Ni1000

Ni1000

The Ni1000 is an artificial neural network chip developed by Nestor Corporation and Intel, developed in the 1990s. It is Intel's second-generation neural network chip, but the first all-digital chip. The chip is aimed at image analysis applications– containing more than 3 million transistors – and can analyze 40,000 patterns per second. Prototypes running Nestor's OCR software in 1994 were capable of recognizing around 100 handwritten characters per second. The development was funded with money from DARPA and Office of Naval Research.

Workplace robotics safety

Workplace robotics safety is an aspect of occupational safety and health when robots are used in the workplace. This includes traditional industrial robots as well as emerging technologies such as drone aircraft and wearable robotic exoskeletons. Types of accidents include collisions, crushing, and injuries from mechanical parts. Hazard controls include physical barriers, good work practices, and proper maintenance. == Background == Many workplace robots are industrial robots used in manufacturing. According to the International Federation of Robotics, 1.7 million new robots are expected to be used in factories between 2017 and 2020. Emerging robot technologies include collaborative robots, personal care robots, construction robots, exoskeletons, autonomous vehicles, and drone aircraft (also known as unmanned aerial vehicles or UAVs). Advances in automation technologies (e.g. fixed robots, collaborative and mobile robots, and exoskeletons) have the potential to improve work conditions but also to introduce workplace hazards in manufacturing workplaces. Fifty-six percent of robot injuries are classified as pinch injuries and 44% of injuries are classified as impact injuries. A 1987 study found that line workers are at the greatest risk, followed by maintenance workers, and programmers. Poor workplace design and human error caused most injuries. Despite the lack of occupational surveillance data on injuries associated specifically with robots, researchers from the US National Institute for Occupational Safety and Health (NIOSH) identified 61 robot-related deaths between 1992 and 2015 using keyword searches of the Bureau of Labor Statistics (BLS) Census of Fatal Occupational Injuries research database (see info from Center for Occupational Robotics Research). Using data from the Bureau of Labor Statistics, NIOSH and its state partners have investigated 4 robot-related fatalities under the Fatality Assessment and Control Evaluation Program. In addition the Occupational Safety and Health Administration (OSHA) has investigated robot-related deaths and injuries, which can be reviewed at OSHA Accident Search page. Injuries and fatalities could increase over time because of the increasing number of collaborative and co-existing robots, powered exoskeletons, and autonomous vehicles into the work environment. Safety standards are being developed by the Robotic Industries Association (RIA) in conjunction with the American National Standards Institute (ANSI). On October 5, 2017, OSHA, NIOSH and RIA signed an alliance to work together to enhance technical expertise, identify and help address potential workplace hazards associated with traditional industrial robots and the emerging technology of human-robot collaboration installations and systems, and help identify needed research to reduce workplace hazards. On October 16 NIOSH launched the Center for Occupational Robotics Research to "provide scientific leadership to guide the development and use of occupational robots that enhance worker safety, health, and well being". So far, the research needs identified by NIOSH and its partners include: tracking and preventing injuries and fatalities, intervention and dissemination strategies to promote safe machine control and maintenance procedures, and on translating effective evidence-based interventions into workplace practice. == Hazards == Many hazards and injuries can result from the use of robots in the workplace. Some robots, notably those in a traditional industrial environment, are fast and powerful. This increases the potential for injury as one swing from a robotic arm, for example, could cause serious bodily harm. There are additional risks when a robot malfunctions or is in need of maintenance. A worker who is working on the robot may be injured because a malfunctioning robot is typically unpredictable. For example, a robotic arm that is part of a car assembly line may experience a jammed motor. A worker who is working to fix the jam may suddenly get hit by the arm the moment it becomes unjammed. Additionally, if a worker is standing in a zone that is overlapping with nearby robotic arms, he or she may get injured by other moving equipment. There are four types of accidents that can occur with robots: impact or collision accidents, crushing and trapping accidents, mechanical part accidents, and other accidents. Impact or collision accidents occur generally from malfunctions and unpredicted changes. Crushing and trapping accidents occur when a part of a worker's body becomes trapped or caught on robotic equipment. Mechanical part accidents can occur when a robot malfunctions and starts to "break down", where the ejection of parts or exposed wire can cause serious injury. Other accidents at just general accidents that occur from working with robots. There are seven sources of hazards that are associated with human interaction with robots and machines: human errors, control errors, unauthorized access, mechanical failures, environmental sources, power systems, and improper installation. Human errors could be anything from one line of incorrect code to a loose bolt on a robotic arm. Many hazards can stem from human-based error. Control errors are intrinsic and are usually not controllable nor predictable. Unauthorized access hazards occur when a person who is not familiar with the area enters the domain of a robot. Mechanical failures can happen at any time, and a faulty unit is usually unpredictable. Environmental sources are things such as electromagnetic or radio interference in the environment that can cause a robot to malfunction. Power systems are pneumatic, hydraulic, or electrical power sources; these power sources can malfunction and cause fires, leaks, or electrical shocks. Improper installation is fairly self-explanatory; a loose bolt or an exposed wire can lead to inherent hazards. === Emerging technologies === Emerging robotic technologies can reduce hazards to workers, but can also introduce new hazards. For example, robotic exoskeletons can be used in construction to reduce load to the spine, improve posture, and reduce fatigue; however, they can also increase chest pressure, limit mobility when moving out of the way of a falling object, and cause balance problems. Unmanned aerial vehicles are being used in the construction industry to do monitoring and inspections of buildings under construction. This reduces the need for humans to be in hazardous locations, but the risk of a UAV collision presents a hazard to workers. For collaborative robots, isolation is not possible. Possible hazard controls include collision avoidance systems, and making the robot less stiff to lessen the impact force. Robotic tech vest is a wearable device for humans, worn in Amazon warehouses. == Hazard controls == There are a few ways to prevent injuries by implementing hazard controls. There can be risk assessments at each of the various stages of a robot's development. Risk assessments can help gather information about a robot's status, how well it is being maintained, and if repairs are needed soon. By being aware of the status of a robot, injuries can be prevented and hazards reduced. Safeguarding devices can be implemented to reduce the risk of injuries. These can include engineering controls such as physical barriers, guard rails, presence-sensing safeguarding devices, etc. Awareness devices are usually used in conjunction with safeguarding devices. They are usually a system of rope or chain barriers with lights, signs, whistles, and horns. Their purpose it to be able to alert workers or personnel of certain dangers. Operator safeguards can also be in place. These usually utilize safeguarding devices to protect the operator and reduce risk of injury. Additionally, when an operator is within close proximity of a robot, the working speed of the robot can be reduced to ensure that the operator is in full control. This can be done by placing the robot in the manual or teach mode. It is also crucial to inform the programmer of the robot of what type of work the robot will be doing, how it will interact with other robots, and how it will work in relation to an operator. Proper maintenance of robotic equipment is also critical in order to reduce hazards. Maintaining a robot insures that it continues to function properly, thereby reducing the risks associated with a malfunction. One common safeguard used in industrial settings is the installation of robot safety fencing. These barriers, often made from durable materials such as mesh or polycarbonate, prevent accidental interactions between workers and robotic systems, reducing the risk of injury. Robot safety fencing is particularly important in environments where high-speed or powerful robots are used. == Regulations == Some existing regulations regarding robots and robotic systems include: ANSI/RIA R15.06 OSHA 29 CFR 1910.333 OSHA 29 CFR 1910.147 ISO 10218 ISO/TS 15066 ISO/DIS 13482

Fillrate

In computer graphics, a video card's pixel fillrate refers to the number of pixels that can be rendered on the screen and written to video memory in one second. Pixel fillrates are given in megapixels per second or in gigapixels per second (in the case of newer cards), and are obtained by multiplying the number of render output units (ROPs) by the clock frequency of the graphics processing unit (GPU) of a video card. A similar concept, texture fillrate, refers to the number of texture map elements (texels) the GPU can map to pixels in one second. Texture fillrate is obtained by multiplying the number of texture mapping units (TMUs) by the clock frequency of the GPU. Texture fillrates are given in mega or gigatexels per second. However, there is no full agreement on how to calculate and report fillrates. Another possible method is to multiply the number of pixel pipelines by the GPU's clock frequency. The results of these multiplications correspond to a theoretical number. The actual fillrate depends on many other factors. In the past, the fillrate has been used as an indicator of performance by video card manufacturers such as ATI and NVIDIA, however, the importance of the fillrate as a measurement of performance has declined as the bottleneck in graphics applications has shifted. For example, today, the number and speed of unified shader processing units has gained attention. Although fillrate doesn't provide a substantial bottleneck in games, it can still provide a bottleneck for certain parts of the game, for example applying a gaussian blur can be bottlenecked by fillrate. Scene complexity can be increased by overdrawing, which happens when an object is drawn to the frame buffer, and another object (such as a wall) is then drawn on top of it, covering it up. The time spent drawing the first object is thus wasted because it is not visible. When a sequence of scenes is extremely complex (many pixels have to be drawn for each scene), the frame rate for the sequence may drop. When designing graphics intensive applications, one can determine whether the application is fillrate-limited (or shader limited) by seeing if the frame rate increases dramatically when the application runs at a lower resolution or in a smaller window. Although this is not a full-proof method, modern videogame engines can dynamically reduce the level-of-detail required and thereby reducing fillrate-limited applications. The best way to find fillrate bottlenecks is to use GPU vendor software like NVIDIA Nsight Graphics, AMD Radeon GPU Profile and the Intel Graphics Performance Analyzers.

World Database of Happiness

The World Database of Happiness is a web-based archive of research findings on subjective appreciation of life, based in the Erasmus Happiness Economics Research Organization of the Erasmus University Rotterdam in The Netherlands. The database contains both an overview of scientific publications on happiness and a digest of research findings. Happiness is defined as the degree to which an individual judges the quality of his or her life as a whole favorably. Two 'components' of happiness are distinguished: hedonic level of affect (the degree to which pleasant affect dominates) and contentment (perceived realization of wants). == Aims == The World Database of Happiness is a tool to quickly acquire an overview on the ever-growing stream of research findings on happiness Medio 2023 the database covered some 16,000 scientific publications on happiness, from which were extracted 23,000 distributional findings (on how happy people are) and another 24,000 correlational findings (on factors associated with more and less happiness). The first findings date from 1915. == Technique == The World Database of Happiness is a ‘findings archive’, which consists of electronic ‘finding pages’ on which separate research results are described in a standard format and terminology. These finding pages can be selected on various characteristics, such as population studies, the measure of happiness used and observed co-variates. All finding-pages have a specific internet address to which links can be made in scientific review papers or policy recommendations. This allows a concise presentation of many findings in a table, while providing readers with access to detail. == Scientific use == The Database has been cited in 254 scientific papers, for example to access under what conditions economic growth enhances average happiness or to show that rising mean happiness at first raises happiness inequality, but further rise will diminish these differences, or that healthy eating is associated with more happiness, even after controlling for the effect on health Another finding is that relative simple happiness training techniques raise happiness by some 5% == Popular use == The World Database of Happiness is often used by popular media to make lists of the happiest countries around the globe. An example is the Happy Planet Index, which aims to chart sustainable happiness all over the world by combining data on longevity, happiness and the size of the ecological footprint of citizens. == Strengths and weaknesses == The database has a clear conceptual focus, it includes only research findings on subjective enjoyment of one's life as a whole. Thereby it evades the Babel that has haunted the study of happiness for ages. The other side of that coin is that much interesting research is left out. The findings are reported with technical details about measurement and statistical analysis. This detail is welcomed by scholars, but makes the information difficult to digest for lay-persons. Still another limitation is that the determinants of happiness appear to vary considerably across persons and situations, which make it hard to draw general conclusions about the causes of happiness. What is clear is that poor health, separation, unemployment and lack of social contact are all strongly negatively associated with happiness. Another problem for the World database of happiness is that the studies on happiness increase with such a high rate that it gets increasingly difficult to offer a complete overview of all research findings. A further concern is that the Database of Happiness is exclusively focused on hedonic happiness (feeling good) and not on mature happiness that might exist in the face of suffering

IMazing

iMazing is mobile device management software that allows users to transfer files and data between iOS devices (iPhone, iPad and iPod Touch) and macOS or Windows computers, in addition to many other features beyond the scope of what Apple's own tools enable. == History == Developed by DigiDNA, iMazing was initially released in 2008 as DiskAid, enabling users to transfer data and files from the iPhone or iPod Touch to Mac or Windows computers. DiskAid was renamed iMazing in 2014. Version 2.0 was released on September 13, 2016. In August 2021, version 2.14 of iMazing added a spyware detection feature. The feature is based on Amnesty International’s Mobile Verification Toolkit to detect Pegasus Spyware following the publication of Pegasus Project. == Description == With iMazing, an iPhone or iPad can be used similarly to an external hard drive. It performs tasks that iTunes doesn’t offer, including incremental backups of iOS devices, browsing and exporting text and voicemail messages, managing apps, encryption, and migrating data from an old phone to a new one. The menu bar app iMazing Mini enables automatic, wireless and encrypted backups of iPhones. The iMazing HEIC Converter is a free desktop app for Mac and PC that lets users convert photos from HEIC format to JPG or PNG.

Morphing

Morphing is a special effect in motion pictures and animations that changes (or morphs) one image or shape into another through a seamless transition. Traditionally such a depiction would be achieved through dissolving techniques on film. Since the early 1990s, this has been replaced by computer software to create more realistic transitions. A similar method is applied to audio recordings, for example, by changing voices or vocal lines. == Early transformation techniques == Long before digital morphing, several techniques were used for similar image transformations. Some of those techniques are closer to a matched dissolve – a gradual change between two pictures without warping the shapes in the images – while others did change the shapes in between the start and end phases of the transformation. === Tabula scalata === Known since at least the end of the 16th century, Tabula scalata is a type of painting with two images divided over a corrugated surface. Each image is only correctly visible from a certain angle. If the pictures are matched properly, a primitive type of morphing effect occurs when changing from one viewing angle to the other. === Mechanical transformations === Around 1790 French shadow play showman François Dominique Séraphin used a metal shadow figure with jointed parts to have the face of a young woman changing into that of a witch. Some 19th century mechanical magic lantern slides produced changes to the appearance of figures. For instance a nose could grow to enormous size, simply by slowly sliding away a piece of glass with black paint that masked part of another glass plate with the picture. === Matched dissolves === In the first half of the 19th century "dissolving views" were a popular type of magic lantern show, mostly showing landscapes gradually dissolving from a day to night version or from summer to winter. Other uses are known, for instance Henry Langdon Childe showed groves transforming into cathedrals. The 1910 short film Narren-grappen shows a dissolve transformation of the clothing of a female character. Maurice Tourneur's 1915 film Alias Jimmy Valentine featured a subtle dissolve transformation of the main character from respected citizen Lee Randall into his criminal alter ego Jimmy Valentine. The Peter Tchaikovsky Story in a 1959 TV-series episode of Disneyland features a swan automaton transforming into a real ballet dancer. In 1985, Godley & Creme created a "morph" effect using analogue cross-fades on parts of different faces in the video for "Cry". === Animation === In animation, the morphing effect was created long before the introduction of cinema. A phenakistiscope designed by its inventor Joseph Plateau was printed around 1835 and shows the head of a woman changing into a witch and then into a monster. Émile Cohl's 1908 animated film Fantasmagorie featured much morphing of characters and objects drawn in simple outlines. == Digital morphing == In the early 1990s, computer techniques capable of more convincing results saw increasing use. These involved distorting one image at the same time that it faded into another through marking corresponding points and vectors on the "before" and "after" images used in the morph. For example, one would morph one face into another by marking key points on the first face, such as the contour of the nose or location of an eye, and mark where these same points existed on the second face. The computer would then distort the first face to have the shape of the second face at the same time that it faded the two faces. To compute the transformation of image coordinates required for the distortion, the algorithm of Beier and Neely can be used. === Concerns === In 1993 concerns were raised about the authenticity of digitally altered images arising from morphing. Images of fake "tween" people found half way between two morphed people created a skeptical media long before AI. === Early examples === In or before 1986, computer graphics company Omnibus created a digital animation for a Tide commercial with a Tide detergent bottle smoothly morphing into the shape of the United States. The effect was programmed by Bob Hoffman. Omnibus re-used the technique in the movie Flight of the Navigator (1986). It featured scenes with a computer generated spaceship that appeared to change shape. The plaster cast of a model of the spaceship was scanned and digitally modified with techniques that included a reflection mapping technique that was also developed by programmer Bob Hoffman. The 1986 movie The Golden Child implemented early digital morphing effects from animal to human and back. Willow (1988) featured a more detailed digital morphing sequence with a person changing into different animals. A similar process was used a year later in Indiana Jones and the Last Crusade to create Walter Donovan's gruesome demise. Both effects were created by Industrial Light & Magic, using software developed by Tom Brigham and Doug Smythe (AMPAS). In 1991, morphing appeared notably in the Michael Jackson music video "Black or White" and in the movies Terminator 2: Judgment Day and Star Trek VI: The Undiscovered Country. The first application for personal computers to offer morphing was Gryphon Software Morph on the Macintosh. Other early morphing systems included ImageMaster, MorphPlus and CineMorph, all of which premiered for the Amiga in 1992. Other programs became widely available within a year, and for a time the effect became common to the point of cliché. For high-end use, Elastic Reality (based on MorphPlus) saw its first feature film use in In The Line of Fire (1993) and was used in Quantum Leap (work performed by the Post Group). At VisionArt Ted Fay used Elastic Reality to morph Odo for Star Trek: Deep Space Nine. The Snoop Dogg music video "Who Am I? (What's My Name?)", where Snoop Dogg and the others morph into dogs. Elastic Reality was later purchased by Avid, having already become the de facto system of choice, used in many hundreds of films. The technology behind Elastic Reality earned two Academy Awards in 1996 for Scientific and Technical Achievement going to Garth Dickie and Perry Kivolowitz. The effect is technically called a "spatially warped cross-dissolve". The first social network designed for user-generated morph examples to be posted online was Galleries by Morpheus. In late 1991 Yeti Productions employed a young Stephen Regelous to run it's 486 computer graphics system in Wellington New Zealand. After producer Barry Thomas showed him Michael Jackson's "Black or White", Regelous wrote 10,000 lines of C++ code of triangle-based digital morphing software. Together they created morphing based TV commercials for The NZ Cancer Society, Fit food, Salvation Army and others. The Fit food commercial employed morphing with 35mm, pin registered, digitally controlled motion control designed and made by Russell Collins with software by Stephen Regelous. In Taiwan, Aderans, a hair loss solutions provider, did a TV commercial featuring a morphing sequence in which people with lush, thick hair morph into one another, reminiscent of the end sequence of the "Black or White" video. === Present use === Morphing algorithms continue to advance and programs can automatically morph images that correspond closely enough with relatively little instruction from the user. This has led to the use of morphing techniques to create convincing slow-motion effects where none existed in the original film or video footage by morphing between each individual frame using optical flow technology. Morphing has also appeared as a transition technique between one scene and another in television shows, even if the contents of the two images are entirely unrelated. The algorithm in this case attempts to find corresponding points between the images and distort one into the other as they crossfade. While perhaps less obvious than in the past, morphing is used heavily today. Whereas the effect was initially a novelty, today, morphing effects are most often designed to be seamless and invisible to the eye. A particular use for morphing effects is modern digital font design. Using morphing technology, called interpolation or multiple master tech, a designer can create an intermediate between two styles, for example generating a semibold font by compromising between a bold and regular style, or extend a trend to create an ultra-light or ultra-bold. The technique is commonly used by font design studios. == Software == After Effects Animate Elastic Reality FantaMorph Gryphon Software Morph Morph Age Morpheus Nuke SilhouetteFX

JustWatch

JustWatch is a website that provides information on the availability of films and TV shows on various streaming platforms such as Netflix, HBO Max, Disney+, Hulu, Peacock, Fandango at Home, Apple TV, and Amazon Prime Video, among others. It is also available as a mobile application and smart TV application. JustWatch provides a search engine that allows users to discover which digital platforms host a particular movie or TV series. As of November 2023, JustWatch is available to users in 139 countries. == Features == JustWatch functions as a search engine by aggregating information about the online availability of films and TV series from video-on-demand streaming services. It aggregates information from more than 100 video content libraries, as well providing information about video resolution quality, pricing, and purchase or rental options. The website includes various filters for searching, including genre, price, release date, rating, and popularity. Users are also able to create lists of shows and movies and to share these lists with other users. == History == JustWatch GmbH is an international database company that is privately held and headquartered in Berlin, Germany. The company specializes in the online availability of movies and TV series. In addition to its user-facing website, the company also has an advertising-focused arm, JustWatch Media, that works with corporate clients, using data about what people watch that it gleans from user behavior to help entertainment companies tailor their marketing strategies. Its clients include Universal Pictures, Paramount Pictures, and Sony Pictures, among others. Development of the website began in 2014, and it was launched in the U.S. and Germany in February 2015. In 2018, the company received funding to improve databases within the European Union. In December 2019, the company acquired a rival streaming aggregation service, GoWatchIt, from Plexus Entertainment. JustWatch also used the acquisition to open its first New York office. In 2019, JustWatch had over 30 million users across 38 countries. By 2020, the company's streaming aggregation service was available in over 45 countries. By November 2023, it was available in 139 countries, and had over 40 million monthly users. === Founding === JustWatch was co-founded in 2013 by David Croyé, Cristoph Hoyer, Kevin Hiller, Dominik Raute, Ingke Weimert, and Michael Wilken. In a company blog post from February 2017, Croyé described the group of co-founders as all having previously "worked in leading roles at successful international tech-startups in Berlin." Croyé, who currently holds the title of CEO at JustWatch GmbH, had previously worked as the chief marketing officer at kaufDA, a European location-based mobile coupon and promotion service, and the background of other co-founders included time at the adtech company Trademob and the streaming site MyVideo. Startup capital for the website initially came from the founders themselves. Croyé in particular was able to reinvest funds he had obtained from the sale of kaufDA to Axel Springer, a European media company, in March 2011. Since 2015, the company has had at least one additional round of seed funding, with investors including venture capital groups CG Partners and STS Ventures.