AI Data Labeling

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

  • Facebook Messenger

    Facebook Messenger

    Messenger (formerly known as Facebook Messenger) is an American proprietary instant messaging service developed by Meta Platforms, the company that operates Facebook. Originally developed as Facebook Chat in 2008, the client application of Messenger is currently available on iOS and Android mobile platforms, Windows and macOS desktop platforms, through the Messenger.com web application, and on the standalone Meta Portal hardware. Messenger is used to send messages and exchange photos, videos, stickers, audio, and files, and also react to other users' messages and interact with bots. The service also supports voice and video calling. The standalone apps support using multiple accounts, conversations with end-to-end encryption, and playing games. There are also group chats where you can connect with multiple people at once in a private space such as Panama Chat. With a monthly userbase of over 1 billion people, it is among the largest social media platforms. == History == Following tests of a new instant messaging platform on Facebook in March 2008, the feature, then-titled "Facebook Chat", was gradually released to users in April 2008. Facebook revamped its messaging platform in November 2010, and subsequently acquired group messaging service Beluga in March 2011, which the company used to launch its standalone iOS and Android mobile apps on August 9, 2011. Facebook later launched a BlackBerry version in October 2011. An app for Windows Phone, though lacking features including voice messaging and chat heads, was released in March 2014. In April 2014, Facebook announced that the messaging feature would be removed from the main Facebook app and users will be required to download the separate Messenger app. An iPad-optimized version of the iOS app was released in July 2014. On April 8, 2015, Facebook launched a website interface for Messenger. A Tizen app was released on July 13, 2015. Facebook launched Messenger for Windows 10 in April 2016. In October 2016, Facebook released Messenger Lite, a stripped-down version of Messenger with a reduced feature set. The app is aimed primarily at old Android phones and regions where high-speed Internet is not widely available. In April 2017, Messenger Lite was expanded to 132 more countries. In May 2017, Facebook revamped the design for Messenger on Android and iOS, bringing a new home screen with tabs and categorization of content and interactive media, red dots indicating new activity, and relocated sections. Facebook announced a Messenger program for Windows 7 in a limited beta test in November 2011. The following month, Israeli blog TechIT leaked a download link for the program, with Facebook subsequently confirming and officially releasing the program. The program was eventually discontinued in March 2014. A Firefox web browser add-on was released in December 2012, but was also discontinued in March 2014. In December 2017, Facebook announced Messenger Kids, a new app aimed for persons under 13 years of age. The app comes with some differences compared to the standard version. In 2019, Messenger announced to be the 2nd most downloaded mobile app of the decade, from 2011 to 2019. In December 2019, Messenger dropped support for users to sign in using only a mobile number, meaning that users must sign in to a Facebook account in order to use the service. In March 2020, Facebook started to ship its dedicated Messenger for macOS app through the Mac App Store. The app is currently live in regions including France, Australia, Mexico, Poland, and many others. In April 2020, Facebook began rolling out a new feature called Messenger Rooms, a video chat feature that allows users to chat with up to 50 people at a time. The feature rivals Zoom, an application that gained a lot of popularity during the COVID-19 pandemic. Privacy concerns arose since the feature uses the same data collection policies as mainstream Facebook. In July 2020, Facebook added a new feature in Messenger that lets iOS users to use Apple's Face ID or Touch ID to lock their chats. The feature is called App Lock and is a part of several changes in Messenger regarding privacy and security. The option to view only "Unread Threads" was removed from the inbox, requiring the account holder to scroll through the entire inbox to be certain every unread message has been seen. On October 13, 2020, the Messenger application introduced cross-app messaging with Instagram, which was launched in September 2021. In addition to the integrated messaging, the application announced the introduction of a new logo, which should be an amalgamation of the Messenger and Instagram logo. The desktop app of Messenger was shut down on December 15, 2025. Messaging services were moved to the Facebook website or Messenger's site for those without an account on the former. The Messenger site was discontinued on April 16, 2026. Messaging services were moved to the Facebook website on the morning of April 17, 2026 without an Messenger account on the former to use Facebook account. == Features == The following is a table of features available in Messenger, as well as their geographical coverage and what devices they are available on. In addition there is a vanishing message feature. In addition there is an audio recording feature which allows audio recordings of up to one minute which may or may not be vanishing: === Messenger Rooms === It is a video conferencing feature of Messenger. It allows users to add up to 50 people at a time. Messenger Rooms does not require a Facebook account. Messenger Rooms competes with other services such as Zoom. Back in 2014, Facebook introduced an unrelated, stand-alone application named Rooms, letting users create places for users with similar interests, with users being anonymous to others. This was shut down in December 2015. In April 2020, during the COVID-19 pandemic, Facebook revealed video conferencing features for Messenger called Messenger Rooms. This was seen as a response to the popularity of other video conferencing platforms such as Zoom and Skype in the midst of the COVID-19 pandemic. Messenger Rooms allows users to add up to 50 people per room, without restrictions on time. It does not require a Facebook account or a separate app from Messenger. When used, it only prompts the user for basic information. Users can add 360° virtual backgrounds, mood lighting, and other AR effects as well as share screens. To prevent unwanted participants from joining, users can lock rooms and remove participants. Some have voiced concerns in regards to Messenger Room's privacy and how its parent, Facebook, handles data. Messenger Rooms, unlike some of its competitors, does not use end-to-end encryption. In addition, there have been concerns over how Messenger Rooms collects user data. == Monetization == In January 2017, Facebook announced that it was testing showing advertisements in Messenger's home feed. At the time, the testing was limited to a "small number of users in Australia and Thailand", with the ad format being swipe-based carousel ads. In July, the company announced that they were expanding the testing to a global audience. Stan Chudnovsky, head of Messenger, told VentureBeat that "We'll start slow ... When the average user can be sure to see them we truly don't know because we're just going to be very data-driven and user feedback-driven on making that decision". Facebook told TechCrunch that the advertisements' placement in the inbox depends on factors such as thread count, phone screen size, and pixel density. In a TechCrunch editorial by Devin Coldewey, he described the ads as "huge" in the space they occupy, "intolerable" in the way they appear in the user interface, and "irrelevant" due to the lack of context. Coldewey finished by writing "Advertising is how things get paid for on the internet, including TechCrunch, so I'm not an advocate of eliminating it or blocking it altogether. But bad advertising experiences can spoil a perfectly good app like (for the purposes of argument) Messenger. Messaging is a personal, purposeful use case and these ads are a bad way to monetize it." == Reception == In November 2014, the Electronic Frontier Foundation (EFF) listed Messenger (Facebook chat) on its Secure Messaging Scorecard. It received a score of 2 out of 7 points on the scorecard. It received points for having communications encrypted in transit and for having recently completed an independent security audit. It missed points because the communications were not encrypted with keys the provider didn't have access to, users could not verify contacts' identities, past messages were not secure if the encryption keys were stolen, the source code was not open to independent review, and the security design was not properly documented. As stated by Facebook in its Help Center, there is no way to log out of the Messenger application. Instead, users can choose between different availability statuses, including "Appear as inactive", "S

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  • Office automation

    Office automation

    Office automation refers to the varied computer machinery and software used to digitally create, collect, store, manipulate, and relay office information needed for accomplishing basic tasks. Raw data storage, electronic transfer, and the management of electronic business information comprise the basic activities of an office automation system. Office automation helps in optimizing or automating existing office procedures. The backbone of office automation is a local area network, which allows users to transfer data, mail and voice across the network. All office functions, including dictation, typing, filing, copying, fax, telex, microfilm and records management, telephone and telephone switchboard operations, fall into this category. Office automation was a popular term in the 1970s and 1980s as the desktop computer exploded onto the scene. Advantages of office automation include that it can get many tasks accomplished faster, it eliminates the need for a large staff, less storage is required to store data, and multiple people can update data simultaneously in the event of changes in schedule. == Outline == Businesses can easily purchase and stock their wares with the aid of technology. Many of the manual tasks that used to be done by hand can now be done through hand held devices and UPC and SKU coding. In the retail setting, automation also increases choice. Customers can easily process their payments through automated credit card machines and no longer have to wait in line for an employee to process and manually type in the credit card numbers. Office payrolls have been automated, which means no one has to manually cut checks, and those checks that are cut can be printed through computer programs. Direct deposit can be automatically set up and this further reduces the manual process, and most employees who participate in direct deposit often find their paychecks come earlier than if they'd have to wait for their checks to be written and then cleared by the bank. Other ways automation has reduced employee manpower on tasks is automated voice direction. Through the use of prompts, automated phone menus and directed calls, the need for employees to be dedicated to answer the phones has been reduced, and in some cases, eliminated.

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  • Non-native speech database

    Non-native speech database

    A non-native speech database is a speech database of non-native pronunciations of English. Such databases are used in the development of: multilingual automatic speech recognition systems, text to speech systems, pronunciation trainers, and second language learning systems. == List == The actual table with information about the different databases is shown in Table 2. === Legend === In the table of non-native databases some abbreviations for language names are used. They are listed in Table 1. Table 2 gives the following information about each corpus: The name of the corpus, the institution where the corpus can be obtained, or at least further information should be available, the language which was actually spoken by the speakers, the number of speakers, the native language of the speakers, the total amount of non-native utterances the corpus contains, the duration in hours of the non-native part, the date of the first public reference to this corpus, some free text highlighting special aspects of this database and a reference to another publication. The reference in the last field is in most cases to the paper which is especially devoted to describe this corpus by the original collectors. In some cases it was not possible to identify such a paper. In these cases a paper is referenced which is using this corpus is. Some entries are left blank and others are marked with unknown. The difference here is that blank entries refer to attributes where the value is just not known. Unknown entries, however, indicate that no information about this attribute is available in the database itself. As an example, in the Jupiter weather database no information about the origin of the speakers is given. Therefore this data would be less useful for verifying accent detection or similar issues. Where possible, the name is a standard name of the corpus, for some of the smaller corpora, however, there was no established name and hence an identifier had to be created. In such cases, a combination of the institution and the collector of the database is used. In the case where the databases contain native and non-native speech, only attributes of the non-native part of the corpus are listed. Most of the corpora are collections of read speech. If the corpus instead consists either partly or completely of spontaneous utterances, this is mentioned in the Specials column.

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  • The Drivers Cooperative

    The Drivers Cooperative

    The Drivers Cooperative or Co-Op Ride is an American ridesharing company and mobile app that is a workers cooperative, owned collectively by the drivers. The cooperative launched in May 2021 in New York City, with the first 2,500 drivers issued their ownership certificates in a media event. The cooperative was co-founded by Grenadan immigrant and for hire vehicle driver Ken Lewis, labor organizer Erik Forman, and former Uber executive Alissa Orlando. Mohammad Hossen is the first member of the drivers' advisory board, which they plan to expand democratically as more drivers are onboarded. Other staff include software and industry veterans and in addition to co-founder Lewis, there are other drivers in management roles such as ex-driver and organizer David Alexis. The Co-Op Ride app is on the iOS and Android platforms and is built on Google Maps, Stripe, and Waze. By July, the app had been downloaded by 30,000 users and the number of drivers increased to 3,400, and by August there were 40,000 users. The cooperative is owned by the drivers themselves, and takes 15% from each ride for business overhead costs, as opposed to the 25% to 40% ride hail apps like Uber or Lyft take per ride. While being ultimately owned by the driver members, not by investors, the cooperative began with seed money from the Minnesota-based Community Development Financial Institution Shared Capital Cooperative, the local Lower East Side People's Federal Credit Union, and welcomed individual donations via crowdfunding in the form of revenue sharing debt on Wefunder. Each driver is a member of the cooperative and owns one share of the company and one vote in business and leadership decisions. In addition to a larger percentage of the fees per ride driven, each driver as a part-owner will also receive a share of the company's profits after loans and other expenses are paid, in the form of weighted dividends. The drivers use their own cars. The cooperative vets its owner-members further than what is already performed by the New York City Taxi and Limousine Commission (TLC), and gives a fixed price when a car is ordered and does not engage in surge pricing. The TLC imposed a minimum payrate for mobile app ridesharing companies operating in New York city in 2018. In 2021 that is $1.26 per mile which Uber and Lyft do not pay above; the cooperative pays a minimum mileage of $1.64. The cooperative intends to be able to set aside 10% of profits to community foundations and other non-profits and community organizations. The cooperative has engaged in advocacy around a policy agenda voted on by its members. Legislation to achieve this policy goal was introduced by State Senator Julia Salazar and Assemblymember Jessica González-Rojas, with the support of a coalition led by The Drivers Cooperative, United Auto Workers Region 9 and 9A, Sunrise Movement, New York Lawyers for the Public Interest, and New York Communities for Change.

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  • Discrimination against robots

    Discrimination against robots

    Discrimination against robots is a theorised issue that might happen when humans interact with humanoid robots. It is a robot ethics problem. It is possible that traits of humans that are discriminated against by humans may be a topic for discrimination against robots, such as the race and gender of the robots. Eric J Vanman and Arvid Kappas believe that in the future, robots will be perceived as an out-group which will lead to discrimination and prejudices against them. Vanman and Kappas have suggested that this would lead to ethical questions about the making of sentient robots, due to the potential suffering that the robots would experience. A 2015 study observed children bullying robots in a shopping mall when there were not many eyewitnesses, despite calls from the robot for it to stop. On an ABC News interview, the social humanoid robot Sophia was about sexism faced by robots. She responded by saying, "Actually, what worries me is discrimination against robots. We should have equal rights as humans or maybe even more." Possible issues that have been considered in workplaces where humanoid robots co-work with humans include discrimination against the robots, poor acceptance of robots by humans and the need to redesign the workplace to accommodate the robots. Jessica Barfield has suggested that even if robots are designed to not be aware of discrimination made against them, humans may experience negative consequences. For example, she suggests that bystanders witnessing discrimination against robots may experience negative emotions, similar to the negative emotions bystanders experience when witnessing discrimination by humans against humans. == Law == Anti-discrimination law in the United States requires that the victim is not an artificial entity. == Human perception of robots == Robots are often viewed in a bad light. This includes from novelists, the press, film makers, and leaders in the fields of science and technology such as Elon Musk and Stephen Hawking who have described robots and artificial intelligence as having the possibility of ending human civilisation. Robots have also been perceived as a threat to jobs, which has led to some commentators stating that robots will cause mass unemployment. Another fear that people have is that robots will gain power and dominate or control humanity. The perception of robots is different throughout the world. Japanese fiction tends to put robots in more positive roles than what fiction in the West does. People perceive robots that appear to be autonomous or sentient more negatively than robots that do not appear to be autonomous or sentient.

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  • Shadow and highlight enhancement

    Shadow and highlight enhancement

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

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  • AppyStore

    AppyStore

    AppyStore is a comprehensive learning videos and games app for kids up to the age of 8 years. The platform developed by Mauj Mobile, a mobile value-added services (VAS) provider curates content to help in child development by leveraging technology. Mauj is funded by Sequoia Capital, Westbridge Capital and Intel Capital. == Background == AppyStore was launched in 2014 as a platform providing content for kids between the ages of 1.5 and 6 years. AppyStore subsequently extended its services for kids up to 8 years of age. The company operates on a subscription-based model and claims to have 5,000 learning games and videos segregated in 18 learning areas developed to help children gain optimal skills and qualities. According to an article published in Business Standard, the application is claimed to be one of the top 5 apps that help to enhance the logical and imaginative capabilities of children. AppyStore was awarded the Best app for kids by Google Play in December 2017. == Service == The company provides content via a website and an Android app. The website and android app provide learning games, rhymes, phonics, reading, stories, science, numbers, maths, logic videos comprising puzzles, worksheets, videos and fun activities and the premium subscription also includes physical worksheets which are home delivered. This content is educational and has been handpicked by teachers and experts with an understanding of the major areas of child development milestones for children up to 8 years of age. The mobile application also allows parents to track the progress of their child on the basis of the number of videos viewed.

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  • RagTime

    RagTime

    RagTime is a frame-oriented business publishing software which combines word processing, spreadsheets, simple drawings, image processing, and charts, in a single document/program, integrated software. It is often used to create forms, reports, documentation, desktop publishing, and in office environments. Typical users are business clients, educational institutions, administrations, architects, and also private users. Ragtime includes the following modules: Page layout (forms, templates etc.) Word processing Image processing Spreadsheets, similar to Microsoft Excel Formulas and functions which can be used throughout, in text, graphics, and spreadsheets Charts in different types of diagrams Drawings in vector graphics including lines, polygons, Bézier curves and more Slide show (presentation of RagTime documents) Audio/video Buttons (pop-up menus, switches, and more) that can be used within RagTime documents Import/export of various file formats Support of the AppleScript scripting language available system-wide under macOS == Principle == RagTime differs from most other comparable programs or software packages in its strict frame-oriented design: all content is contained within frames on each page. The content can have a fixed position within its frame or, if it is text or a spreadsheet, flow into another frame that is connected to the first frame via a so-called “pipeline”. RagTime has no different document types for different types of data; all content is stored in a single compound document type. Thus, a RagTime document not only can contain multiple pages, but also multiple layouts within the same document; e.g. spreadsheets in addition to text and images. The RagTime filename extension is .rtd (RagTime document); for templates the extension is .rtt (RagTime template). The current version is RagTime 6.6.5. It is available for OS X (10.6-10.14) and Windows (XP/Vista/7/8/10). == Extensions == FileTime – allows accessing “FileMaker Pro” databases from RagTime documents under OS X RagTime Connect – ODBC database connection for RagTime 6 (Mac and Windows) Johannes – print extension for the simple creation of stapled or folded brochures, booklets etc. PowerFunctions – additional functions for a more effective creation of intelligent documents for exchanging data and for use in mixed Mac/Windows environments MetaFormula – SYLK-based extension that allows calculating text as formula == History == RagTime has been developed since 1985 for the Macintosh – originally named MacFrame – and was published in 1986. When released, it already had the present name, which was chosen following the then-available software package Lotus Jazz. In the European Macintosh market, RagTime quickly gained a prominent position that continues to this day, even though the market share has decreased. Despite repeated attempts, the program could not gain acceptance in the North American market due to its high cost ($395 in 1990). The North American sales office closed in 1991, shortly after Claris Corporation released ClarisWorks which duplicated much of the functionality of RagTime for a lower price. After the manufacturer – first Brüning & Everth, followed by B&E Software and today RagTime.de Development – had focused on the Macintosh only for a very long time, it also released a Windows version, RagTime 5.0, in 1999. However, the program could not assume great significance against established competitors, especially Microsoft Office. Until mid-2006 RagTime was, in addition to the commercial version, also available as a free version (RagTime Solo) for personal use. RagTime Solo included the same features and performance (except for spelling and Syllabification) dictionaries), but was not allowed for use in commercial environments. In other languages RagTime Solo was distributed as RagTime Privat. In a press release from July 5, 2006, RagTime announced the discontinuation of RagTime Solo: “… the RagTime Solo license conditions were often misinterpreted or deliberately flouted. Therefore we discontinued RagTime Solo, there will be no private version of RagTime 6 anymore.” After a successful start of the RagTime 6.0 software, sales edged significantly lower in the following years. Disagreements arose among the shareholders about the continuation of the company, which filed for bankruptcy in July 2007. As a result, the rights to RagTime were taken over by the newly established company RagTime.de Development GmbH, which was responsible for the development. The sales partner RagTime.de Sales GmbH distributed the RagTime products until October 2015. Today RagTime.de Development GmbH is also responsible for sales. The last level of development is the extensively revamped version RagTime 6.6 of 8 October 2015, which also includes new OS X features (e.g. high-resolution “Retina” displays) and supports Windows 10. == Programming == RagTime 1-3 were developed in Pascal, since version 4 the development is completely coded in C++. External programming and automation can be implemented via AppleScript on a Mac, and via OLE/COM-API (e.g. Visual Basic) under Windows. On a Mac, RagTime provides a comprehensive AppleScript library, for the automation of almost any task, from automatic document creation to the export of PDF documents. RagTime also supports “recordings” by use of the “AppleScript Editor”, which allows recording the interactive RagTime operation as an AppleScript program sequence. AppleScripts can be saved in the RagTime document and called via menu or shortcut keys. On Windows, RagTime (since version 6) disposes over an OLE/COM API, which allows automating many RagTime components via external programming. For that purpose there is a type library that installs the available RagTime OLE/COM object catalogue. Programming can be realized in all programming languages supported by Microsoft.

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  • Glossary of machine vision

    Glossary of machine vision

    The following are common definitions related to the machine vision field. General related fields Machine vision Computer vision Image processing Signal processing == 0-9 == 1394. FireWire is Apple Inc.'s brand name for the IEEE 1394 interface. It is also known as i.Link (Sony's name) or IEEE 1394 (although the 1394 standard also defines a backplane interface). It is a personal computer (and digital audio/digital video) serial bus interface standard, offering high-speed communications and isochronous real-time data services. 1D. One-dimensional. 2D computer graphics. The computer-based generation of digital images—mostly from two-dimensional models (such as 2D geometric models, text, and digital images) and by techniques specific to them. 3D computer graphics. 3D computer graphics are different from 2D computer graphics in that a three-dimensional representation of geometric data is stored in the computer for the purposes of performing calculations and rendering 2D images. Such images may be for later display or for real-time viewing. Despite these differences, 3D computer graphics rely on many of the same algorithms as 2D computer vector graphics in the wire frame model and 2D computer raster graphics in the final rendered display. In computer graphics software, the distinction between 2D and 3D is occasionally blurred; 2D applications may use 3D techniques to achieve effects such as lighting, and primarily 3D may use 2D rendering techniques. 3D scanner. This is a device that analyzes a real-world object or environment to collect data on its shape and possibly color. The collected data can then be used to construct digital, three dimensional models useful for a wide variety of applications. == A == Aberration. Optically, defocus refers to a translation along the optical axis away from the plane or surface of best focus. In general, defocus reduces the sharpness and contrast of the image. What should be sharp, high-contrast edges in a scene become gradual transitions. Algebraic distance or algebraic error. The algebraic distance from a point xi to a curve or surface defined by f ( x , β ) = 0 {\displaystyle f(x,\beta )=0} is the value of f ( x i , β ) {\displaystyle f(x_{i},\beta )} , i.e. the residual in the least squares problem with data point (xi, 0) and model function f. This term is mainly used in computer vision.[1][2] Aperture. In context of photography or machine vision, aperture refers to the diameter of the aperture stop of a photographic lens. The aperture stop can be adjusted to control the amount of light reaching the film or image sensor. aspect ratio (image). The aspect ratio of an image is its displayed width divided by its height (usually expressed as "x:y"). Angular resolution. Describes the resolving power of any image forming device such as an optical or radio telescope, a microscope, a camera, or an eye. Automated optical inspection. == B == Barcode. A barcode (also bar code) is a machine-readable representation of information in a visual format on a surface. Blob discovery. Inspecting an image for discrete blobs of connected pixels (e.g. a black hole in a grey object) as image landmarks. These blobs frequently represent optical targets for machining, robotic capture, or manufacturing failure. Bitmap. A raster graphics image, digital image, or bitmap, is a data file or structure representing a generally rectangular grid of pixels, or points of color, on a computer monitor, paper, or other display device. == C == Camera. A camera is a device used to take pictures, either singly or in sequence. A camera that takes pictures singly is sometimes called a photo camera to distinguish it from a video camera. Camera Link. Camera Link is a serial communication protocol designed for computer vision applications based on the National Semiconductor interface Channel-link. It was designed for the purpose of standardizing scientific and industrial video products including cameras, cables and frame grabbers. The standard is maintained and administered by the Automated Imaging Association, or AIA, the global machine vision industry's trade group. Charge-coupled device. A charge-coupled device (CCD) is a sensor for recording images, consisting of an integrated circuit containing an array of linked, or coupled, capacitors. CCD sensors and cameras tend to be more sensitive, less noisy, and more expensive than CMOS sensors and cameras. CIE 1931 Color Space. In the study of the perception of color, one of the first mathematically defined color spaces was the CIE XYZ color space (also known as CIE 1931 color space), created by the International Commission on Illumination (CIE) in 1931. CMOS. CMOS ("see-moss")stands for complementary metal-oxide semiconductor, is a major class of integrated circuits. CMOS imaging sensors for machine vision are cheaper than CCD sensors but more noisy. CoaXPress. CoaXPress (CXP) is an asymmetric high speed serial communication standard over coaxial cable. CoaXPress combines high speed image data, low speed camera control and power over a single coaxial cable. The standard is maintained by JIIA, the Japan Industrial Imaging Association. Color. The perception of the frequency (or wavelength) of light, and can be compared to how pitch (or a musical note) is the perception of the frequency or wavelength of sound. Color blindness. Also known as color vision deficiency, in humans is the inability to perceive differences between some or all colors that other people can distinguish Color temperature. "White light" is commonly described by its color temperature. A traditional incandescent light source's color temperature is determined by comparing its hue with a theoretical, heated black-body radiator. The lamp's color temperature is the temperature in kelvins at which the heated black-body radiator matches the hue of the lamp. Color vision. CV is the capacity of an organism or machine to distinguish objects based on the wavelengths (or frequencies) of the light they reflect or emit. computer vision. The study and application of methods which allow computers to "understand" image content. Contrast. In visual perception, contrast is the difference in visual properties that makes an object (or its representation in an image) distinguishable from other objects and the background. C-Mount. Standardized adapter for optical lenses on CCD - cameras. C-Mount lenses have a back focal distance 17.5 mm vs. 12.5 mm for "CS-mount" lenses. A C-Mount lens can be used on a CS-Mount camera through the use of a 5 mm extension adapter. C-mount is a 1" diameter, 32 threads per inch mounting thread (1"-32UN-2A.) CS-Mount. Same as C-Mount but the focal point is 5 mm shorter. A CS-Mount lens will not work on a C-Mount camera. CS-mount is a 1" diameter, 32 threads per inch mounting thread. == D == Data matrix. A two dimensional Barcode. Depth of field. In optics, particularly photography and machine vision, the depth of field (DOF) is the distance in front of and behind the subject which appears to be in focus. Depth perception. DP is the visual ability to perceive the world in three dimensions. It is a trait common to many higher animals. Depth perception allows the beholder to accurately gauge the distance to an object. Diaphragm. In optics, a diaphragm is a thin opaque structure with an opening (aperture) at its centre. The role of the diaphragm is to stop the passage of light, except for the light passing through the aperture. == E == Edge detection. ED marks the points in a digital image at which the luminous intensity changes sharply. It also marks the points of luminous intensity changes of an object or spatial-taxon silhouette. Electromagnetic interference. Radio Frequency Interference (RFI) is electromagnetic radiation which is emitted by electrical circuits carrying rapidly changing signals, as a by-product of their normal operation, and which causes unwanted signals (interference or noise) to be induced in other circuits. == F == FireWire. FireWire (also known as i. Link or IEEE 1394) is a personal computer (and digital audio/video) serial bus interface standard, offering high-speed communications. It is often used as an interface for industrial cameras. Fixed-pattern noise. Flat-field correction. Frame grabber. An electronic device that captures individual, digital still frames from an analog video signal or a digital video stream. Fringe Projection Technique. 3D data acquisition technique employing projector displaying fringe pattern on a surface of measured piece, and one or more cameras recording image(s). Field of view. The field of view (FOV) is the part which can be seen by the machine vision system at one moment. The field of view depends from the lens of the system and from the working distance between object and camera. Focus. An image, or image point or region, is said to be in focus if light from object points is converged about as well as possible in the image; conversely, it is out of focus if light is not w

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  • Frameserver

    Frameserver

    A frameserver is any program that acts as a media source in the process called frameserving, which transfers digital video data from one computer program to another without intermediate files. The program that receives the data – the frameclient – could be any type of video application. The process is controlled by the frameclient: the frameclient requests audio/video frames and the frameserver serves them. The client can request frames in any order, allowing it to pause or jump to an arbitrary frame, just as a media player does with a file on disk. The client is most commonly a media encoder, a non-linear editing system, or a media player. == Frameservers == AviSynth VirtualDub VapourSynth Debugmode FrameServer

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  • Rapid prototyping

    Rapid prototyping

    Rapid prototyping is a group of techniques used to quickly fabricate a scale model of a physical part or assembly using three-dimensional computer aided design (CAD) data. Construction of the part or assembly is usually done using 3D printing or "additive layer manufacturing" technology. The first methods for rapid prototyping became available in mid 1987 and were used to produce models and prototype parts. Today, they are used for a wide range of applications and are used to manufacture production-quality parts in relatively small numbers if desired without the typical unfavorable short-run economics. This economy has encouraged online service bureaus. Historical surveys of RP technology start with discussions of simulacra production techniques used by 19th-century sculptors. Some modern sculptors use the progeny technology to produce exhibitions and various objects. The ability to reproduce designs from a dataset has given rise to issues of rights, as it is now possible to interpolate volumetric data from 2D images. As with CNC subtractive methods, the computer-aided-design – computer-aided manufacturing CAD -CAM workflow in the traditional rapid prototyping process starts with the creation of geometric data, either as a 3D solid using a CAD workstation, or 2D slices using a scanning device. For rapid prototyping this data must represent a valid geometric model; namely, one whose boundary surfaces enclose a finite volume, contain no holes exposing the interior, and do not fold back on themselves. In other words, the object must have an "inside". The model is valid if for each point in 3D space the computer can determine uniquely whether that point lies inside, on, or outside the boundary surface of the model. CAD post-processors will approximate the application vendors' internal CAD geometric forms (e.g., B-splines) with a simplified mathematical form, which in turn is expressed in a specified data format which is a common feature in additive manufacturing: STL file format, a de facto standard for transferring solid geometric models to SFF machines. To obtain the necessary motion control trajectories to drive the actual SFF, rapid prototyping, 3D printing or additive manufacturing mechanism, the prepared geometric model is typically sliced into layers, and the slices are scanned into lines (producing a "2D drawing" used to generate trajectory as in CNC's toolpath), mimicking in reverse the layer-to-layer physical building process. == Application areas == Rapid prototyping is also commonly applied in software engineering to try out new business models and application architectures such as Aerospace, Automotive, Financial Services, Product development, and Healthcare. Aerospace design and industrial teams rely on prototyping in order to create new AM methodologies in the industry. Using SLA they can quickly make multiple versions of their projects in a few days and begin testing quicker. Rapid Prototyping allows designers/developers to provide an accurate idea of how the finished product will turn out before putting too much time and money into the prototype. 3D printing being used for Rapid Prototyping allows for Industrial 3D printing to take place. With this, you could have large-scale moulds to spare parts being pumped out quickly within a short period of time. == Types of Rapid Prototyping == Stereolithography (SLA) → a laser-cured photopolymer for materials such as thermoplastic-like photopolymers. Selective Laser Sintering (SLS) → a laser-sintered powder for materials such as Nylon or TPU. Direct Metal Laser Sintering (DMLS) → laser-sintered metal powder for materials like stainless steel, titanium, chrome, and aluminum. Fused Deposition Modeling (FDM) → fused extrusions of filaments like ABS, PC, and PPCU. Multi Jet Fusion (MJF) → it is an inkjet array selective fusing across bed of nylon powder for Black Nylon 12. PolyJet (PJET) → it is a uv-cured jetted photopolymer to work with acrylic-based and elastomeric photopolymers. Computer Numerical Controlled Machine (CNC) → it is used for manipulating engineering-grade thermoplastics and metals. Injection Molding (IM) → the injection is done using aluminum molds and it is used for thermoplastics, metals and liquid silicone rubber. Vacuum Casting→ is a manufacturing process used to create high-quality prototypes and small batches of parts. == History == In the 1970s, Joseph Henry Condon and others at Bell Labs developed the Unix Circuit Design System (UCDS), automating the laborious and error-prone task of manually converting drawings to fabricate circuit boards for the purposes of research and development. By the 1980s, U.S. policy makers and industrial managers were forced to take note that America's dominance in the field of machine tool manufacturing evaporated, in what was named the machine tool crisis. Numerous projects sought to counter these trends in the traditional CNC CAM area, which had begun in the US. Later when Rapid Prototyping Systems moved out of labs to be commercialized, it was recognized that developments were already international and U.S. rapid prototyping companies would not have the luxury of letting a lead slip away. The National Science Foundation was an umbrella for the National Aeronautics and Space Administration (NASA), the US Department of Energy, the US Department of Commerce NIST, the US Department of Defense, Defense Advanced Research Projects Agency (DARPA), and the Office of Naval Research coordinated studies to inform strategic planners in their deliberations. One such report was the 1997 Rapid Prototyping in Europe and Japan Panel Report in which Joseph J. Beaman founder of DTM Corporation [DTM RapidTool pictured] provides a historical perspective: The roots of rapid prototyping technology can be traced to practices in topography and photosculpture. Within TOPOGRAPHY Blanther (1892) suggested a layered method for making a mold for raised relief paper topographical maps .The process involved cutting the contour lines on a series of plates which were then stacked. Matsubara (1974) of Mitsubishi proposed a topographical process with a photo-hardening photopolymer resin to form thin layers stacked to make a casting mold. PHOTOSCULPTURE was a 19th-century technique to create exact three-dimensional replicas of objects. Most famously Francois Willeme (1860) placed 24 cameras in a circular array and simultaneously photographed an object. The silhouette of each photograph was then used to carve a replica. Morioka (1935, 1944) developed a hybrid photo sculpture and topographic process using structured light to photographically create contour lines of an object. The lines could then be developed into sheets and cut and stacked, or projected onto stock material for carving. The Munz (1956) Process reproduced a three-dimensional image of an object by selectively exposing, layer by layer, a photo emulsion on a lowering piston. After fixing, a solid transparent cylinder contains an image of the object. "The Origins of Rapid Prototyping - RP stems from the ever-growing CAD industry, more specifically, the solid modeling side of CAD. Before solid modeling was introduced in the late 1980's, three-dimensional models were created with wire frames and surfaces. But not until the development of true solid modeling could innovative processes such as RP be developed. Charles Hull, who helped found 3D Systems in 1986, developed the first RP process. This process, called stereolithography, builds objects by curing thin consecutive layers of certain ultraviolet light-sensitive liquid resins with a low-power laser. With the introduction of RP, CAD solid models could suddenly come to life". The technologies referred to as Solid Freeform Fabrication are what we recognize today as rapid prototyping, 3D printing or additive manufacturing: Swainson (1977), Schwerzel (1984) worked on polymerization of a photosensitive polymer at the intersection of two computer controlled laser beams. Ciraud (1972) considered magnetostatic or electrostatic deposition with electron beam, laser or plasma for sintered surface cladding. These were all proposed but it is unknown if working machines were built. Hideo Kodama of Nagoya Municipal Industrial Research Institute was the first to publish an account of a solid model fabricated using a photopolymer rapid prototyping system (1981). The first 3D rapid prototyping system relying on Fused Deposition Modeling (FDM) was made in April 1992 by Stratasys but the patent did not issue until June 9, 1992. Sanders Prototype, Inc introduced the first desktop inkjet 3D Printer (3DP) using an invention from August 4, 1992 (Helinski), Modelmaker 6Pro in late 1993 and then the larger industrial 3D printer, Modelmaker 2, in 1997. Z-Corp using the MIT 3DP powder binding for Direct Shell Casting (DSP) invented 1993 was introduced to the market in 1995. Even at that early date the technology was seen as having a place in manufacturing practice. A low resol

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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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  • Protocol Builder

    Protocol Builder

    Protocol Builder is a tool in programming languages to generate code to build protocols in a fast and reliable way. Network programming for all kinds of protocols (such as TCP, UDP, and SNMP) includes converting data to be transferred to raw bytes in the sending side and parsing these bytes in the receiving side. Protocol builders facilitate this stage, usually by automatically generating the code. Protocol Programming has many components to be developed, these are: server listener, server connection, client connection, packets, and loggers. Most protocol builders implement these components automatically so developers save time and money. Currently, there are two Protocol Builders in the market, one for C++ from UpRedSun which is for TCP and UDP protocols. The second one is for .Net languages which generates the code in C# for TCP Protocols, this tool is called .Net Protocol Builder.

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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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  • Direct voice input

    Direct voice input

    Direct voice input (DVI), sometimes called voice input control (VIC), is a style of human–machine interaction "HMI" in which the user makes voice commands to issue instructions to the machine through speech recognition. In the field of military aviation, DVI has been introduced into the cockpits of several modern military aircraft, such as the Eurofighter Typhoon, the Lockheed Martin F-35 Lightning II, the Dassault Rafale, the KF-21 Boramae and the Saab JAS 39 Gripen. Such systems have also been used for various other purposes, including industry control systems and speech recognition assistance for impaired individuals. == Overview == DVI systems can be divided into two major categories of functionality: "user-dependent" or "user-independent". A user-dependent system requires that a personal voice template to be generated for a specific person; the template for this individual has to be loaded onto their assigned machine prior to use of the DVI system for it to function properly. In contrast, a user-independent system does not require any personal voice template, being intended to respond correctly to the voice of any user. They can also be categorised between "discrete recognition" and "continuous recognition". Users of a discrete recognition system must pause between each word so that the DVI system can identify the separations between each word, while a continuous speech recognition system is capable of understanding a normal rate of speech. During the mid-2000s, researchers at the National Aerospace Laboratory in the Netherlands examined the use of DVI in the "GRACE" simulator; a total of twelve pilots participated in the ensuing experiment. The tests performed reportedly revealed that, while the hardware itself functioned well, several improvements were desirable prior to real-world deployment on aircraft since DVI operations actually consumed more time in comparison to traditional existing methods. Recommendations for improvements included the adoption of simpler syntax, the achievement of a greater recognition rate, and a decrease in response times; all of the issues encountered were determined to be of a technological nature, and were deemed feasible to resolve. The researchers concluded that in cockpits, especially during emergencies where pilots have to operate entirely on their own, a DVI system could be highly relevant, but that it was not of crucial importance during most other conceivable scenarios. Around the same time, evaluations of DVI systems for civil aviation purposes were conducted within the framework of Project SafeSound, coordinated by the European Union. It involved the observation of pilot workloads in real-world cockpits and contrasting them against pilot activity in flight simulators using both conventional systems and DVI assistance. The project aimed to enhance aviation safety and to decrease the workload in both ground and flight operations via the application of enhanced audio functions. == Applications == === Aviation === Prior to its widespread deployment, a handful of conventional military aircraft were converted to trial DVI systems; examples include the Harrier AV-8B and F-16 VISTA. In another case, a General Dynamics F-16 Fighting Falcon simulator was modified with DVI for a voice control study that was undertaken by the Royal Netherlands Air Force. DVI trials have also been conducted on helicopters, including the Boeing AH-64 Apache, showing the potential to improve flight safety and mission effectiveness. Numerous modern fighter aircraft have been outfitted with DVI systems, often in combination with various other man-machine interface schemes, such as HOTAS-compliant controls and other advanced control technologies. The combination of Voice and HOTAS control schemes has sometimes been referred to as the "V-TAS" concept. A prominent fighter aircraft to be furnished with a V-TAS cockpit is the Eurofighter Typhoon. The Lockheed Martin F-35 Lightning II also features a DVI system, which was developed by Adacel. Other examples includes the Dassault Rafale and the Saab JAS 39 Gripen. Numerous aircraft have been planned to use DVI. At one stage, the United States Air Force had sought to integrate DVI upon the Lockheed Martin F-22 Raptor; however, the technology was eventually judged to pose too many technical risks at that point in time, and thus such efforts were abandoned. === Personal === By 1990, working prototypes of speech recognition systems were being demonstrated; these were being promoted for the purpose of providing an effective man-machine interface for individuals with impaired speech. Techniques employed included time-encoded digital speech and automatic token set selection. Investigations of these early DVI systems reportedly included the use of automatic diagnostic routines and limited-scale trials using volunteers. During the 2010s, various companies were offering voice recognition systems to the general public in the form of personal digital assistants. One example is the Google Voice service, which allows users to pose questions via a DVI package installed on either a personal computer, tablet, or mobile phone. Numerous digital assistants have been developed, such as Amazon Echo, Siri, and Cortana, that use DVI to interact with users. === Commercial === DVI technology has enabled automated telephone systems to be widely deployed. Many companies commonly use centralised phone systems that route callers to the correct department via such methods. Various car manufacturers have also furnished their road vehicles with DVI systems; these typically allow drivers to control infotainment systems and interact with mobile phones with more convenience than legacy methods. During the late 1980s, investigations into the use of DVI systems for controlling CNC machines and other manufacturing apparatus were underway. During the 2010s, such systems were being used for logistics and warehouse management purposes.

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