AI Business For Kids

AI Business For Kids — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • PlantUML

    PlantUML

    PlantUML is an open-source tool allowing users to create diagrams from a plain text language. Besides various UML diagrams, PlantUML has support for various other software development related formats (such as Archimate, Block diagram, BPMN, C4, Computer network diagram, ERD, Gantt chart, Mind map, and WBD), as well as visualisation of JSON and YAML files. The language of PlantUML is an example of a domain-specific language. Besides its own DSL, PlantUML also understands AsciiMath, Creole, DOT, and LaTeX. It uses Graphviz software to lay out its diagrams and Tikz for LaTeX support. Images can be output as PNG, SVG, LaTeX and even ASCII art. PlantUML has also been used to allow blind people to design and read UML diagrams. == Applications that use PlantUML == There are various extensions or add-ons that incorporate PlantUML. Atom has a community maintained PlantUML syntax highlighter and viewer. Confluence wiki has a PlantUML plug-in for Confluence Server, which renders diagrams on-the-fly during a page reload. There is an additional PlantUML plug-in for Confluence Cloud. Doxygen integrates diagrams for which sources are provided after the startuml command. Eclipse has a PlantUML plug-in. Google Docs has an add-on called PlantUML Gizmo that works with the PlantUML.com server. IntelliJ IDEA can create and display diagrams embedded into Markdown (built-in) or in standalone files (using a plugin). LaTeX using the Tikz package has limited support for PlantUML. LibreOffice has Libo_PlantUML extension to use PlantUML diagrams. MediaWiki has a PlantUML plug-in which renders diagrams in pages as SVG or PNG. Microsoft Word can use PlantUML diagrams via a Word Template Add-in. There is an additional Visual Studio Tools for Office add-in called PlantUML Gizmo that works in a similar fashion. NetBeans has a PlantUML plug-in. Notepad++ has a PlantUML plug-in. Obsidian has a PlantUML plug-in. Org-mode has a PlantUML org-babel support. Rider has a PlantUML plug-in. Sublime Text has a PlantUML package called PlantUmlDiagrams for Sublime Text 2 and 3. Visual Studio Code has various PlantUML extensions on its marketplace, most popular being PlantUML by jebbs. Vnote open source notetaking markdown application has built in PlantUML support. Xcode has a community maintained Source Editor Extension to generate and view PlantUML class diagrams from Swift source code. == Text format to communicate UML at source code level == PlantUML uses well-formed and human-readable code to render the diagrams. There are other text formats for UML modelling, but PlantUML supports many diagram types, and does not need an explicit layout, though it is possible to tweak the diagrams if necessary. +--------------------------------------+ | TEDx Talks Recommendation | | System | +--------------------------------------+ | +----------------------------------+ | | | Visitor | | | +----------------------------------+ | | | + View Recommended Talks | | | | + Search Talks | | | +----------------------------------+ | +--------------------------------------+ | | V +--------------------------------------+ | Authenticated User | +--------------------------------------+ | +----------------------------------+ | | | User | | | +----------------------------------+ | | | + View Recommended Talks | | | | + Search Talks | | | | + Save Favorite Talks | | | +----------------------------------+ | +--------------------------------------+ | | V +--------------------------------------+ | Admin | +--------------------------------------+ | +----------------------------------+ | | | Admin | | | +----------------------------------+ | | | + CRUD Talks | | | | + Manage Users | | | +----------------------------------+ | +--------------------------------------+

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  • Straight-Through Quality

    Straight-Through Quality

    Straight-Through Quality (STQ) are approaches and outputs of test automation that have quality and deliver business benefit. STQ takes its name from the business concept of straight-through processing (STP). Also acting as a tool and enabler for STP. Traditional techniques for testing and delivery have often required a great deal of manual support and intervention. These approaches are subject to human error, cost of delay and lack of reuse. These also have the negative side-effect of being unable to deliver 'fail-fast' approaches, which have proven popular with Agile practitioners. Previous traditional approaches have been typically expensive where whole silo'ed departments are created within commercial companies to deliver Quality and Deployment alone. Thus STQ as an approach hopes to resolve this problem. == Examples == Tangible examples of STQ approaches in the software industry are present and often known as continuous integration (CI) and continuous delivery (CD). These combined can ensure that software delivery is integrated, automatically tested and ready for automatic delivery at any time. Together CI/CD can enable STQ which can be used as Business output terminology for business users who do not understand the technical complexities of CI/CD.

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  • Quantum image processing

    Quantum image processing

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

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  • Adobe Prelude

    Adobe Prelude

    Adobe Prelude was an ingest and logging software application for tagging media with metadata for searching, post-production workflows, and footage lifecycle management. Adobe Prelude is also made to work closely with Adobe Premiere Pro. It is part of the Adobe Creative Cloud and is geared towards professional video editing alone or with a group. The software also offers features like rough cut creation. A speech transcription feature was removed in December 2014. == History == Adobe announced that on April 23, 2012 Adobe OnLocation would be shut down and Adobe Prelude would launch on May 7, 2012. Adobe stated OnLocation's production was stopping because of the growing trend in the industry toward tapeless, native workflows, Adobe stresses that Adobe Prelude is not a direct replacement for OnLocation. Adobe OnLocation was available in CS5 but not in CS6 and Adobe Prelude is only available in CS6. Adobe still offers technical support for OnLocation. In 2021, Adobe announced they would be discontinuing Adobe Prelude, starting by removing it from their website on September 8, 2021. Support for existing users will continue through September 8, 2024. == Features == Prelude is used to tag media, log data, create and export metadata and generate rough cuts that can be sent to Adobe Premiere Pro. A user can add a tag to a piece of media that will show up on Premiere Pro or if another user opens that media with Prelude. Ingest Footage Prelude can ingest all kinds of file types. Once ingested, Prelude can duplicate, transcode and verify the files. Log Footage Prelude can log data only using the keyboard. Create Rough Cuts Prelude is able to generate Rough Cuts. Rough Cuts are a combination of sub clips that will hold any metadata a user feeds into it. Rough cuts can hold metadata such as markers and comments, and this metadata will stay on this footage. Workflow Accessibility Prelude is an XMP - based open platform that allows for custom integration into many video editing platforms. == Features from OnLocation == Many features from Adobe OnLocation went to Adobe Prelude or Adobe Premiere Pro. Adobe OnLocation thrived on tape - based cameras and setting up a shot before shooting it, with the change in the industry, this problem is irrelevant in post production. Adobe OnLocation also allowed the user to add tags and scripting metadata that would carry over to Premiere Pro. OnLocation also had a Media Browser pane, which is the standard for any Adobe program today, Prelude has this Media Browser as well. == Prelude Live Logger == Prelude Live Logger is an application integrated with Prelude CC. Prelude Live Logger is designed to capture notes to use during video logging and editing while you shoot footage on an iPad's camera. Editors can import and combine this metadata with footage from Prelude throughout editing to facilitate various tasks.

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  • Inverse depth parametrization

    Inverse depth parametrization

    In computer vision, the inverse depth parametrization is a parametrization used in methods for 3D reconstruction from multiple images such as simultaneous localization and mapping (SLAM). Given a point p {\displaystyle \mathbf {p} } in 3D space observed by a monocular pinhole camera from multiple views, the inverse depth parametrization of the point's position is a 6D vector that encodes the optical centre of the camera c 0 {\displaystyle \mathbf {c} _{0}} when in first observed the point, and the position of the point along the ray passing through p {\displaystyle \mathbf {p} } and c 0 {\displaystyle \mathbf {c} _{0}} . Inverse depth parametrization generally improves numerical stability and allows to represent points with zero parallax. Moreover, the error associated to the observation of the point's position can be modelled with a Gaussian distribution when expressed in inverse depth. This is an important property required to apply methods, such as Kalman filters, that assume normality of the measurement error distribution. The major drawback is the larger memory consumption, since the dimensionality of the point's representation is doubled. == Definition == Given 3D point p = ( x , y , z ) {\displaystyle \mathbf {p} =(x,y,z)} with world coordinates in a reference frame ( e 1 , e 2 , e 3 ) {\displaystyle (e_{1},e_{2},e_{3})} , observed from different views, the inverse depth parametrization y {\displaystyle \mathbf {y} } of p {\displaystyle \mathbf {p} } is given by: y = ( x 0 , y 0 , z 0 , θ , ϕ , ρ ) {\displaystyle \mathbf {y} =(x_{0},y_{0},z_{0},\theta ,\phi ,\rho )} where the first five components encode the camera pose in the first observation of the point, being c 0 = ( x 0 , y 0 , z 0 ) {\displaystyle \mathbf {c_{0}} =(x_{0},y_{0},z_{0})} the optical centre, ϕ {\displaystyle \phi } the azimuth, θ {\displaystyle \theta } the elevation angle, and ρ = 1 ‖ p − c 0 ‖ {\displaystyle \rho ={\frac {1}{\left\Vert \mathbf {p} -\mathbf {c} _{0}\right\Vert }}} the inverse depth of p {\displaystyle p} at the first observation.

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  • VEX Robotics

    VEX Robotics

    VEX Robotics is one of the main robotics programs for elementary through university students, and a subset of Innovation First International. The VEX Robotics competitions and programs were overseen by the Robotics Education & Competition Foundation (RECF), until May 2026 when VEX split from the foundation. VEX Robotics Competition was named the largest robotics competition in the world by Guinness World Records. There are four leagues of VEX Robotics competitions designed for different age groups and skill levels: VEX V5 Robotics Competition (previously VEX EDR, VRC) is for middle and high school students, and is the largest competition out of the four. VEX Robotics teams have an opportunity to compete annually in the VEX V5 Robotics Competition (V5RC). VEX IQ Robotics Competition is for elementary and middle school students. VEX IQ robotics teams have an opportunity to compete annually in the VEX IQ Robotics Competition (VIQRC). VEX AI is a 'spinoff' of VEX U, for high school and college level students. The competition features no driver control periods, hence the name 'VEX AI'. VEX AI robotics teams have an opportunity to compete in the VEX AI Competition (VAIC). VEX U is a robotics competition for college and university students. The game is similar to V5RC, but traditionally with separate, more relaxed rules on the construction of their robots. In each of the four leagues, students are given a new challenge annually and must design, build, program, and drive a robot to complete the challenge as best they can. The robotics teams that consistently display exceptional mastery in all of these areas will eventually progress to the VEX Robotics World Championship. The description and rules for the season's competition are released during the world championship of the previous season. From 2021 to 2025, the VEX Robotics World Championship was held in Dallas, Texas each year in mid-April or mid-May, depending on which league the teams are competing in. St. Louis, Missouri will host the event in 2026 and 2027. == VEX V5 == VEX V5 is a STEM learning system designed by VEX Robotics and the REC Foundation to help middle and high school students develop problem-solving and computational thinking skills. It was introduced at the VEX Robotics World Championship in April 2019 as a replacement for a previous system called VEX EDR (VEX Cortex). The program utilizes the VEX V5 Construction and Control System as a standardized hardware, firmware, and software compatibility platform. Robotics teams and clubs can use the VEX V5 system to build robots to compete in the annual VEX V5 Robotics Competition. === Construction and Control System === The VEX V5 Construction and Control System is a metal-based robotics platform with machinable, bolt-together pieces that can be used to construct custom robotic mechanisms. The robot is controlled by a programmable processor known as the VEX V5 Brain. The Brain is equipped with a color LCD touchscreen, 21 hardware ports, an SD card port, a battery port, 8 legacy sensor ports, and a micro-USB programming port. Usage with a VEX V5 Radio enables wireless driving and wireless programming of the brain via the VEX V5 Controller. The controller allows wireless user input to the robot brain, and two controllers can be daisy-chained if necessary. Each controller has two hardware ports, a micro-USB port, two 2-axis joysticks, a monochrome LCD, and twelve buttons. The controller's LCD can be written wirelessly from the robot, providing users with configurable feedback from the robot brain. The VEX V5 Motors connect to the brain via the hardware ports and are equipped with an internal optical shaft encoder to provide feedback on the rotational status of the motor. The motor's speed is programmable but may also be altered by exchanging the internal gear cartridge with one of three cartridges of different gear ratios. The three cartridges are 100 rpm, 200 rpm, and 600 rpm. === VEXcode V5 === VEXcode V5 is a Scratch-based coding environment designed by VEX Robotics for programming VEX Robotics hardware, such as the VEX V5 Brain. The block-style interface makes programming simple for elementary through high-school students. VEXcode is consistent across VEX 123, GO, IQ, and V5 and can be used to program the devices from each. VEXcode allows the block programs to be viewed as equivalent C++ or programs to help more advanced students transition from blocks to text. This also allows easy interconversion between text-based and block-based programming. VEXcode also lets students code in C++, which gives the opportunity to learn basic C++, but to collect data from sensors or to move the drivetrain, VEX uses a header file. === PROS === PROS is a C/C++ programming environment for VEX V5 hardware maintained by students of Purdue University through Purdue ACM SIGBots. It provides a more bare-bones environment for more knowledgeable students that allows for an industry-applicable experience. It has a more robust API that allows for more precise control of the hardware for competition-level uses in VRC/VEX U. It is based on FreeRTOS. == VEX V5 Robotics Competition == VEX V5 Robotics Competition (V5RC) is a robotics competition for registered middle and high school teams that utilize the VEX V5 Construction and Control System. In this competition, teams design, cad, build, and program robots to compete at tournaments. At tournaments, teams participate in qualifying matches where two randomly chosen alliances of two teams each compete for the highest team ranking. Before the Elimination Rounds, the top-ranking teams choose their permanent alliance partners, starting with the highest-ranked team, and continuing until the alliance capacity for the tournament is reached. The new alliances then compete in an elimination bracket, and the tournament champions, alongside other award winners, qualify for their regional culminating event. . The current challenge is VEX V5 Robotics Competition: Override. === General rules === Middle and high school students have the same game and rules. The most general and basic rules for the VEX V5 Robotics Competition are as follows, but each year may have exceptions and/or additional constraints. Each robot is partnered with another robot in a pair called an "alliance". In any given match, each alliance competes against one other alliance. One team is designated as the red alliance, and the other as the blue alliance. No robot may exceed the dimensions of an 18-inch cube until the match has begun. No robot may contain hardware, software, material, or content that is not distributed by or explicitly allowed by VEX Robotics. The playing field consists of a 12-foot by 12-foot square of foam tiles bordered by a wall of metal-framed polycarbonate dividers. Anything outside of these border walls is considered as off of the playing field. The various field elements associated with that season's competition are arranged in a defined and reproducible manner before the start of each match. At the start of the match is a 15-second 'autonomous' period, where all four robots navigate the field based on pre-programmed instructions without driver input. After the autonomous period has ended, the 'driver control' period begins. This stage of the match consists of one minute and forty-five seconds of manual control of the robot using one or two handheld controllers utilized by the respective number of 'drivers'. The object of the match is to attain a higher score, i.e. more points, than the opposing alliance. The method by which the alliances attain these points varies significantly with each season. Throughout the match, the blue alliance is not allowed to enter the red alliance's 'protected zone' of the field, and vice versa. The designated areas of the field are often different for each season. During the autonomous period, the protected zone normally consists of half of the field where the alliance starts, whereas the driver control period rarely features a defined protected zone, as was the case for VRC Tipping Point, VRC High Stakes, and VRC Push Back. Intentionally removing game objects from the field will result in a warning, minor violation, and/or major violation (disqualification). Intentionally and repeatedly damaging any of the robots involved, either during the match or otherwise, will result in immediate disqualification. === 2025-2026 Game: Push Back === The objective of the game is to score as many blocks as possible in goals within a 15-second autonomous period, and 1:45 driver control period. Each field consists of two long goals, two center goals, four loaders, and two park zones. ==== Field Element - Goals ==== The goals may be pictured as 'bridges' above the field. Long goals can fit fifteen blocks of any color, while center goals can fit seven. Goals feature control bonuses that are always awarded to the alliance with the most blocks scored in the control zone of each goal. Center goal control zones inco

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  • Automated Lip Reading

    Automated Lip Reading

    Automated Lip Reading (ALR) is a software technology developed by speech recognition expert Frank Hubner. A video image of a person talking can be analysed by the software. The shapes made by the lips can be examined and then turned into sounds. The sounds are compared to a dictionary to create matches to the words being spoken. The technology was used successfully to analyse silent home movie footage of Adolf Hitler taken by Eva Braun at their Bavarian retreat Berghof. The video, with words, was included in a documentary titled "Hitler's Private World", Revealed Studios, 2006 Source: New Technology catches Hitler off guard

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  • DexNet

    DexNet

    Dex-net is a robotic. It uses a Grasp Quality Convolutional Neural Network to learn how to grasp unusually shaped objects. == History == Dex-net was developed by University of California, Berkeley professor Ken Goldberg and graduate student Jeff Mahler. == Design == Dex-net includes a high-resolution 3-D sensor and two arms, each controlled by a different neural network. One arm is equipped with a conventional robot gripper and another with a suction system. The robot’s software scans an object and then asks both neural networks to decide, on the fly, whether to grab or suck a particular object. It runs on an off-the-shelf industrial machine made by Swiss robotics company ABB. The software learns by attempting to pick up objects in a virtual environment. Dex-Net can generalize from an object it has seen before to a new one. The robot can "nudge" such virtual objects to examine if it is unsure how to grasp them. The trial data set was 6.7 million point clouds, grasps and analytic grasp metrics generated from thousands of 3D models. Grasps are defined as a gripper's planar position, angle and depth relative to an RGB-D sensor. == Mean picks per hour == A metric called mean picks per hour (MPPH) is calculated by multiplying the average time per pick and the average probability of success for a specific set of objects. The new metric allows labs working on picking robots to compare their results. Humans are capable of between 400 and 600 MPPH. In a contest organized by Amazon recently, the best robots were capable of between 70 and 95. Dex-net has achieved 200 to 300.

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  • Distributed concurrency control

    Distributed concurrency control

    Distributed concurrency control is the concurrency control of a system distributed over a computer network (Bernstein et al. 1987, Weikum and Vossen 2001). In database systems and transaction processing (transaction management) distributed concurrency control refers primarily to the concurrency control of a distributed database. It also refers to the concurrency control in a multidatabase (and other multi-transactional object) environment (e.g., federated database, grid computing, and cloud computing environments. A major goal for distributed concurrency control is distributed serializability (or global serializability for multidatabase systems). Distributed concurrency control poses special challenges beyond centralized one, primarily due to communication and computer latency. It often requires special techniques, like distributed lock manager over fast computer networks with low latency, like switched fabric (e.g., InfiniBand). The most common distributed concurrency control technique is strong strict two-phase locking (SS2PL, also named rigorousness), which is also a common centralized concurrency control technique. SS2PL provides both the serializability and strictness. Strictness, a special case of recoverability, is utilized for effective recovery from failure. For large-scale distribution and complex transactions, distributed locking's typical heavy performance penalty (due to delays, latency) can be saved by using the atomic commitment protocol, which is needed in a distributed database for (distributed) transactions' atomicity.

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  • Straight-Through Quality

    Straight-Through Quality

    Straight-Through Quality (STQ) are approaches and outputs of test automation that have quality and deliver business benefit. STQ takes its name from the business concept of straight-through processing (STP). Also acting as a tool and enabler for STP. Traditional techniques for testing and delivery have often required a great deal of manual support and intervention. These approaches are subject to human error, cost of delay and lack of reuse. These also have the negative side-effect of being unable to deliver 'fail-fast' approaches, which have proven popular with Agile practitioners. Previous traditional approaches have been typically expensive where whole silo'ed departments are created within commercial companies to deliver Quality and Deployment alone. Thus STQ as an approach hopes to resolve this problem. == Examples == Tangible examples of STQ approaches in the software industry are present and often known as continuous integration (CI) and continuous delivery (CD). These combined can ensure that software delivery is integrated, automatically tested and ready for automatic delivery at any time. Together CI/CD can enable STQ which can be used as Business output terminology for business users who do not understand the technical complexities of CI/CD.

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  • ISSCO Graphics

    ISSCO Graphics

    Integrated Software Systems Corporation (ISSCO), doing business as ISSCO Graphics, was an American software developer and publisher based in San Diego, California, and active from 1970 to 1986. They were best known for their enterprise graphics software packages, including Tellagraf, CueChart and Disspla. == History == ISSCO Graphics had considered acquiring Breakthrough Software, whose software focus involved PC DOS, as a means of getting into the PC arena, but backed off when Computer Associates made an offer to acquire ISSCO. By early 1987 it was reported that "Issco users breathe sigh of relief" that all was well. The ISSCO User's Group was founded in 1976. ISSCO, which was founded in 1970 by Peter Preuss, was acquired by Computer Associates in 1986. == Notable products == === Tellagraf === ISSCO's Tellagraf is an early software package designed to allow end-users to "turn out full color, professional quality charts" with initial results displayed on a screen, modified as needed, and then "a final 'hard-copy' can be made .. or made into 35mm color transparencies for projection onto a screen." Users of Tellagraf often had access to CueChart and Disspla software. Often computer sites having one had all three. Terminals with varying degrees of graphics, such as the DEC's VT100 and Tektronix's Tektronix 4xxx family of text and graphics terminals. were supported, and the software ran on popular computing platforms. Four years are important to Tellagraf's early history: 1978: ease of use 1980: graphic-artist quality 1982: introduction of CueChart, and recognition by IEEE. 1983: "quality graphics enters the mainstream of data processing with ..." Tellegraf was eventually acquired by Computer Associates and renamed CA-Tellegraf. SAS users found it helpful. Universities, research institutes and financial services firms were among early users. === Disspla === Disspla is a package of data plotting subroutines that can be used from high level languages. It was also acquired by Computer Associates. === Tellaplan === In 1983 ISSCO introduced Tellaplan, "a project planning, report and schedule charting system for Tell-A- Graf users in IBM MVS or CMS or Digital Equipment Corp. VAX computers" atop which they built "two visual project management software packages" three years later.

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  • Dailyhunt

    Dailyhunt

    Dailyhunt (formerly Newshunt) is an Indian content and news aggregator application based in Bangalore, India that provides local language content in 14 Indian languages from multiple content providers. Viru serves as Founder of Dailyhunt with Co-founder Umang Bedi. == History == Dailyhunt, earlier called Newshunt, was created as a Symbian app in 2009 by two ex-Nokia employees Umesh Kulkarni and Chandrashekhar Sohoni. Later in 2011, Newshunt became available on the Android platform. It was by that time that Virendra Gupta, founder of Verse acquired the application. Virendra Gupta, better known as Viru, had started Verse in 2007 as a value-added service (VAS) company. In 2011, he acquired Newshunt from its owners Umesh and Chandrashekhar. Umesh became the CTO and stayed on to oversee its transition towards the smartphone era. In 2015, Viru renamed Newshunt as Dailyhunt. In early 2018, Viru roped in Umang Bedi, to be the President of Dailyhunt and lead the business with him while focusing on making the benefits of the platform available to a larger audience. Umang was elevated to co-founder in 2020. == Funding == In September 2014, Dailyhunt (then known as Newshunt) closed its Series B funding of INR 1 billion ( or approx $12 million in 2014) from Sequoia Capital India. The Series C funding round was led by Falcon Capital and was closed with $40 million in February 2015. In October 2016, the company received its Series D funding of $25 million from ByteDance and a Series E funding of $6.39 million from Falcon Edge Capital in September 2018. Additionally, Dailyhunt raised $3 Mn (INR 21.75 Cr) in a Series F funding round from Stonebridge Capital in August 2019. Other investors of Dailyhunt include Matrix Partners India, Omidyar Network, Goldman Sachs and Sofina. == Tie-ups and partnerships == In January 2021, Dailyhunt partnered with Twitter to bring ‘Twitter Moments’ to the Indian social app. Dailyhunt app now has a dedicated tab called “Twitter Moments India” to showcase curated tweets pertaining to news and other events. In January 2021, Dailyhunt announced the premiere of Season 2 of the popular show QuoteUnquote with KK (Kapil Khandelwal) on the app. It was the first podcast to have been launched on the Dailyhunt app. In September 2020, Dailyhunt signed up as an Associate Sponsor with Star Sports for Dream 11 IPL 2020. In May 2020, Snapdeal partnered with Dailyhunt to add new content on marketplace. In March 2019, Discovery Communications India, the factual entertainment network, entered into a multi-year partnership with Dailyhunt to showcase short-form content.

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  • Time-inhomogeneous hidden Bernoulli model

    Time-inhomogeneous hidden Bernoulli model

    Time-inhomogeneous hidden Bernoulli model (TI-HBM) is an alternative to hidden Markov model (HMM) for automatic speech recognition. Contrary to HMM, the state transition process in TI-HBM is not a Markov-dependent process, rather it is a generalized Bernoulli (an independent) process. This difference leads to elimination of dynamic programming at state-level in TI-HBM decoding process. Thus, the computational complexity of TI-HBM for probability evaluation and state estimation is O ( N L ) {\displaystyle O(NL)} (instead of O ( N 2 L ) {\displaystyle O(N^{2}L)} in the HMM case, where N {\displaystyle N} and L {\displaystyle L} are number of states and observation sequence length respectively). The TI-HBM is able to model acoustic-unit duration (e.g. phone/word duration) by using a built-in parameter named survival probability. The TI-HBM is simpler and faster than HMM in a phoneme recognition task, but its performance is comparable to HMM. For details, see [1] or [2].

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  • Photoanalysis

    Photoanalysis

    Photoanalysis (or photo analysis) refers to the study of pictures to compile various types of data, for example, to measure the size distribution of virtually anything that can be captured by photo. Photoanalysis technology has changed the way mines and mills quantify fragmented material. Images are an effective way to document conditions before, after, and even during blasting activities. The technology is advancing at a high rate, and lenses, storage media memory, light sensitivity and resolution have been improving steadily. Today's digital cameras and camcorders include high-resolution optics, compact size, automatic time and date stamps, good battery life, shutters to freeze motion, and computers to autofocus and eliminate jitter using image stabilization. == Mining == Photoanalysis in mining operations can provide an automated system that forewarns a company of potential problems with materials, leading to economies and reduced damage caused from over-sized materials. It can also help determine the effectiveness of blasts. A company can use this technology to monitor materials moving on a conveyor belt in an underground environment, to measure piles left over from a blast, and even measure the amount of material being carried by dump trucks or vessels to a destination. Photoanalysis is being used on SAG mills worldwide to control the size of rock being crushed. Companies are using this technology to determine the size of particles being processed in the SAG Mill.[1] Archived 2009-05-23 at the Wayback Machine Having oversize material entering the SAG mill makes an operation less efficient, costing companies money in electrical and maintenance costs. Photoanalysis technology can eliminate unwanted material before it enters the mill, keeping rock crushing costs low. == Forestry == Wood chip size can affect the overall quality of a product. With automated photoanalysis systems, companies can remove any unwanted wrong-size particles without stopping their mill process. Photoanalysis can affect how efficiently forestry companies operate. In mills worldwide, photoanalysis technology is improving the use of lumber products, cutting back on the amount of trees being used to operate, and saving companies money through quality control optimization.[2] With the current downturn in the North American forestry industry, operators are looking at making their mills more efficient and effective when processing materials. Photoanalysis technology helps identify any weaknesses in the process by continuously monitoring different sections of an operation. == Agriculture == Agricultural companies can, using photoanalysis, monitor conveyor belts of food without contaminating the product by touching it. Other benefits of photoanalysis systems include: Automated removal of any unwanted material on food conveyor Improved quality control for the most important parts of the agricultural process Pinpoint accuracy that helps the efficiency and effectiveness of product handling techniques The importance of photoanalysis technology is being noticed by the agricultural industry as it identifies any unwanted materials going through the process. In an example, if a mouse is on a conveyor of corn, photoanalysis technology would be able to identify the unwanted object and remove it before it contaminates the whole process. == Origins of photoanalysis technology == Photoanalysis technology was created by using the Waterloo Image Enhancement Process in the 1980s. After further development of the imaging process with explosives producer DuPont, engineers Tom Palangio and Takis Katsabanis began selling photoanalysis software commercially. They later renamed the process WipFrag, standing for Waterloo Image Process Fragmentation Today, photoanalysis technology has evolved into stabilized and portable systems that can automatically capture and analyze results instantly. Thousands of these products are currently being used around the world to measure fragmented material. == Photoanalysis equipment photos == == Fragmentation analysis == Fragmentation analysis is becoming a popular term in mining, agricultural and forestry industries. With the majority of money in these industries directed towards the proper sizing of materials, companies are using fragmentation analysis to determine various factors within an operation.[3] The two main ways a company keeps track of fragmented material are through manual and automated sieving procedures. Manual sieving involves extracting a sample of material to analyze the size distribution. The results can be tabulated within two days. Automated sieving is an advanced way of sieving materials running through a process. Without having to extract the material, photoanalysis can take place, allowing for immediate results with pinpoint accuracy. == Blast Fragmentation Software == Operators are using fragmentation analysis to determine the effectiveness of various blasts. With automated sieving technology, workers can track the success of these blasts and receive instant results. Companies are using these results to determine what blasting method yielded the best results for their specific operation. The common variables associated with blast optimization are the provided Particle Size Distribution (PSD) from a shovel fragmentation system, geology including rock type and fracturing, and energy factor. By using photoanalysis the fragmented materials can be monitored, offering pinpoint accuracy and allowing mine operators to make adjustments to future blasting procedures. See Optical Granulometry to view the automated sieving process. == Pre-crushing analysis == Maintenance costs can be significantly reduced if an operation focuses on the fragmentation of the particles passing through their process. Automated sieving systems can detect and help remove any oversize material before it enters the crusher and causes maintenance problems. It also helps determine the effectiveness of the mining process prior to crushing; the sizing of material is always a critical part of operations in the mining, forestry and agricultural industries. Having an analysis taking place at every major point in an operation allows for the proper tracking of material being processed. Engineers can then determine what part of the process needs improving based solely on the size of material. == Post-crushing analysis == Measuring how effective industrial crushers are, can help save a company millions of dollars in energy costs on an annual basis. There are two components that affect a typical crusher: the size of the material inputted, and the speed at which the crusher is moving. If the user can find a perfect balance between these two components, the materials will be crushed to the right size in the shortest time possible. Meeting the material standards set by governments and large companies can be hard. Having a post-crushing analysis taking place ensures that no oversize material gets shipped; eliminating the chance of getting fined for not meeting industry specifications.

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  • Human–robot collaboration

    Human–robot collaboration

    Human-Robot Collaboration is the study of collaborative processes in human and robot agents work together to achieve shared goals. Many new applications for robots require them to work alongside people as capable members of human-robot teams. These include robots for homes, hospitals, and offices, space exploration and manufacturing. Human-Robot Collaboration (HRC) is an interdisciplinary research area comprising classical robotics, human-computer interaction, artificial intelligence, process design, layout planning, ergonomics, cognitive sciences, and psychology. Industrial applications of human-robot collaboration involve Collaborative Robots, or cobots, that physically interact with humans in a shared workspace to complete tasks such as collaborative manipulation or object handovers. == Collaborative Activity == Collaboration is defined as a special type of coordinated activity, one in which two or more agents work jointly with each other, together performing a task or carrying out the activities needed to satisfy a shared goal. The process typically involves shared plans, shared norms and mutually beneficial interactions. Although collaboration and cooperation are often used interchangeably, collaboration differs from cooperation as it involves a shared goal and joint action where the success of both parties depend on each other. For effective human-robot collaboration, it is imperative that the robot is capable of understanding and interpreting several communication mechanisms similar to the mechanisms involved in human-human interaction. The robot must also communicate its own set of intents and goals to establish and maintain a set of shared beliefs and to coordinate its actions to execute the shared plan. In addition, all team members demonstrate commitment to doing their own part, to the others doing theirs, and to the success of the overall task. == Theories Informing Human-Robot Collaboration == Human-human collaborative activities are studied in depth in order to identify the characteristics that enable humans to successfully work together. These activity models usually aim to understand how people work together in teams, how they form intentions and achieve a joint goal. Theories on collaboration inform human-robot collaboration research to develop efficient and fluent collaborative agents. === Belief Desire Intention Model === The belief-desire-intention (BDI) model is a model of human practical reasoning that was originally developed by Michael Bratman. The approach is used in intelligent agents research to describe and model intelligent agents. The BDI model is characterized by the implementation of an agent's beliefs (the knowledge of the world, state of the world), desires (the objective to accomplish, desired end state) and intentions (the course of actions currently under execution to achieve the desire of the agent) in order to deliberate their decision-making processes. BDI agents are able to deliberate about plans, select plans and execute plans. === Shared Cooperative Activity === Shared Cooperative Activity defines certain prerequisites for an activity to be considered shared and cooperative: mutual responsiveness, commitment to the joint activity and commitment to mutual support. An example case to illustrate these concepts would be a collaborative activity where agents are moving a table out the door, mutual responsiveness ensures that movements of the agents are synchronized; a commitment to the joint activity reassures each team member that the other will not at some point drop his side; and a commitment to mutual support deals with possible breakdowns due to one team member's inability to perform part of the plan. === Joint Intention Theory === Joint Intention Theory proposes that for joint action to emerge, team members must communicate to maintain a set of shared beliefs and to coordinate their actions towards the shared plan. In collaborative work, agents should be able to count on the commitment of other members, therefore each agent should inform the others when they reach the conclusion that a goal is achievable, impossible, or irrelevant. == Approaches to Human-Robot Collaboration == The approaches to human-robot collaboration include human emulation (HE) and human complementary (HC) approaches. Although these approaches have differences, there are research efforts to develop a unified approach stemming from potential convergences such as Collaborative Control. === Human Emulation === The human emulation approach aims to enable computers to act like humans or have human-like abilities in order to collaborate with humans. It focuses on developing formal models of human-human collaboration and applying these models to human-computer collaboration. In this approach, humans are viewed as rational agents who form and execute plans for achieving their goals and infer other people's plans. Agents are required to infer the goals and plans of other agents, and collaborative behavior consists of helping other agents to achieve their goals. === Human Complementary === The human complementary approach seeks to improve human-computer interaction by making the computer a more intelligent partner that complements and collaborates with humans. The premise is that the computer and humans have fundamentally asymmetric abilities. Therefore, researchers invent interaction paradigms that divide responsibility between human users and computer systems by assigning distinct roles that exploit the strengths and overcome the weaknesses of both partners. == Key Aspects == Specialization of Roles: Based on the level of autonomy and intervention, there are several human-robot relationships including master-slave, supervisor–subordinate, partner–partner, teacher–learner and fully autonomous robot. In addition to these roles, homotopy (a weighting function that allows a continuous change between leader and follower behaviors) was introduced as a flexible role distribution. Establishing shared goal(s): Through direct discussion about goals or inference from statements and actions, agents must determine the shared goals they are trying to achieve. Allocation of Responsibility and Coordination: Agents must decide how to achieve their goals, determine what actions will be done by each agent, and how to coordinate the actions of individual agents and integrate their results. Shared context: Agents must be able to track progress toward their goals. They must keep track of what has been achieved and what remains to be done. They must evaluate the effects of actions and determine whether an acceptable solution has been achieved. Communication: Any collaboration requires communication to define goals, negotiate over how to proceed and who will do what, and evaluate progress and results. Adaptation and learning: Collaboration over time require partners to adapt themselves to each other and learn from one's partner both directly or indirectly. Time and space: The time-space taxonomy divides human-robot interaction into four categories based on whether the humans and robots are using computing systems at the same time (synchronous) or different times (asynchronous) and while in the same place (collocated) or in different places (non-collocated). Ergonomics: Human factors and ergonomics are one of the key aspects for a sustainable human-robot collaboration. The robot control system can use biomechanical models and sensors to optimize various ergonomic metrics, such as muscle fatigue.

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