AI Data Trainer/annotator

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

  • Color normalization

    Color normalization

    Color normalization is a topic in computer vision concerned with artificial color vision and object recognition. In general, the distribution of color values in an image depends on the illumination, which may vary depending on lighting conditions, cameras, and other factors. Color normalization allows for object recognition techniques based on color to compensate for these variations. == Main concepts == === Color constancy === Color constancy is a feature of the human internal model of perception, which provides humans with the ability to assign a relatively constant color to objects even under different illumination conditions. This is helpful for object recognition as well as identification of light sources in an environment. For example, humans see an object approximately as the same color when the sun is bright or when the sun is dim. === Applications === Color normalization has been used for object recognition on color images in the field of robotics, bioinformatics and general artificial intelligence, when it is important to remove all intensity values from the image while preserving color values. One example is in case of a scene shot by a surveillance camera over the day, where it is important to remove shadows or lighting changes on same color pixels and recognize the people that passed. Another example is automated screening tools used for the detection of diabetic retinopathy as well as molecular diagnosis of cancer states, where it is important to include color information during classification. == Known issues == The main issue about certain applications of color normalization is that the result looks unnatural or too distant from the original colors. In cases where there is a subtle variation between important aspects, this can be problematic. More specifically, the side effect can be that pixels become divergent and not reflect the actual color value of the image. A way of combating this issue is to use color normalization in combination with thresholding to correctly and consistently segment a colored image. == Transformations and algorithms == There is a vast array of different transformations and algorithms for achieving color normalization and a limited list is presented here. The performance of an algorithm is dependent on the task and one algorithm which performs better than another in one task might perform worse in another (no free lunch theorem). Additionally, the choice of the algorithm depends on the preferences of the user for the end-result, e.g. they may want a more natural-looking color image. === Grey world === The grey world normalization makes the assumption that changes in the lighting spectrum can be modelled by three constant factors applied to the red, green and blue channels of color. More specifically, a change in illuminated color can be modelled as a scaling α, β and γ in the R, G and B color channels and as such the grey world algorithm is invariant to illumination color variations. Therefore, a constancy solution can be achieved by dividing each color channel by its average value as shown in the following formula: ( α R , β G , γ B ) → ( α R α n ∑ i R , β G β n ∑ i G , γ B γ n ∑ i B ) {\displaystyle \left(\alpha R,\beta G,\gamma B\right)\rightarrow \left({\frac {\alpha R}{{\frac {\alpha }{n}}\sum _{i}R}},{\frac {\beta G}{{\frac {\beta }{n}}\sum _{i}G}},{\frac {\gamma B}{{\frac {\gamma }{n}}\sum _{i}B}}\right)} As mentioned above, grey world color normalization is invariant to illuminated color variations α, β and γ, however it has one important problem: it does not account for all variations of illumination intensity and it is not dynamic; when new objects appear in the scene it fails. To solve this problem there are several variants of the grey world algorithm. Additionally there is an iterative variation of the grey world normalization, however it was not found to perform significantly better. === Histogram equalization === Histogram equalization is a non-linear transform which maintains pixel rank and is capable of normalizing for any monotonically increasing color transform function. It is considered to be a more powerful normalization transformation than the grey world method. The results of histogram equalization tend to have an exaggerated blue channel and look unnatural, due to the fact that in most images the distribution of the pixel values is usually more similar to a Gaussian distribution, rather than uniform. === Histogram specification === Histogram specification transforms the red, green and blue histograms to match the shapes of three specific histograms, rather than simply equalizing them. It refers to a class of image transforms which aims to obtain images of which the histograms have a desired shape. As specified, firstly it is necessary to convert the image so that it has a particular histogram. Assume an image x. The following formula is the equalization transform of this image: y = f ( x ) = ∫ 0 x p x ( u ) d u {\displaystyle y=f(x)=\int \limits _{0}^{x}p_{x}(u)du} Then assume wanted image z. The equalization transform of this image is: y ′ = g ( z ) = ∫ 0 z p z ( u ) d u {\displaystyle y'=g(z)=\int \limits _{0}^{z}p_{z}(u)du} Of course p z ( u ) {\displaystyle p_{z}(u)} is the histogram of the output image. The formula to find the inverse of the above transform is: z = g − 1 ( y ′ ) {\displaystyle z=g^{-1}(y')} Therefore, since images y and y' have the same equalized histogram they are actually the same image, meaning y = y' and the transform from the given image x to the wanted image z is: z = g − 1 ( y ′ ) = g − 1 ( y ) = g − 1 ( f ( x ) ) {\displaystyle z=g^{-1}(y')=g^{-1}(y)=g^{-1}(f(x))} Histogram specification has the advantage of producing more realistic looking images, as it does not exaggerate the blue channel like histogram equalization. === Comprehensive Color Normalization === The comprehensive color normalization is shown to increase localization and object classification results in combination with color indexing. It is an iterative algorithm which works in two stages. The first stage is to use the red, green and blue color space with the intensity normalized, to normalize each pixel. The second stage is to normalize each color channel separately, so that the sum of the color components is equal to one third of the number of pixels. The iterations continue until convergence, meaning no additional changes. Formally: Normalize the color image f ( t ) = [ f i j ( t ) ] i = 1... N , j = 1... M {\displaystyle f^{(t)}=[f_{ij}^{(t)}]_{i=1...N,j=1...M}} which consists of color vectors f i j ( t ) = ( r i j ( t ) , g i j ( t ) , b i j ( t ) ) T . {\displaystyle f_{ij}^{(t)}=(r_{ij}^{(t)},g_{ij}^{(t)},b_{ij}^{(t)})^{T}.} For the first step explained above, compute: S i j := r i j ( t ) + g i j ( t ) + b i j ( t ) {\displaystyle S_{ij}:=r_{ij}^{(t)}+g_{ij}^{(t)}+b_{ij}^{(t)}} which leads to r i j ( t + 1 ) = r i j ( t ) S i j , g i j ( t + 1 ) = g i j ( t ) S i j {\displaystyle r_{ij}^{(t+1)}={\frac {r_{ij}^{(t)}}{S_{ij}}},g_{ij}^{(t+1)}={\frac {g_{ij}^{(t)}}{S_{ij}}}} and b i j ( t + 1 ) = b i j ( t ) S i j . {\displaystyle b_{ij}^{(t+1)}={\frac {b_{ij}^{(t)}}{S_{ij}}}.} For the second step explained above, compute: r ′ = 3 N M ∑ i = 1 N ∑ j = 1 M r i j ( t + 1 ) {\displaystyle r'={\frac {3}{NM}}\sum _{i=1}^{N}\sum _{j=1}^{M}r_{ij}^{(t+1)}} and normalize r i j ( t + 2 ) = r i j ( t + 1 ) r ′ . {\displaystyle r_{ij}^{(t+2)}={\frac {r_{ij}^{(t+1)}}{r'}}.} Of course the same process is done for b' and g'. Then these two steps are repeated until the changes between iteration t and t+2 are less than some set threshold. Comprehensive color normalization, just like the histogram equalization method previously mentioned, produces results that may look less natural due to the reduction in the number of color values.

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  • OpenIO

    OpenIO

    OpenIO offered object storage for a wide range of high-performance applications. OpenIO was founded in 2015 by Laurent Denel (CEO), Jean-François Smigielski (CTO) and five other co-founders; it leveraged open source software, developed since 2006, based on a grid technology that enabled dynamic behaviour and supported heterogenous hardware. In October 2017 OpenIO was completed a $5 million funding rounds. In July 2020 OpenIO had been acquired by OVH and withdrawn from the market to become the core technology of OVHcloud object storage offering. == Software == OpenIO is a software-defined object store that supports S3 and can be deployed on-premises, cloud-hosted or at the edge, on any hardware mix. It has been designed from the beginning for performance and cost-efficiency at any scale, and it has been optimized for Big Data, HPC and AI. OpenIO stores objects within a flat structure within a massively distributed directory with indirections, which allows the data query path to be independent of the number of nodes and the performance not to be affected by the growth of capacity. Servers are organized as a grid of nodes massively distributed, where each node takes part in directory and storage services, which ensures that there is no single point of failure and that new nodes are automatically discovered and immediately available without the need to rebalance data. The software is built on top of a technology that ensures optimal data placement based on real-time metrics and allows the addition or removal of storage devices with automatic performance and load impact optimization. For data protection OpenIO has synchronous and asynchronous replication with multiple copies, and an erasure coding implementation based on Reed-Solomon that can be deployed in one data center or geo-distributed or stretched clusters. The software has a feature that catches all events that occur in the cluster and can pass them up in the stack or to applications running on OpenIO nodes. This enables event-driven computing directly into the storage infrastructure. The open source code is available on Github and it is licensed under AGPL3 for server code and LGPL3 for client code. == Performance == OpenIO claimed in 2019 to have reached 1.372 Tbit/s write speed (171 GB/s) on a cluster of 350 physical machines. The benchmark scenario, conducted under production conditions with standard hardware (commodity servers with 7200 rpm HDDs), consisted in backing up a 38 PB Hadoop datalake via the DistCp command. This level of performance marked, according to analysts, the arrival of a new generation of object storage technologies oriented toward high performance and hyper-scalability.

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  • Cloud-based quantum computing

    Cloud-based quantum computing

    Cloud-based quantum computing refers to the remote access of quantum computing resources—such as quantum emulators, simulators, or processors—via the internet. Cloud access enables users to develop, test, and execute quantum algorithms without the need for direct interaction with specialized hardware, facilitating broader participation in quantum software development and experimentation. In 2016, IBM launched the IBM Quantum Experience, one of the first publicly accessible quantum processors connected to the cloud. In early 2017, researchers at Rigetti Computing demonstrated programmable quantum cloud access through their software platform Forest, which included the pyQuil Python library. Since the early-2020s, cloud-based quantum computing has grown significantly, with multiple providers offering access to a variety of quantum hardware modalities, including superconducting qubits, trapped ions, neutral atoms, and photonic systems. Major platforms such as Amazon Braket, Azure Quantum, and qBraid aggregate quantum devices from hardware developers like IonQ, Rigetti Computing, QuEra, Pasqal, Oxford Quantum Circuits, and IBM Quantum. These platforms provide unified interfaces for users to write and execute quantum algorithms across diverse backends, often supporting open-source SDKs such as Qiskit, Cirq, and PennyLane. The proliferation of cloud-based access has played a key role in accelerating quantum education, algorithm research, and early-stage application development by lowering the barrier to experimentation with real quantum hardware. Cloud-based quantum computing has expanded access to quantum hardware and tools beyond traditional research laboratories. These platforms support educational initiatives, algorithm development, and early-stage commercial applications. == Applications == Cloud-based quantum computing is used across education, research, and software development, offering remote access to quantum systems without the need for on-site infrastructure. === Education === Quantum cloud platforms have become valuable tools in education, allowing students and instructors to engage with real quantum processors through user-friendly interfaces. Educators use these platforms to teach foundational concepts in quantum mechanics and quantum computing, as well as to demonstrate and implement quantum algorithms in a classroom or laboratory setting. === Scientific Research === Cloud-based access to quantum hardware has enabled researchers to conduct experiments in quantum information, test quantum algorithms, and compare quantum hardware platforms. Experiments such as testing Bell's theorem or evaluating quantum teleportation protocols have been performed on publicly available quantum processors. === Software Development and Prototyping === Developers use cloud-based platforms to prototype quantum software applications across fields such as optimization, machine learning, and chemistry. These platforms offer SDKs and APIs that integrate classical and quantum workflows, enabling experimentation with quantum algorithms in real-world or simulated environments. === Public Engagement and Games === Quantum cloud tools have also been used to create educational games and interactive applications aimed at increasing public understanding of quantum concepts. These efforts help bridge the gap between theoretical content and intuitive learning. == Existing platforms == qBraid Lab by qBraid is a cloud-based platform for quantum computing. It provides software tools for researchers and developers in quantum, as well as access to quantum hardware. qBraid provides cloud based access to Microsoft Azure Quantum and Amazon Braket devices including IQM, QuEra, Pasqal, Rigetti, IonQ, QIR simulators, Amazon Braket simulators, and the NEC Vector Annealer, as of August 2025. qBraid's base version is free, where unlimited hardware and simulator access is available with the purchase of credits. Quandela Cloud by Quandela is the platform to access first cloud-accessible European photonic quantum computer. The computer is interfaced using the Perceval scripting language, with tutorials and documentation available online for free. Xanadu Quantum Cloud by Xanadu is a platform with cloud-based access to three fully programmable photonic quantum computers. Forest by Rigetti Computing is a tool suite for cloud-based quantum computing. It includes a programming language, development tools and example algorithms. LIQUi> by Microsoft is a software architecture and tool suite for quantum computing. It includes a programming language, example optimization and scheduling algorithms, and quantum simulators. Q#, a quantum programming language by Microsoft on the .NET Framework seen as a successor to LIQUi|>. IBM Quantum Platform by IBM, providing access to quantum hardware as well as HPC simulators. These can be accessed programmatically using the Python-based Qiskit framework, or via graphical interface with the IBM Q Experience GUI. Both are based on the OpenQASM standard for representing quantum operations. There is also a tutorial and online community. Quantum in the Cloud by The University of Bristol, which consists of a quantum simulator and a four qubit optical quantum system. Quantum Playground by Google is an educational resource which features a simulator with a simple interface, and a scripting language and 3D quantum state visualization. Quantum in the Cloud is an experimental quantum cloud platform for access to a four-qubit nuclear magnetic resonance-NMRCloudQ computer, managed by Tsinghua University. Quantum Inspire by Qutech is the first platform in Europe providing cloud-based quantum computing to two hardware chips. Next to a 5-qubit transmon processor, Quantum Inspire is the first platform in the world to provide online access to a fully programmable 2-qubit electron spin quantum processor. Amazon Braket is a cloud-based quantum computing platform hosted by AWS which, as of June 2025, provides access to quantum computers built by IonQ, Rigetti, IQM, and QuEra. Braket also provides a quantum algorithm development environment and simulator. Forge by QC Ware is a cloud-based quantum computing platform that provides access to D-Wave hardware, as well as Google and IBM simulators. The platform offers a 30-day free trial, including one minute of quantum computing time. Quantum-as-a-Service by Scaleway is a cloud-based platform created in 2022 to access to real quantum hardware from IQM Quantum Computers, Alpine Quantum Technologies, Quandela and Pasqal. It also include access to GPU-powered emulators such as Aer, Qsim and Quandela proprietary emulation.

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  • Wink Bingo

    Wink Bingo

    Wink Bingo is an online bingo website launched in 2008. It is part of Broadway Gaming Ireland DF Limited and is based and licensed in Ireland. == History == Wink Bingo launched in 2008 and under chief executive Eitan Boyd it grew to 60,000 active players within two years. It had an estimated £1.3 million profit in the first 11 months of trading, and by 2009 it had estimated annual revenue of £15 million. In 2009 Wink Bingo was purchased by 888 Holdings Plc, which operates a number of entertainment brands including 888casino, 888poker and 888sport. The initial up front fee was reported in the London Evening Standard to be £11 million, rising as high as £59.7 million depending on performance-based earn out arrangements. The acquisition included Daub Ltd’s other online bingo businesses Posh Bingo and Bingo Fabulous. In 2011, the sellers agreed to amend the terms and accept two subsequent payments in addition to the initial cost, of £9.2 million in May and £6.1 million in August. In 2011 Wink Bingo sponsored ITV2's The Only Way Is Essex, and other notable advertising campaigns have included sponsorship of Harry Hill's TV Burp. In 2014, Wink Bingo rebranded with an updated slogan 'Wink if you're in!', with an aim of creating a 'sunny, calm and inclusive' online destination, and an accompanying TV commercial featuring the Ottawan song D.I.S.C.O. re-recorded as B.I.N.G.O.. Wink also launched a new digital magazine, 'Winkly', and 'Winkipedia, a bingo encyclopedia'. Wink Bingo is available on desktop and as a mobile app. Wink launched Wink Slots in 2016 as a companion site to Wink Bingo. The Advertising Standards Authority has ruled on Wink Bingo's advertisements on a number of occasions. In August 2008, Wink ran a television ad which showed a midwife celebrating while at work at a hospital maternity unit. The ASA banned the ad, concluding that it condoned gambling in the workplace and suggested that it took priority over professional commitments. In June 2013, the Gambling Reform & Society Perception Group (GRASP) challenged the use of semi-naked "athletic" men together with the claim "Go on ... you know you want to" on an outdoor ad, suggesting it linked gambling to seduction and enhanced attractiveness. The complaint was not upheld. The site underwent another rebrand and pop art inspired redesign in April 2018, taking on a new tone of voice and a new slogan, "You’ve Earned It". An online shop was added, where players can redeem reward points for free play or vouchers for online high street retailers. In 2021 Wink Bingo was purchased by Saphalata Holdings, a company that forms part of the Broadway Gaming group. === Cancer Research UK campaign === In 2015 Wink Bingo began an open-ended partnership with the Peter Andre Fund to raise money for Cancer Research UK. Peter Andre also met with players who were selected in a raffle. == Awards ==

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  • ELMo

    ELMo

    ELMo (embeddings from language model) is a word embedding method for representing a sequence of words as a corresponding sequence of vectors. It was created by researchers at the Allen Institute for Artificial Intelligence, and University of Washington and first released in February 2018. It is a bidirectional LSTM which takes character-level as inputs and produces word-level embeddings, trained on a corpus of about 30 million sentences and 1 billion words. The architecture of ELMo accomplishes a contextual understanding of tokens. Deep contextualized word representation is useful for many natural language processing tasks, such as coreference resolution and polysemy resolution. ELMo was historically important as a pioneer of self-supervised generative pretraining followed by fine-tuning, where a large model is trained to reproduce a large corpus, then the large model is augmented with additional task-specific weights and fine-tuned on supervised task data. It was an instrumental step in the evolution towards transformer-based language modelling. == Architecture == ELMo is a multilayered bidirectional LSTM on top of a token embedding layer. The output of all LSTMs concatenated together consists of the token embedding. The input text sequence is first mapped by an embedding layer into a sequence of vectors. Then two parts are run in parallel over it. The forward part is a 2-layered LSTM with 4096 units and 512 dimension projections, and a residual connection from the first to second layer. The backward part has the same architecture, but processes the sequence back-to-front. The outputs from all 5 components (embedding layer, two forward LSTM layers, and two backward LSTM layers) are concatenated and multiplied by a linear matrix ("projection matrix") to produce a 512-dimensional representation per input token. ELMo was pretrained on a text corpus of 1 billion words. The forward part is trained by repeatedly predicting the next token, and the backward part is trained by repeatedly predicting the previous token. After the ELMo model is pretrained, its parameters are frozen, except for the projection matrix, which can be fine-tuned to minimize loss on specific language tasks. This is an early example of the pretraining-fine-tune paradigm. The original paper demonstrated this by improving state of the art on six benchmark NLP tasks. === Contextual word representation === The architecture of ELMo accomplishes a contextual understanding of tokens. For example, the first forward LSTM of ELMo would process each input token in the context of all previous tokens, and the first backward LSTM would process each token in the context of all subsequent tokens. The second forward LSTM would then incorporate those to further contextualize each token. Deep contextualized word representation is useful for many natural language processing tasks, such as coreference resolution and polysemy resolution. For example, consider the sentenceShe went to the bank to withdraw money.In order to represent the token "bank", the model must resolve its polysemy in context. The first forward LSTM would process "bank" in the context of "She went to the", which would allow it to represent the word to be a location that the subject is going towards. The first backward LSTM would process "bank" in the context of "to withdraw money", which would allow it to disambiguate the word as referring to a financial institution. The second forward LSTM can then process "bank" using the representation vector provided by the first backward LSTM, thus allowing it to represent it to be a financial institution that the subject is going towards. == Historical context == ELMo is one link in a historical evolution of language modelling. Consider a simple problem of document classification, where we want to assign a label (e.g., "spam", "not spam", "politics", "sports") to a given piece of text. The simplest approach is the "bag of words" approach, where each word in the document is treated independently, and its frequency is used as a feature for classification. This was computationally cheap but ignored the order of words and their context within the sentence. GloVe and Word2Vec built upon this by learning fixed vector representations (embeddings) for words based on their co-occurrence patterns in large text corpora. Like BERT (but unlike "bag of words" such as Word2Vec and GloVe), ELMo word embeddings are context-sensitive, producing different representations for words that share the same spelling. It was trained on a corpus of about 30 million sentences and 1 billion words. Previously, bidirectional LSTM was used for contextualized word representation. ELMo applied the idea to a large scale, achieving state of the art performance. After the 2017 publication of Transformer architecture, the architecture of ELMo was changed from a multilayered bidirectional LSTM to a Transformer encoder, giving rise to BERT. BERT has a similar pretrain-fine-tune workflow, but uses a Transformer with implications for more parallelizable training.

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  • Fuse Services Framework

    Fuse Services Framework

    Fuse Services Framework is an open source SOAP and REST web services platform based on Apache CXF for use in enterprise IT organizations. It is productized and supported by the Fuse group at FuseSource Corp. Fuse Services Framework service-enables new and existing systems for use in enterprise SOA infrastructure. Fuse Services Framework is a pluggable, small-footprint engine that creates high performance, secure and robust services in minutes using front-end programming APIs like JAX-WS and JAX-RS. It supports multiple transports and bindings and is extensible so developers can add bindings for additional message formats so all systems can work together without having to communicate through a centralized server. Fuse Services Framework is now a part of Red Hat JBoss Fuse. Fabric8 is a free Apache 2.0 Licensed upstream community for the JBoss Fuse product from Red Hat.

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  • List of Haskell software and tools

    List of Haskell software and tools

    This is a list of Haskell software and tools, including compilers, interpreters, build tools, package managers, integrated development environments, libraries, and other development utilities. == Compilers, interpreters and editors == Emacs — text editor Glasgow Haskell Compiler (GHC) Hugs — bytecode interpreter (discontinued) IntelliJ IDEA — IDE with Haskell support via plugins Vim — text editor Visual Studio Code — editor/IDE with Haskell support via extensions == Libraries and frameworks == Parsec — parser combinator library Servant — web framework Yesod — web framework == Build tools and package management == Cabal — build system and packaging infrastructure Haskell Platform — bundled distribution of Haskell tools and libraries (deprecated) Stack — build tool and dependency manager == Language tools and static analysis == Fourmolu — code formatter based on Ormolu Haskell Language Server — implementation of the Language Server Protocol for Haskell HLint — source code suggestion and linting tool Hoogle — Haskell API search engine Ormolu — code formatter Stan — static analysis tool Stylish Haskell — source code formatter == Interactive environments == GHCi — interactive REPL for the Glasgow Haskell Compiler IHaskell — Jupyter kernel for Haskell == Debugging and profiling tools == hp2ps — heap profiling visualization tool ThreadScope — parallel execution visualizer for Haskell programs == Documentation generators == Haddock — API documentation generator for Haskell == Parser and lexer generators == Alex — lexer generator for Haskell Happy — parser generator for Haskell == Testing frameworks == HUnit — unit testing framework QuickCheck — property-based testing library == Version control == Darcs — distributed version control system written in Haskell

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  • T Layout

    T Layout

    The T-Layout is an architectural and design concept for web applications, specifically tailored to improve the user experience on mobile devices. It features a horizontally scrollable container divided into three distinct sections, each spanning the full width of the screen, and was developed to optimise space usage and streamline navigation. == Background == The T-Layout introduces horizontal scrolling as a complementary method to the conventional pop-up-based navigation system in mobile web applications. In this layout, the central section which is visible by default upon accessing the application, facilitates the main content of a URL address and is flanked by two "helper" sections. This approach minimises the need for extensive user movements, in order to reach navigation controls typically located at the top of the screen. It is aimed at enhancing the user experience on mobile devices by providing an easier way to access essential content such as the main navigation, e-commerce related screens, or user account related information, ensuring that those elements are readily accessible while requiring minimal user effort. The T-Layout was first implemented by E (e-streetwear.com) in their mobile web app layout, and it was inspired by the interfaces of well-tested native mobile apps like Instagram and Revolut. A study titled "Mobile Navigation and User Preferences Survey" indicated a preference among mobile app users for one-handed usage, primarily navigating with their thumb. These insights led to the T-Layout Experiment, which compared the efficiency of using swipe gestures to access navigational elements against reaching traditional navigation controls. == Development history == It was first released as the mobile layout of E in early 2023. It was originally developed based on six principles: user-centric functionality, lightweight filesize, HTML and CSS implementation with minimal or no use of JavaScript required, suitable both for browser and server-rendering architectures, intuitive design, and improved SEO. The development of the T-Layout was driven by the necessity for more ergonomic and user-friendly interfaces in mobile web applications. Its design, reminiscent of the letter 'T', emerged as a solution to several usability challenges mobile device users face, emphasising ease of access and efficient screen space utilisation. In July 2023, E formalised the concept and its technical specifications, introducing it to the web design and development community. In October 2023 the "Mobile Navigation and User Preferences Survey" was conducted, establishing that the vast majority of individuals prefer to use mobile applications by holding the phone in a one-handed grip, utilising only the thumb for gestures when possible. The subsequent "T-Layout Experiment", designed to measure the time in seconds and the distance (user effort) in pixels, required to access navigational elements by traditionally tapping on fixed-positioned controls compared to swiping anywhere on the screen. The results proved that swipe gestures require less time and much less effort. == Styling and features == The main characteristic of the T-Layout is its horizontal scrolling feature, which can improve navigation efficiency while preserving the functionality of traditionally structured user interfaces. Its Implementation can be achieved with a combination of HTML and styling with CSS as well as precompiled Scss and Sass, CSS-in-JS, and styled JSX. It can be either a purely HTML/CSS solution but JavaScript can be utilised as well to add more specific functionalities, while It can be implemented to both existing and new applications. Its application in server-side rendering architectures will ensure that all its underlying principles apply. Although principally each section in the layout has a distinct role and facilitates specific types of content, the T-Layout as a concept is versatile, and it is adaptable allowing modifications in the layout or how it's implemented to cater to the specific needs of different applications.

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  • Kubity

    Kubity

    Kubity is a cloud-based 3D communication tool that works on desktop computers, the web, smartphones, tablets, augmented reality gear, and virtual reality glasses. Kubity is powered by several proprietary 3D processing engines including "Paragone" and "Etna" that prepare the 3D file for transfer over mobile devices. Kubity has practical applications for architecture, interior design, engineering, product design, film, and video games among others. The majority of its users create 3D models using SketchUp or Autodesk Revit software. Kubity products include the Kubity web app and Kubity Go (a mobile application for iOS and Android). Kubity is compatible across many platforms, devices and operating systems including: iOS, Android, Firefox, Chrome, Windows, MacOS, and Linux. == History == Kubity was created by SPK Technology (ex Kubity S.A.S.), a Paris-based software company specializing in automatic 3D data optimization and visualization. Founded in 2012 by a group of software engineers and an urban projects developer, they united around a simple idea: create a way for anyone, anywhere to simply and intuitively explore 3D models on smartphones and computers. In order to bring architects, engineers and designers together with their clients around a 3D model, it was essential to develop an interactive platform that supported multiple desktop and mobile devices for instantaneous and fluid 3D navigation. With specifications in place, 15 engineers fused together several technologies: 3D design, data compression, decimation and rendering optimization, web and mobile transfer, and virtual reality headset integration. In January 2014, the first public Kubity prototype (1.0 Amethyst) was launched to a small group of beta testers with a plug-in that allowed users to import 3D models from SketchUp to their browser. A global release was announced in April 2014 at the SketchUp Basecamp in Vail, Colorado. In May 2015, Kubity launched a web application that worked using WebGL technology (2.0 Citrine). For the first time, users were able to drag and drop any SketchUp file in a web browser without having to install a plug-in. In December 2015, Kubity launched a mobile application on the App Store for iPhone, iPod, and iPad as well as on Google Play for Android devices (3.0 Druzy). In November 2016, Kubity launched support for Oculus Rift and HTC Vive (4.0 Emerald). Beginning in November 2017, Kubity launched a full suite rollout of mobile applications over six months that included Kubity AR for augmented reality, Kubity VR for virtual reality, and Kubity Mirror for remote presentations and screen mirroring (5.0 Feldspar). In September 2018, a one-click plugin for SketchUp and Revit (Kubity PRO), along with a mobile-first revamp of Kubity Go was launched, allowing PRO-to-Go device pairing for automatic mobile sync (6.0 Gypsum). In early 2019, the Kubity Go application was updated to include fully integrated AR, VR, and screen mirroring functionalities, killing off the dedicated companion apps Kubity AR, Kubity VR and Kubity Mirror in the process (7.0 Heliotrope). In January 2020, support for the Kubity PRO plugin for SketchUp and Revit was migrated to a SketchUp-only web app. == Technology == Kubity is powered by a proprietary 3D crystallization engine known as "Paragone"; a technology developed by SPK Technology. Paragone takes constrained information from a 3D file and runs it through the "BlockWave" algorithm (US Patent 10,482.629), also developed by SPK Technology. BlockWave is a multiphase optimization algorithm that combines 3D design, data compression, decimation and rendering optimization, web and mobile transfer, and mixed reality headset integration to create a crystallized universal format of the original file. One phase of the BlockWave algorithm is based on the quadric-based polygonal surface simplification algorithm, performed using predefined heuristics, and is associated with a plurality of simplified versions of the 3D model, each version being associated with a predefined level of detail adapted to the user specific end device. BlockWave extracts data content, geometry and textures, then sets quadrics for each top of the original 3D model, and identifies pairs of adjacent tops linked by vertices. The algorithm uses a local collapsing operator and a top-plan error metric to obtain a fixed number of faces or a maximum defined error; 3D meshing is simplified by replacing two points with one, then deleting the degrading faces and updating adjacent relations. Once decimation is completed, texture optimization is set using texture target parameters allowing maximized GPU memory to improve computing time. With texture encoding completed, the crystallized universal 3D file can now be easily opened on any user-specific end device and played across most digital devices with real-time rendering. == Features == === 3D Crystallization === A user converts (or crystallizes) a 3D file by exporting it with the Kubity web app. Crystallization adds features like AR/VR and cinematic fly-through tour as well as assigns the model a dedicated QR code. === Automatic Mobile Sync === When a 3D model is exported, it is automatically synced to Kubity Go on the user's mobile device. From there, it can be accessed, explored, and shared with others with or without an internet connection. === Security and Management === User models can be managed all in one place on Kubity Go or in a browser from their account. Models can be renamed, password-protected, shared, and played. === Augmented Reality === Developed using Apple ARKit and Google ARCore technology, Kubity Go's augmented reality feature maps the environment in a room detecting horizontal planes like tables and floors to track and place 3D objects. By blending digital objects and information with the environment, Kubity allows users to interact with 3D models in true augmented reality. Built-in communication features allows users to instantly share 3D models with anyone over text, email, social media, or direct device-to-device with a QR Code. Platform Support AR supports devices running iOS11 including: iPhone SE, iPhone 6s, iPhone 6s Plus, iPhone 7, iPhone 7 Plus, iPhone 8, iPhone X, all iPad Pro models, and iPad (2017). AR for Android requires Android 7.0 or later and access to the Google Play Store. === Virtual Reality === VR allows users to explore SketchUp models and Revit projects on-the-go right from a mobile device using Oculus Go, Google Cardboard, Samsung Gear VR, or the glasses-free Magic Window feature. Kubity's virtual reality feature is compatible with Oculus Go, Google Cardboard viewers and other cardboard compatible devices including clip-on style VR glasses like Homido Mini, as well as the mobile virtual reality headset, Samsung Gear VR. Samsung Gear VR supports: Galaxy S6, Galaxy S6 Edge, Galaxy S6 Edge+, Samsung Galaxy Note 5, Galaxy S7, Galaxy S7 Edge, Galaxy S8, Galaxy S8+, Samsung Galaxy Note Fan Edition, Samsung Galaxy Note 8, Samsung Galaxy A8/A8+ (2018), and Samsung Galaxy S9/Galaxy S9+. === Screen Mirroring === Screen mirroring allows a user to sync the sender device to a receiver on a webpage, then control from the sender device to give a remote presentation of the 3D model. Devices are easily synced by entering a six-digit number displayed on the receiving computer. == Platform support == On iOS, the Kubity application is compatible with devices running on the version 9.0 or higher. On Android, Kubity is compatible with devices running on the version 4.4 “Kit Kat” or higher. The web version of Kubity applications currently support web browsers compatible with WebGL2 : Mozilla Firefox and Google Chrome. AR is compatible with devices running iOS11 including: iPhone SE, iPhone 6s, iPhone 6s Plus, iPhone 7, iPhone 7 Plus, iPhone 8, iPhone X, all iPad Pro models, and iPad (2017), and Android devices. Requires Android 7.0 or later and access to the Google Play Store. VR is compatible with Google Cardboard viewers and other cardboard compatible devices including clip-on style VR glasses like Homido Mini, as well as the Samsung Gear VR and Oculus Go. Samsung Gear VR supports: Galaxy S6, Galaxy S6 Edge, Galaxy S6 Edge+, Samsung Galaxy Note 5, Galaxy S7, Galaxy S7 Edge, Galaxy S8, Galaxy S8+, Samsung Galaxy Note Fan Edition, Samsung Galaxy Note 8, Samsung Galaxy A8/A8+ (2018) and Samsung Galaxy S9/Galaxy S9+.

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  • GazoPa

    GazoPa

    GazoPa was an image search engine that used features from an image to search for and identify similar images which closed in 2011. GazoPa began in TechCrunch50 in 2008 before launching into a state of open beta in 2009. GazoPa branched out and released a flower photo community site called "GazoPa Bloom" in 2010. This site was for exploring flower images and, if users need help identifying a flower, uploading images for other people try to identify them. Both sites closed to the public in 2011 when the company decided to focus on other areas of their business.

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  • The Outliner of Giants

    The Outliner of Giants

    The Outliner of Giants was commercial outlining software. Like other outliners, it allowed the user to create a document consisting of a series of nested lists. It was one of a number of browser-based outliners that are delivered as a web application, used through a web browser, rather than being installed as a stand-alone application. The Outliner of Giants was released in 2009. The service was shut down on December 31, 2017 and only exports are allowed at this time. == Feature set == Unlike most other browser-based outliners - which often focus on providing a minimum viable product - the Outliner of Giants had much of the functionality typically associated with a desktop outliner, such as the ability to use of columns to structure information. However, The Outliner of Giants did not support offline editing, requiring an active internet connection in order to make changes to an outline document. === Outlining === Like all outliners, The Outliner of Giants supported the creation of a hierarchy of items, with users modifying the parent-child relationship between items in order to structure a document. This included the ability to promote or demote items up or down the hierarchy, or move an item up or down a list of siblings on the same level. The Outliner of Giants did not support the true cloning of items (where an item can appear to be in multiple places within the hierarchy at the same time), although it did support the copying of single or multiple nodes. === Import === The Outliner of Giants could import both plain text and the OPML XML format, which is commonly used to transfer data between outlining applications. === Editing === Outline documents could be edited using a WYSIWYG editor, as well as the Markdown, and Textile markup languages. === Annotation === The Outliner of Giants supported functions to annotate an outline, such as the ability to add colored labels, highlights and text, as well as tags and hashtags. === Collaboration === The Outliner of Giants supported real-time collaboration, where multiple users could edit the same document, and can see the changes made by another user as they happened. === Publication === Outlines created through The Outliner of Giants could be published directly online through the service, either as outlines, pages or in a blog format. === Export === The Outliner of Giants can export outline data as plain text, HTML, as well as directly to the Google Docs word processor.

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  • Peanut App

    Peanut App

    Peanut, a product of Peanut App Ltd. is an online community for women who are planning to become pregnant, women who are pregnant, women who have had children, and women who are experiencing menopause. Profiles of potential friends are displayed to users who can swipe up to show intent to connect. Users can also connect via discussion threads, groups, and live audio conversations. The app allows users to select their stage of life (trying to conceive, pregnancy, motherhood, or menopause), so as to meet women at a similar life stage, and to discover relevant content. Peanut was founded by Michelle Kennedy shortly after she left Bumble, a female-first dating app. She has described Peanut as, "the app she wishes she had when she first became a mother". == History == Peanut was initially launched in 2017 for mothers and pregnant women. The app focuses on helping users find others with shared interests, such as spoken languages, occupations, and hobbies. It also displays a woman's life stage, such as the age of her children, or the stage of pregnancy. In 2018, it launched a community discussion feature that intended to give women an "alternative to other social platforms". In 2019, it started to serve women who are trying to conceive. In April 2021, it integrated live audio, in response to the COVID-19 pandemic, and the restrictions around in-person socializing. in September 2021, it started to include women who are navigating perimenopause, menopause, and postmenopausal. Although it had initially catered for younger women navigating into new families, a large number of users had undergone surgically or chemically induced menopause due to medical conditions. In July 2021, Peanut launched an investment micro fund, Peanut StartHER, focused on investing in women-owned businesses, as well as other historically excluded founders. == Operation == The Peanut app is a social network exclusively for women, focusing on topics of pregnancy, motherhood, fertility, and menopause. It is available on iOS and Android devices. Users must prove their identity, in keeping with the primary function of in-app safety, and then they can create a profile to interact with other users. For pregnant users, the “Bump Buddies” feature helps connect them with other Peanut users who have a similar due date, which aimed to help expecting mothers combat loneliness during the COVID-19 pandemic. Peanut users also have the option to join “Groups” ‒ sub-sections of users focused on specific topics, including (but not limited to) location, life stage, pregnancy due date, and interests or hobbies. The live voice chat feature “Pods”, enables Peanut users to socialize without the pressure of photos or video chat. It offers features such as a muted audience of listeners who need to virtually raise their hand to speak, emoji reactions, and hosts who can moderate the conversations and invite people to speak.

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  • Document-oriented database

    Document-oriented database

    A document-oriented database, or document store, is a computer program and data storage system designed for storing, retrieving, and managing document-oriented information, also known as semi-structured data. Document-oriented databases are one of the main categories of NoSQL databases, and the popularity of the term "document-oriented database" has grown alongside the adoption of NoSQL itself. XML databases are a subclass of document-oriented databases optimized for XML documents. Graph databases are similar, but add another layer, the relationship, which allows them to link documents for rapid traversal. Document-oriented databases are conceptually an extension of the key–value store, another type of NoSQL database. In key-value stores, data is treated as opaque by the database, whereas document-oriented systems exploit the internal structure of documents to extract metadata and optimize storage and queries. Although in practice the distinction can be minimal due to modern tooling, document stores are designed to provide a richer programming experience with modern programming techniques. Document databases differ significantly from traditional relational databases (RDBs). Relational databases store data in predefined tables, often requiring an object to be split across multiple tables. In contrast, document databases store all information for a given object in a single document, with each document potentially having a unique structure. This design eliminates the need for object-relational mapping when loading data into the database. == Documents == The central concept of a document-oriented database is the notion of a document. Although implementations vary in their specific definitions, document-oriented databases generally treat documents as self-contained units that encapsulate and encode data in a standardized format. Common encoding formats include XML, YAML, JSON, as well as binary representations such as BSON. Documents in a document store are equivalent to the programming concept of an object. They are not required to adhere to a fixed schema, and documents within the same collection may contain different fields or structures. Fields may be optional, and documents of the same logical type may differ in composition. For example, the following illustrates a document encoded in JSON: A second document might be encoded in XML as: The two example documents share some structural elements but also contain unique fields. The structure, text, and other data within each document are collectively referred to as the document's content and can be accessed or modified using retrieval or editing operations. Unlike relational databases, in which each record contains the same fields and unused fields are left empty, document-oriented databases do not require uniform fields across documents. This design allows new information to be added to some documents without affecting the structure of others. Document databases often support the storage of additional metadata alongside the document content. Such metadata may relate to organizational features, security, indexing, or other implementation-specific features. === CRUD operations === The core operations supported by a document-oriented database for manipulating documents are similar to those in other databases. Although terminology is not perfectly standardized, these operations are generally recognized as Create, Read, Update, and Delete (CRUD). Creation (C): Adds a new document to the database. Retrieval (R): Retrieves documents or fields based on queries. Update (U): Modifies the contents of existing documents. Deletion (D): Removes documents from the database. === Keys === Documents in a document-oriented database are addressed via a unique identifier. This identifier, often a string, URI, or path, can be used to retrieve the document from the database. Most document stores maintain an index on the key to optimize retrieval, and in some implementations the key is required when creating or inserting a new document. === Retrieval === In addition to key-based access, document-oriented databases typically provide an API or query language that enables retrieval based on document content or associated metadata. For example, a query may return all documents with a specific field matching a given value. The available query features, indexing options, and performance characteristics vary across implementations. Document stores differ from key-value stores in that they exploit the internal structure and metadata of stored documents. In many key-value stores, values are treated as opaque or "black-box" data, meaning the database system does not interpret their internal structure. By contrast, document-oriented databases can classify and interpret document content. This enables queries that distinguish between types of data––for example, retrieving all phone numbers containing "555" without also matching a postal code such as "55555." === Editing === Document databases typically provide mechanisms for updating or editing the content or metadata of a document. Updates may involve replacing the entire document or modifying individual elements or fields within the document. === Organization === Document database implementations support a variety of methods for organizing documents, including: Collections: Groups of documents. Depending on the implementation, a document may be required to belong to a single collection or may be allowed in multiple collections. Tags and non-visible metadata: Additional data stored outside the main document content. Directory hierarchies: Documents organized in a tree-like structure, often based on path or URI. These organizational structures may differ between logical and physical representations (e.g. on disk or in memory). == Relationship to other databases == === Relationship to key-value stores === A document-oriented database can be viewed as a specialized form of key-value store, which is itself a category of NoSQL database. In a basic key-value store, the stored value is typically treated as opaque by the database system. By contrast, a document-oriented database provides APIs or a query and update language that allows queries and modifications based on the internal structure of the document. For users who do not require advanced query, retrieval, or update capabilities, the distinction between document-oriented databases and key-value stores may be minimal. === Relationship to search engines === Some search engine and information retrieval systems, such as Apache Solr and Elasticsearch, provide document storage and support core document operations. As a result, they may meet certain functional definitions of a document-oriented database, although their primary design goals differ. === Relationship to relational databases === In a relational database, data is organized into predefined types represented as tables. Each table contains rows (records) with a fixed set of columns (fields), so all records in a table share the same structure. Administrators typically define indexes on selected fields to improve query performance. A central principle of relational database design is database normalization, in which data that might otherwise be repeated is stored in separate tables and linked using keys. When records in different tables are related, a foreign key is used to associate them. For example, an address book application may store a contact's name, image, phone numbers, mailing addresses, and email addresses. In a normalized relational design, separate tables might be created for contacts, phone numbers, and email addresses. The phone number table would include a foreign key referencing the associated contact. To reconstruct a complete contact record, the database retrieves related information from each table using the foreign keys and combines it into a single record. In contrast, a document-oriented database stores all data related to an object within a single document, and stored in the database as a single entry. In the address book example,the contact's name, image, and contact information may be stored together in one document. The document is retrieved using a unique key, and all related information is returned together, without needing to look up multiple tables. A key difference between the document-oriented and relational models is that the data formats are not predefined in the document case. In most cases, any sort of document can be stored in a database, and documents can change in type and form over time. For example, a new field such as COUNTRY_FLAG can be added to new documents as they are inserted without affecting existing documents. To aid retrieval, document-oriented systems generally allow the administrator to provide hints to the database for locating certain types of information. These hints work in a similar fashion to indexes in relational databases. Many systems also allow additional metadata outside the content of the document itself

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  • FlowVella

    FlowVella

    FlowVella (formerly Flowboard) is an interactive presentation platform that includes an iPad/iPhone app, a Mac app and web site for viewing presentations, built first for the iPad and web. FlowVella allows users to create, publish and share presentations through their cloud-based SaaS system. FlowVella allows embedding of text, images, PDFs, video and gallery objects in easy linkable screens, defining modern interactive presentations. FlowVella grew out of Treemo Labs. == History == FlowVella launched as 'Flowboard' on April 18, 2013 after being built for almost a year. FlowVella was incubated out of Treemo Labs, which had years of experience building native apps for iPhone, iPad and Android devices. FlowVella is an iPad app and Mac app where users create, view, publish and share interactive presentations. Presentations are viewable on flowvella.com through a web-based viewer on any device or through the FlowVella native iPad app or Mac app. On December 18, 2014, Flowboard rebranded as FlowVella after a trademark dispute. == Presentation format == FlowVella is an interactive presentation format where instead of single directional slides, presentations are made up of linkable screens with embeddable media and content objects. While 'Flows' can be exported to PDF, they all have a web address and are meant to be viewed via a web browser or the FlowVella native applications. == Revenue model == FlowVella uses the freemium model for its presentation apps. Free users can make 4 public presentations with limited number of screens/slides, but most features are available to try out the software. In 2016, FlowVella introduced a second paid plan called PRO which includes team sharing, tracking and newly introduced 'Kiosk Mode' that launched in March of 2017. == Features == FlowVella is a native iPad app and Mac app which has advantages over web based tools. All downloaded presentations can be viewed offline, without an Internet connection. This includes videos which are enabled by caching the video files into memory. For students, teachers, sales people and all users, this is extremely important because this prevents having a presentation fail because of lack of an Internet connection. Beyond the offline capabilities, there is a trend to build native applications versus HTML5 as noted by Facebook and LinkedIn both rebuilding their mobile apps as 100% native applications.

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  • Digital image correlation and tracking

    Digital image correlation and tracking

    Digital image correlation and tracking is an optical method that employs tracking and image registration techniques for accurate 2D and 3D measurements of changes in 2D images or 3D volumes. This method is often used to measure full-field displacement and strains, and it is widely applied in many areas of science and engineering. Compared to strain gauges and extensometers, digital image correlation methods provide finer details about deformation, due to the ability to provide both local and average data. == Overview == Digital image correlation (DIC) techniques have been increasing in popularity, especially in micro- and nano-scale mechanical testing applications due to their relative ease of implementation and use. Advances in computer technology and digital cameras have been the enabling technologies for this method and while white-light optics has been the predominant approach, DIC can be and has been extended to almost any imaging technology. The concept of using cross-correlation to measure shifts in datasets has been known for a long time, and it has been applied to digital images since at least the early 1970s. The present-day applications are almost innumerable, including image analysis, image compression, velocimetry, and strain estimation. Much early work in DIC in the field of mechanics was led by researchers at the University of South Carolina in the early 1980s and has been optimized and improved in recent years. Commonly, DIC relies on finding the maximum of the correlation array between pixel intensity array subsets on two or more corresponding images, which gives the integer translational shift between them. It is also possible to estimate shifts to a finer resolution than the resolution of the original images, which is often called "sub-pixel" registration because the measured shift is smaller than an integer pixel unit. For sub-pixel interpolation of the shift, other methods do not simply maximize the correlation coefficient. An iterative approach can also be used to maximize the interpolated correlation coefficient by using non-linear optimization techniques. The non-linear optimization approach tends to be conceptually simpler and can handle large deformations more accurately, but as with most nonlinear optimization techniques, it is slower. The two-dimensional discrete cross correlation r i j {\displaystyle r_{ij}} can be defined in several ways, one possibility being: r i j = ∑ m ∑ n [ f ( m + i , n + j ) − f ¯ ] [ g ( m , n ) − g ¯ ] ∑ m ∑ n [ f ( m , n ) − f ¯ ] 2 ∑ m ∑ n [ g ( m , n ) − g ¯ ] 2 . {\displaystyle r_{ij}={\frac {\sum _{m}\sum _{n}[f(m+i,n+j)-{\bar {f}}][g(m,n)-{\bar {g}}]}{\sqrt {\sum _{m}\sum _{n}{[f(m,n)-{\bar {f}}]^{2}}\sum _{m}\sum _{n}{[g(m,n)-{\bar {g}}]^{2}}}}}.} Here f(m, n) is the pixel intensity or the gray-scale value at a point (m, n) in the original image, g(m, n) is the gray-scale value at a point (m, n) in the translated image, f ¯ {\displaystyle {\bar {f}}} and g ¯ {\displaystyle {\bar {g}}} are mean values of the intensity matrices f and g respectively. However, in practical applications, the correlation array is usually computed using Fourier-transform methods, since the fast Fourier transform is a much faster method than directly computing the correlation. F = F { f } , G = F { g } . {\displaystyle \mathbf {F} ={\mathcal {F}}\{f\},\quad \mathbf {G} ={\mathcal {F}}\{g\}.} Then taking the complex conjugate of the second result and multiplying the Fourier transforms together elementwise, we obtain the Fourier transform of the correlogram, R {\displaystyle \ R} : R = F ∘ G ∗ , {\displaystyle R=\mathbf {F} \circ \mathbf {G} ^{},} where ∘ {\displaystyle \circ } is the Hadamard product (entry-wise product). It is also fairly common to normalize the magnitudes to unity at this point, which results in a variation called phase correlation. Then the cross-correlation is obtained by applying the inverse Fourier transform: r = F − 1 { R } . {\displaystyle \ r={\mathcal {F}}^{-1}\{R\}.} At this point, the coordinates of the maximum of r i j {\displaystyle r_{ij}} give the integer shift: ( Δ x , Δ y ) = arg ⁡ max ( i , j ) { r } . {\displaystyle (\Delta x,\Delta y)=\arg \max _{(i,j)}\{r\}.} == Deformation mapping == For deformation mapping, the mapping function that relates the images can be derived from comparing a set of subwindow pairs over the whole images. (Figure 1). The coordinates or grid points (xi, yj) and (xi, yj) are related by the translations that occur between the two images. If the deformation is small and perpendicular to the optical axis of the camera, then the relation between (xi, yj) and (xi, yj) can be approximated by a 2D affine transformation such as: x ∗ = x + u + ∂ u ∂ x Δ x + ∂ u ∂ y Δ y , {\displaystyle x^{}=x+u+{\frac {\partial u}{\partial x}}\Delta x+{\frac {\partial u}{\partial y}}\Delta y,} y ∗ = y + v + ∂ v ∂ x Δ x + ∂ v ∂ y Δ y . {\displaystyle y^{}=y+v+{\frac {\partial v}{\partial x}}\Delta x+{\frac {\partial v}{\partial y}}\Delta y.} Here u and v are translations of the center of the sub-image in the X and Y directions respectively. The distances from the center of the sub-image to the point (x, y) are denoted by Δ x {\displaystyle \Delta x} and Δ y {\displaystyle \Delta y} . Thus, the correlation coefficient rij is a function of displacement components (u, v) and displacement gradients ∂ u ∂ x , ∂ u ∂ y , ∂ v ∂ x , ∂ v ∂ y . {\displaystyle {\frac {\partial u}{\partial x}},{\frac {\partial u}{\partial y}},{\frac {\partial v}{\partial x}},{\frac {\partial v}{\partial y}}.} DIC has proven to be very effective at mapping deformation in macroscopic mechanical testing, where the application of specular markers (e.g. paint, toner powder) or surface finishes from machining and polishing provide the needed contrast to correlate images well. However, these methods for applying surface contrast do not extend to the application of free-standing thin films for several reasons. First, vapor deposition at normal temperatures on semiconductor grade substrates results in mirror-finish quality films with RMS roughnesses that are typically on the order of several nanometers. No subsequent polishing or finishing steps are required, and unless electron imaging techniques are employed that can resolve microstructural features, the films do not possess enough useful surface contrast to adequately correlate images. Typically this challenge can be circumvented by applying paint that results in a random speckle pattern on the surface, although the large and turbulent forces resulting from either spraying or applying paint to the surface of a free-standing thin film are too high and would break the specimens. In addition, the sizes of individual paint particles are on the order of μms, while the film thickness is only several hundred nanometers, which would be analogous to supporting a large boulder on a thin sheet of paper. == Digital volume correlation == Digital Volume Correlation (DVC, and sometimes called Volumetric-DIC) extends the 2D-DIC algorithms into three dimensions to calculate the full-field 3D deformation from a pair of 3D images. This technique is distinct from 3D-DIC, which only calculates the 3D deformation of an exterior surface using conventional optical images. The DVC algorithm is able to track full-field displacement information in the form of voxels instead of pixels. The theory is similar to above except that another dimension is added: the z-dimension. The displacement is calculated from the correlation of 3D subsets of the reference and deformed volumetric images, which is analogous to the correlation of 2D subsets described above. DVC can be performed using volumetric image datasets. These images can be obtained using confocal microscopy, X-ray computed tomography, Magnetic Resonance Imaging or other techniques. Similar to the other DIC techniques, the images must exhibit a distinct, high-contrast 3D "speckle pattern" to ensure accurate displacement measurement. DVC was first developed in 1999 to study the deformation of trabecular bone using X-ray computed tomography images. Since then, applications of DVC have grown to include granular materials, metals, foams, composites and biological materials. To date it has been used with images acquired by MRI imaging, Computer Tomography (CT), micro-CT, confocal microscopy, and lightsheet microscopy. DVC is currently considered to be ideal in the research world for 3D quantification of local displacements, strains, and stress in biological specimens. It is preferred because of the non-invasiveness of the method over traditional experimental methods. Two of the key challenges are improving the speed and reliability of the DVC measurement. The 3D imaging techniques produce noisier images than conventional 2D optical images, which reduces the quality of the displacement measurement. Computational speed is restricted by the file sizes of 3D images, which are significantly larger than 2D images. For example, an

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