Data compressionIn information theory, data compression, source coding, or bit-rate reduction is the process of encoding information using fewer bits than the original representation. Any particular compression is either lossy or lossless. Lossless compression reduces bits by identifying and eliminating statistical redundancy. No information is lost in lossless compression. Lossy compression reduces bits by removing unnecessary or less important information.
Neural codingNeural coding (or neural representation) is a neuroscience field concerned with characterising the hypothetical relationship between the stimulus and the individual or ensemble neuronal responses and the relationship among the electrical activity of the neurons in the ensemble. Based on the theory that sensory and other information is represented in the brain by networks of neurons, it is thought that neurons can encode both digital and analog information.
Sound localizationSound localization is a listener's ability to identify the location or origin of a detected sound in direction and distance. The sound localization mechanisms of the mammalian auditory system have been extensively studied. The auditory system uses several cues for sound source localization, including time difference and level difference (or intensity difference) between the ears, and spectral information.
Video qualityVideo quality is a characteristic of a video passed through a video transmission or processing system that describes perceived video degradation (typically, compared to the original video). Video processing systems may introduce some amount of distortion or artifacts in the video signal that negatively impacts the user's perception of a system. For many stakeholders in video production and distribution, assurance of video quality is an important task. Video quality evaluation is performed to describe the quality of a set of video sequences under study.
Motion captureMotion capture (sometimes referred as mo-cap or mocap, for short) is the process of recording the movement of objects or people. It is used in military, entertainment, sports, medical applications, and for validation of computer vision and robots. In filmmaking and video game development, it refers to recording actions of human actors and using that information to animate digital character models in 2D or 3D computer animation. When it includes face and fingers or captures subtle expressions, it is often referred to as performance capture.
Approximation algorithmIn computer science and operations research, approximation algorithms are efficient algorithms that find approximate solutions to optimization problems (in particular NP-hard problems) with provable guarantees on the distance of the returned solution to the optimal one. Approximation algorithms naturally arise in the field of theoretical computer science as a consequence of the widely believed P ≠ NP conjecture. Under this conjecture, a wide class of optimization problems cannot be solved exactly in polynomial time.
Greedy algorithmA greedy algorithm is any algorithm that follows the problem-solving heuristic of making the locally optimal choice at each stage. In many problems, a greedy strategy does not produce an optimal solution, but a greedy heuristic can yield locally optimal solutions that approximate a globally optimal solution in a reasonable amount of time. For example, a greedy strategy for the travelling salesman problem (which is of high computational complexity) is the following heuristic: "At each step of the journey, visit the nearest unvisited city.
Orthogonal frequency-division multiplexingIn telecommunications, orthogonal frequency-division multiplexing (OFDM) is a type of digital transmission used in digital modulation for encoding digital (binary) data on multiple carrier frequencies. OFDM has developed into a popular scheme for wideband digital communication, used in applications such as digital television and audio broadcasting, DSL internet access, wireless networks, power line networks, and 4G/5G mobile communications. OFDM is a frequency-division multiplexing (FDM) scheme that was introduced by Robert W.
Finger trackingIn the field of gesture recognition and , finger tracking is a high-resolution technique developed in 1969 that is employed to know the consecutive position of the fingers of the user and hence represent objects in 3D. In addition to that, the finger tracking technique is used as a tool of the computer, acting as an external device in our computer, similar to a keyboard and a mouse. The finger tracking system is focused on user-data interaction, where the user interacts with virtual data, by handling through the fingers the volumetric of a 3D object that we want to represent.
Scheme (programming language)Scheme is a dialect of the Lisp family of programming languages. Scheme was created during the 1970s at the MIT Computer Science and Artificial Intelligence Laboratory (MIT AI Lab) and released by its developers, Guy L. Steele and Gerald Jay Sussman, via a series of memos now known as the Lambda Papers. It was the first dialect of Lisp to choose lexical scope and the first to require implementations to perform tail-call optimization, giving stronger support for functional programming and associated techniques such as recursive algorithms.
Chicken (Scheme implementation)Chicken (stylized as CHICKEN) is a programming language, specifically a compiler and interpreter which implement a dialect of the programming language Scheme, and which compiles Scheme source code to standard C. It is mostly R5RS compliant and offers many extensions to the standard. The newer R7RS standard is supported through an extension library. Chicken is free and open-source software available under a BSD license. It is implemented mostly in Scheme, with some parts in C for performance or to make embedding into C programs easier.