discovered that 53% of U.S. adults who use online dating apps have been using them more during the pandemic. As of February 2021, that share increased to 71 percent. Research using Hofstede's cultural dimensions theory has indicated that norms about online dating applications tend to differ across cultures. A study published in the Journal of Creative Communications looked into the relationships between dating-app advertisements from over 51 countries and the cultural dimensions of these countries. The results revealed that dating-app advertisements appealed to multiple cultural needs, including the needs for relationships, friendship, entertainment, sex, status, design and identity. The use of these appeals was found to be 'congruent with ... the individualism/collectivism and uncertainty avoidance cultural dimensions.' == Popular applications == Following Tinder's success, other companies released dating applications. Raya was released in 2015 as a membership-based dating app, allowing entrance only through referrals, which was marketed as a dating app for celebrities. In early 2026, Hily surpassed Bumble to become the third most-used dating application in the United States and the fifth highest-grossing overall, driven largely by growing popularity among Generation Z users, while remaining behind Tinder and Hinge, both owned by Match Group. A number of dating apps have been created targeting adherents of particular religions seeking partners of the same religion, such as Muzmatch for Muslims, Christian Mingle, SALT, and Christian Connection for Christians, and JSwipe and JDate for Jews. === VR Dating === VR Dating is an application of Social VR where people can exist, collaborate, and perform various activities together. Virtual reality apps use virtual and augmented realities to make the dating experience more lifelike and more effective, as well as allow people to expand what is already possible in the world of online dating. There are several online platforms of VR Dating. The VR dating app Nevermet is the VR equivalent of Tinder, where people can search and find on dates. However, instead of actual real-life pictures, users will update pictures of virtual selves and will be interacting with avatars rather than real faces. Flirtual is a self-contained social VR app that serves to match users who then decide where and how to meet in VR. Flirtual hosts speed dating and social events in VR. == Effects on dating == The usage of online dating applications can have both advantages and disadvantages: === Advantages === Many of the applications provide personality tests for matching or use algorithms to match users. These factors enhance the possibility of users getting matched with a compatible candidate. Users are in control; they are provided with many options so there are enough matches that fit their particular type. Users can simply choose to not match the candidates that they know they are not interested in. Narrowing down options is easy. Once users think they are interested, they are able to chat and get to know the potential candidate. This form of communication can reduce the time, cost, and uncertainty often associated with traditional dating methods. Online dating offers convenience; people want dating to work around their schedules. Online dating can also increase self-confidence; even if users get rejected, they know there are hundreds of other candidates that will want to match with them so they can simply move on to the next option. In fact, 60% of U.S. adults agree that online dating is a good way to meet people and 66% say they have gone on a real date with someone they met through an application. Today, 5% of married Americans or Americans in serious relationships said they met their significant other online. The 39% of online dating users (representing 12% of all U.S. adults) say they have been in a committed relationship or married someone they met on a dating site or app. ==== Rejection sensitive individuals ==== Individuals high in rejection sensitivity are more likely to use online dating applications. As they tend to expect, perceive and overreact to rejection, rejection sensitive individuals struggle with traditional dating. Online dating applications allow for them to better reveal their true selves, potentially increasing their dating success. Online dating applications also obscure rejection cues, alleviating the rejection-related distress experienced by rejection sensitive individuals. ==== Anxiously attached individuals ==== Individuals high in attachment anxiety are also more likely to use online dating applications. While they harbour negative self-views, anxiously attached individuals are also more eager to enter and commit to relationships. Online dating applications allow for them to present "an authentic yet ideal version of themselves", mitigating their tendencies to view themselves as undesirable. This increases their romantic confidence, and potentially alleviates their anxiety when searching for a romantic partner. === Disadvantages === Sometimes having too many options can be overwhelming. With so many options available, users can get lost in their choices and end up spending too much time looking for the "perfect" candidate instead of using that time to start a real relationship. In addition, the algorithms and matching systems put in place may not always be as accurate as users think. There is no perfect system that can match two people's personalities perfectly every time. Communication online also lacks the physical chemistry aspec

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  • CrocBITE

    CrocBITE

    CrocBITE (currently CrocAttack) was an online database of wild crocodilian attacks reported on humans in the world. The non-profit online research tool helped to scientifically analyze crocodilian behavior via complex models. Users were encouraged to feed information in a crowdsourcing manner. This website excludes captive crocodilian attacks, as well as non-fatal bites on professional handlers, rangers, staff, or researchers, and crocodilian attacks on pets and livestock, because its primary goal is to analyze natural human-crocodilian conflict in the wild for conservation and management purposes, and that these incidents do are not considered indicative of natural species behavior or typical human-wildlife conflict, as well as not providing enough useful data and helping researchers understand wild population behavior or typical human-wildlife conflict dynamics and helps create safety strategies for people living or working near wild crocodilians, rather than tracking workplace accidents in zoos or farms. While fatal incidents involving handlers are sometimes included on the website, typical captive incidents (such as handlers being bitten by them in zoos) are excluded because they are considered manageable professional risks rather than general public safety threats. == About == The online database was established in 2013 (2013) by Dr Adam Britton, a researcher at Charles Darwin University, his student Brandon Sideleau and Erin Britton. It was a compilation of government records, individual reports, registered contributors and historical data. Dr Simon Pooley, Junior Research fellow, Imperial College London joined hands to further the studies. The collaboration culminated when Dr Pooley met Dr Britton at the IUCN Crocodile Specialist Group, in Louisiana in 2014. The program received funds from Economic and Social Research Council, United Kingdom to the tune of A$30,000 and unspecified resourced plus amount from Big Gecko Crocodilian Research, Crocodillian.com and Charles Darwin University. The research yielded pertinent observations that provide inside into crocodile attacks. It was observed that most attacks on humans occur from bites of Saltwater crocodile as against the popular understanding of Nile crocodiles taking the top spot. This is not, however, believed to be the actual case, as most attacks by the Nile crocodile are believed to go unreported or only reported on a local level. The broad category of Nile crocodile attacks were segmented into West African crocodile and Crocodylus niloticus (the Nile Crocodile) species to get a clear understanding of their respective attack zones. The objective was that the information would be used by communities and conservation managers to help inform and educate people about how to keep safe. The information was vital for Australia and Africa where such attacks are more likely than in other parts of the world. This was the only database of its kind with such comprehensive collection of information made available online. The database is no longer online, and its founder Adam Britton is in custody having pleaded guilty to charges of bestiality on September 25, 2023. It has been rebranded and renamed CrocAttack, and serves as a updated database focusing on human-crocodilian conflict and records over 8,500 incidents from the past decades.

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  • AstroPay

    AstroPay

    AstroPay is a global digital wallet that provides users with a way to pay, send, and receive money. The app provides online payments, virtual and physical debit cards, peer-to-peer money transfers, and more. == History == AstroPay was founded in Uruguay in 2009 as a payment processing company. Over time, it expanded its services across Latin America, EMEA, and APAC. A significant milestone occurred in 2016, when AstroPay spun off dLocal, focusing on cross-border payments for emerging markets. dLocal became Uruguay's first unicorn and eventually went public through a successful IPO. In 2020, AstroPay spun off its payment processing services into a new entity, D24, to focus on mobile wallet for cross border. Between 2023 and 2024 the Company brought new leadership to guide its transition towards becoming a fully focused global digital multicurrency wallet where users save, send, and spend globally. This shift introduced enhanced features, including loyalty prepaid cards and multicurrency accounts. == Services == AstroPay offers three main products: AstroPay Wallet, AstroPay check-out, and AstroPay Platform. AstroPay Wallet is a digital wallet for consumers, where they have multicurrency accounts, prepaid card and marketplace. With AstroPay check-out, businesses can tap into AstroPay's wallet user base by accepting AstroPay as a payment method in their check-out options. Lastly, AstroPay Platform enables other businesses to use the AstroPay network to launch their own global wallet. == Brand endorsements, partnerships == AstroPay's marketing strategy has included the development of co-branded products with sports teams and other brand. The company sponsored Burnley Football Club during the 2018–19 Premier League season, renewing the partnership for the 2021–22 Premier League season when it became the club's official payment service partner. In August 2021, AstroPay entered into a partnership with the Wolverhampton Wanderers for the 2021-22 Premier League season, and the following year, became the team's shirt sponsor. Later, in September 2021, AstroPay expanded its partnership with Wolverhampton Wanderers, which included becoming the team's official payment partner and later, in 2023, co-launching a co-branded card. Other partnerships include Newcastle United in 2021 in the English Premier League. AstroPay made arrangements to ensure that branding and logo would be visible on the pitch-side LED advertising during Premier League matches. Furthermore, in June 2022, the company renewed it's partnership with Wolverhampton Wanderers for the 2022-23 Premier League season and launched its Wolves debit card in February 2023. Some other notable partnerships include: Universidad de Chile in 2024, Tottenham Hotspurs in 2023-25, and even a collaboration with Lionel Messi across all of Latin America. == Recent developments == AstroPay has refocused its strategy since 2023, pivoting from payment processing to concentrate on its global digital wallet. This move reflects a broader effort to redefine the company's market positioning by emphasizing global user-friendly financial services, while separating its identity from previous operations managed by dLocal and D24.

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  • Spectral shape analysis

    Spectral shape analysis

    Spectral shape analysis relies on the spectrum (eigenvalues and/or eigenfunctions) of the Laplace–Beltrami operator to compare and analyze geometric shapes. Since the spectrum of the Laplace–Beltrami operator is invariant under isometries, it is well suited for the analysis or retrieval of non-rigid shapes, i.e. bendable objects such as humans, animals, plants, etc. == Laplace == The Laplace–Beltrami operator is involved in many important differential equations, such as the heat equation and the wave equation. It can be defined on a Riemannian manifold as the divergence of the gradient of a real-valued function f: Δ f := div ⁡ grad ⁡ f . {\displaystyle \Delta f:=\operatorname {div} \operatorname {grad} f.} Its spectral components can be computed by solving the Helmholtz equation (or Laplacian eigenvalue problem): Δ φ i + λ i φ i = 0. {\displaystyle \Delta \varphi _{i}+\lambda _{i}\varphi _{i}=0.} The solutions are the eigenfunctions φ i {\displaystyle \varphi _{i}} (modes) and corresponding eigenvalues λ i {\displaystyle \lambda _{i}} , representing a diverging sequence of positive real numbers. The first eigenvalue is zero for closed domains or when using the Neumann boundary condition. For some shapes, the spectrum can be computed analytically (e.g. rectangle, flat torus, cylinder, disk or sphere). For the sphere, for example, the eigenfunctions are the spherical harmonics. The most important properties of the eigenvalues and eigenfunctions are that they are isometry invariants. In other words, if the shape is not stretched (e.g. a sheet of paper bent into the third dimension), the spectral values will not change. Bendable objects, like animals, plants and humans, can move into different body postures with only minimal stretching at the joints. The resulting shapes are called near-isometric and can be compared using spectral shape analysis. == Discretizations == Geometric shapes are often represented as 2D curved surfaces, 2D surface meshes (usually triangle meshes) or 3D solid objects (e.g. using voxels or tetrahedra meshes). The Helmholtz equation can be solved for all these cases. If a boundary exists, e.g. a square, or the volume of any 3D geometric shape, boundary conditions need to be specified. Several discretizations of the Laplace operator exist (see Discrete Laplace operator) for the different types of geometry representations. Many of these operators do not approximate well the underlying continuous operator. == Spectral shape descriptors == === ShapeDNA and its variants === The ShapeDNA is one of the first spectral shape descriptors. It is the normalized beginning sequence of the eigenvalues of the Laplace–Beltrami operator. Its main advantages are the simple representation (a vector of numbers) and comparison, scale invariance, and in spite of its simplicity a very good performance for shape retrieval of non-rigid shapes. Competitors of shapeDNA include singular values of Geodesic Distance Matrix (SD-GDM) and Reduced BiHarmonic Distance Matrix (R-BiHDM). However, the eigenvalues are global descriptors, therefore the shapeDNA and other global spectral descriptors cannot be used for local or partial shape analysis. === Global point signature (GPS) === The global point signature at a point x {\displaystyle x} is a vector of scaled eigenfunctions of the Laplace–Beltrami operator computed at x {\displaystyle x} (i.e. the spectral embedding of the shape). The GPS is a global feature in the sense that it cannot be used for partial shape matching. === Heat kernel signature (HKS) === The heat kernel signature makes use of the eigen-decomposition of the heat kernel: h t ( x , y ) = ∑ i = 0 ∞ exp ⁡ ( − λ i t ) φ i ( x ) φ i ( y ) . {\displaystyle h_{t}(x,y)=\sum _{i=0}^{\infty }\exp(-\lambda _{i}t)\varphi _{i}(x)\varphi _{i}(y).} For each point on the surface the diagonal of the heat kernel h t ( x , x ) {\displaystyle h_{t}(x,x)} is sampled at specific time values t j {\displaystyle t_{j}} and yields a local signature that can also be used for partial matching or symmetry detection. === Wave kernel signature (WKS) === The WKS follows a similar idea to the HKS, replacing the heat equation with the Schrödinger wave equation. === Improved wave kernel signature (IWKS) === The IWKS improves the WKS for non-rigid shape retrieval by introducing a new scaling function to the eigenvalues and aggregating a new curvature term. === Spectral graph wavelet signature (SGWS) === SGWS is a local descriptor that is not only isometric invariant, but also compact, easy to compute and combines the advantages of both band-pass and low-pass filters. An important facet of SGWS is the ability to combine the advantages of WKS and HKS into a single signature, while allowing a multiresolution representation of shapes. == Spectral Matching == The spectral decomposition of the graph Laplacian associated with complex shapes (see Discrete Laplace operator) provides eigenfunctions (modes) which are invariant to isometries. Each vertex on the shape could be uniquely represented with a combinations of the eigenmodal values at each point, sometimes called spectral coordinates: s ( x ) = ( φ 1 ( x ) , φ 2 ( x ) , … , φ N ( x ) ) for vertex x . {\displaystyle s(x)=(\varphi _{1}(x),\varphi _{2}(x),\ldots ,\varphi _{N}(x)){\text{ for vertex }}x.} Spectral matching consists of establishing the point correspondences by pairing vertices on different shapes that have the most similar spectral coordinates. Early work focused on sparse correspondences for stereoscopy. Computational efficiency now enables dense correspondences on full meshes, for instance between cortical surfaces. Spectral matching could also be used for complex non-rigid image registration, which is notably difficult when images have very large deformations. Such image registration methods based on spectral eigenmodal values indeed capture global shape characteristics, and contrast with conventional non-rigid image registration methods which are often based on local shape characteristics (e.g., image gradients).

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