Computer vision needs lots of data. It runs analyses of data over and over until it discerns distinctions and ultimately recognize images. For example, to train a computer to recognize automobile tires, it needs to be fed vast quantities of tire images and tire-related items to learn the differences and recognize a tire, especially one with no defects.

Much like a human making out an image at a distance, a CNN first discerns hard edges and simple shapes, then fills in information as it runs iterations of its predictions. A CNN is used to understand single images. A recurrent neural network (RNN) is used in a similar way for video applications to help computers understand how pictures in a series of frames are related to one another.


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At about the same time, the first computer image scanning technology was developed, enabling computers to digitize and acquire images. Another milestone was reached in 1963 when computers were able to transform two-dimensional images into three-dimensional forms. In the 1960s, AI emerged as an academic field of study, and it also marked the beginning of the AI quest to solve the human vision problem.

In 1982, neuroscientist David Marr established that vision works hierarchically and introduced algorithms for machines to detect edges, corners, curves and similar basic shapes. Concurrently, computer scientist Kunihiko Fukushima developed a network of cells that could recognize patterns. The network, called the Neocognitron, included convolutional layers in a neural network.

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Video systems vary in display resolution, aspect ratio, refresh rate, color capabilities and other qualities. Analog and digital variants exist and can be carried on a variety of media, including radio broadcasts, magnetic tape, optical discs, computer files, and network streaming.

Digital video is capable of higher quality and, eventually, a much lower cost than earlier analog technology. After the invention of the DVD in 1997, and later the Blu-ray Disc in 2006, sales of videotape and recording equipment plummeted. Advances in computer technology allow even inexpensive personal computers and smartphones to capture, store, edit and transmit digital video, further reducing the cost of video production and allowing program-makers and broadcasters to move to tapeless production. The advent of digital broadcasting and the subsequent digital television transition are in the process of relegating analog video to the status of a legacy technology in most parts of the world. The development of high-resolution video cameras with improved dynamic range and color gamuts, along with the introduction of high-dynamic-range digital intermediate data formats with improved color depth, has caused digital video technology to converge with film technology. Since 2013,[update] the usage of digital cameras in Hollywood has surpassed the use of film cameras.[6]

Pixels on computer monitors are usually square, but pixels used in digital video often have non-square aspect ratios, such as those used in the PAL and NTSC variants of the CCIR 601 digital video standard, and the corresponding anamorphic widescreen formats. The 720 by 480 pixel raster uses thin pixels on a 4:3 aspect ratio display and fat pixels on a 16:9 display.[13][14]

Many analog and digital recording formats are in use, and digital video clips can also be stored on a computer file system as files, which have their own formats. In addition to the physical format used by the data storage device or transmission medium, the stream of ones and zeros that is sent must be in a particular digital video coding format, of which a number are available.

A video game[a] or computer game is an electronic game that involves interaction with a user interface or input device (such as a joystick, controller, keyboard, or motion sensing device) to generate visual feedback from a display device, most commonly shown in a video format on a television set, computer monitor, flat-panel display or touchscreen on handheld devices, or a virtual reality headset. Most modern video games are audiovisual, with audio complement delivered through speakers or headphones, and sometimes also with other types of sensory feedback (e.g., haptic technology that provides tactile sensations), and some video games also allow microphone and webcam inputs for in-game chatting and livestreaming.

Video games are typically categorized according to their hardware platform, which traditionally includes arcade video games, console games, and computer (PC) games; the latter also encompasses LAN games, online games, and browser games. More recently, the video game industry has expanded onto mobile gaming through mobile devices (such as smartphones and tablet computers), virtual and augmented reality systems, and remote cloud gaming. Video games are also classified into a wide range of genres based on their style of gameplay and target audience.

The first video game prototypes in the 1950s and 1960s were simple extensions of electronic games using video-like output from large, room-sized mainframe computers. The first consumer video game was the arcade video game Computer Space in 1971. In 1972 came the iconic hit game Pong and the first home console, the Magnavox Odyssey. The industry grew quickly during the "golden age" of arcade video games from the late 1970s to early 1980s but suffered from the crash of the North American video game market in 1983 due to loss of publishing control and saturation of the market. Following the crash, the industry matured, was dominated by Japanese companies such as Nintendo, Sega, and Sony, and established practices and methods around the development and distribution of video games to prevent a similar crash in the future, many of which continue to be followed. In the 2000s, the core industry centered on "AAA" games, leaving little room for riskier experimental games. Coupled with the availability of the Internet and digital distribution, this gave room for independent video game development (or "indie games") to gain prominence into the 2010s. Since then, the commercial importance of the video game industry has been increasing. The emerging Asian markets and proliferation of smartphone games in particular are altering player demographics towards casual gaming and increasing monetization by incorporating games as a service.

Today, video game development requires numerous interdisciplinary skills, vision, teamwork, and liaisons between different parties, including developers, publishers, distributors, retailers, hardware manufacturers, and other marketers, to successfully bring a game to its consumers. As of 2020[update], the global video game market had estimated annual revenues of US$159 billion across hardware, software, and services, which is three times the size of the global music industry and four times that of the film industry in 2019,[1] making it a formidable heavyweight across the modern entertainment industry. The video game market is also a major influence behind the electronics industry, where personal computer component, console, and peripheral sales, as well as consumer demands for better game performance, have been powerful driving factors for hardware design and innovation.

These preliminary inventions paved the way for the origins of video games today. Ralph H. Baer, while working at Sanders Associates in 1966, devised a control system to play a rudimentary game of table tennis on a television screen. With the company's approval, Baer built the prototype "Brown Box". Sanders patented Baer's inventions and licensed them to Magnavox, which commercialized it as the first home video game console, the Magnavox Odyssey, released in 1972.[3][7] Separately, Nolan Bushnell and Ted Dabney, inspired by seeing Spacewar! running at Stanford University, devised a similar version running in a smaller coin-operated arcade cabinet using a less expensive computer. This was released as Computer Space, the first arcade video game, in 1971.[8] Bushnell and Dabney went on to form Atari, Inc., and with Allan Alcorn, created their second arcade game in 1972, the hit ping pong-style Pong, which was directly inspired by the table tennis game on the Odyssey. Sanders and Magnavox sued Atari for infringement of Baer's patents, but Atari settled out of court, paying for perpetual rights to the patents. Following their agreement, Atari made a home version of Pong, which was released by Christmas 1975.[3] The success of the Odyssey and Pong, both as an arcade game and home machine, launched the video game industry.[9][10] Both Baer and Bushnell have been titled "Father of Video Games" for their contributions.[11][12]

"Computer game" may also be used as a descriptor, as all these types of games essentially require the use of a computer processor, and in some cases, it is used interchangeably with "video game".[15] Particularly in the United Kingdom and Western Europe, this is common due to the historic relevance of domestically produced microcomputers. Other terms used include digital game, for example by the Australian Bureau of Statistics.[16] However, the term "computer game" can also be used to more specifically refer to games played primarily on personal computers or other type of flexible hardware systems (also known as a PC game), as a way distinguish them from console games, arcade games or mobile games.[14][13] Other terms such as "television game" or "telegame" had been used in the 1970s and early 1980s, particularly for the home gaming consoles that rely on connection to a television set.[17] In Japan, where consoles like the Odyssey were first imported and then made within the country by the large television manufacturers such as Toshiba and Sharp Corporation, such games are known as "TV games", or TV geemu or terebi geemu.[18] "Electronic game" may also be used to refer to video games, but this also incorporates devices like early handheld electronic games that lack any video output.[15] and the term "TV game" is still commonly used into the 21st century.[18][19] 2351a5e196

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