AI Analytics Trends

AI Analytics Trends — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • AstroPay

    AstroPay

    AstroPay is a global digital wallet that provides users with a way to pay, send, and receive money. The app provides online payments, virtual and physical debit cards, peer-to-peer money transfers, and more. == History == AstroPay was founded in Uruguay in 2009 as a payment processing company. Over time, it expanded its services across Latin America, EMEA, and APAC. A significant milestone occurred in 2016, when AstroPay spun off dLocal, focusing on cross-border payments for emerging markets. dLocal became Uruguay's first unicorn and eventually went public through a successful IPO. In 2020, AstroPay spun off its payment processing services into a new entity, D24, to focus on mobile wallet for cross border. Between 2023 and 2024 the Company brought new leadership to guide its transition towards becoming a fully focused global digital multicurrency wallet where users save, send, and spend globally. This shift introduced enhanced features, including loyalty prepaid cards and multicurrency accounts. == Services == AstroPay offers three main products: AstroPay Wallet, AstroPay check-out, and AstroPay Platform. AstroPay Wallet is a digital wallet for consumers, where they have multicurrency accounts, prepaid card and marketplace. With AstroPay check-out, businesses can tap into AstroPay's wallet user base by accepting AstroPay as a payment method in their check-out options. Lastly, AstroPay Platform enables other businesses to use the AstroPay network to launch their own global wallet. == Brand endorsements, partnerships == AstroPay's marketing strategy has included the development of co-branded products with sports teams and other brand. The company sponsored Burnley Football Club during the 2018–19 Premier League season, renewing the partnership for the 2021–22 Premier League season when it became the club's official payment service partner. In August 2021, AstroPay entered into a partnership with the Wolverhampton Wanderers for the 2021-22 Premier League season, and the following year, became the team's shirt sponsor. Later, in September 2021, AstroPay expanded its partnership with Wolverhampton Wanderers, which included becoming the team's official payment partner and later, in 2023, co-launching a co-branded card. Other partnerships include Newcastle United in 2021 in the English Premier League. AstroPay made arrangements to ensure that branding and logo would be visible on the pitch-side LED advertising during Premier League matches. Furthermore, in June 2022, the company renewed it's partnership with Wolverhampton Wanderers for the 2022-23 Premier League season and launched its Wolves debit card in February 2023. Some other notable partnerships include: Universidad de Chile in 2024, Tottenham Hotspurs in 2023-25, and even a collaboration with Lionel Messi across all of Latin America. == Recent developments == AstroPay has refocused its strategy since 2023, pivoting from payment processing to concentrate on its global digital wallet. This move reflects a broader effort to redefine the company's market positioning by emphasizing global user-friendly financial services, while separating its identity from previous operations managed by dLocal and D24.

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  • Template matching

    Template matching

    Template matching is a technique in digital image processing for finding small parts of an image which match a template image. It can be used for quality control in manufacturing, navigation of mobile robots, or edge detection in images. The main challenges in a template matching task are detection of occlusion, when a sought-after object is partly hidden in an image; detection of non-rigid transformations, when an object is distorted or imaged from different angles; sensitivity to illumination and background changes; background clutter; and scale changes. == Feature-based approach == The feature-based approach to template matching relies on the extraction of image features, such as shapes, textures, and colors, that match the target image or frame. This approach is usually achieved using neural networks and deep-learning classifiers such as VGG, AlexNet, and ResNet.Convolutional neural networks (CNNs), which many modern classifiers are based on, process an image by passing it through different hidden layers, producing a vector at each layer with classification information about the image. These vectors are extracted from the network and used as the features of the image. Feature extraction using deep neural networks, like CNNs, has proven extremely effective has become the standard in state-of-the-art template matching algorithms. This feature-based approach is often more robust than the template-based approach described below. As such, it has become the state-of-the-art method for template matching, as it can match templates with non-rigid and out-of-plane transformations, as well as high background clutter and illumination changes. == Template-based approach == For templates without strong features, or for when the bulk of a template image constitutes the matching image as a whole, a template-based approach may be effective. Since template-based matching may require sampling of a large number of data points, it is often desirable to reduce the number of sampling points by reducing the resolution of search and template images by the same factor before performing the operation on the resultant downsized images. This pre-processing method creates a multi-scale, or pyramid, representation of images, providing a reduced search window of data points within a search image so that the template does not have to be compared with every viable data point. Pyramid representations are a method of dimensionality reduction, a common aim of machine learning on data sets that suffer the curse of dimensionality. == Common challenges == In instances where the template may not provide a direct match, it may be useful to implement eigenspaces to create templates that detail the matching object under a number of different conditions, such as varying perspectives, illuminations, color contrasts, or object poses. For example, if an algorithm is looking for a face, its template eigenspaces may consist of images (i.e., templates) of faces in different positions to the camera, in different lighting conditions, or with different expressions (i.e., poses). It is also possible for a matching image to be obscured or occluded by an object. In these cases, it is unreasonable to provide a multitude of templates to cover each possible occlusion. For example, the search object may be a playing card, and in some of the search images, the card is obscured by the fingers of someone holding the card, or by another card on top of it, or by some other object in front of the camera. In cases where the object is malleable or poseable, motion becomes an additional problem, and problems involving both motion and occlusion become ambiguous. In these cases, one possible solution is to divide the template image into multiple sub-images and perform matching on each subdivision. == Deformable templates in computational anatomy == Template matching is a central tool in computational anatomy (CA). In this field, a deformable template model is used to model the space of human anatomies and their orbits under the group of diffeomorphisms, functions which smoothly deform an object. Template matching arises as an approach to finding the unknown diffeomorphism that acts on a template image to match the target image. Template matching algorithms in CA have come to be called large deformation diffeomorphic metric mappings (LDDMMs). Currently, there are LDDMM template matching algorithms for matching anatomical landmark points, curves, surfaces, volumes. == Template-based matching explained using cross correlation or sum of absolute differences == A basic method of template matching sometimes called "Linear Spatial Filtering" uses an image patch (i.e., the "template image" or "filter mask") tailored to a specific feature of search images to detect. This technique can be easily performed on grey images or edge images, where the additional variable of color is either not present or not relevant. Cross correlation techniques compare the similarities of the search and template images. Their outputs should be highest at places where the image structure matches the template structure, i.e., where large search image values get multiplied by large template image values. This method is normally implemented by first picking out a part of a search image to use as a template. Let S ( x , y ) {\displaystyle S(x,y)} represent the value of a search image pixel, where ( x , y ) {\displaystyle (x,y)} represents the coordinates of the pixel in the search image. For simplicity, assume pixel values are scalar, as in a greyscale image. Similarly, let T ( x t , y t ) {\textstyle T(x_{t},y_{t})} represent the value of a template pixel, where ( x t , y t ) {\textstyle (x_{t},y_{t})} represents the coordinates of the pixel in the template image. To apply the filter, simply move the center (or origin) of the template image over each point in the search image and calculate the sum of products, similar to a dot product, between the pixel values in the search and template images over the whole area spanned by the template. More formally, if ( 0 , 0 ) {\displaystyle (0,0)} is the center (or origin) of the template image, then the cross correlation T ⋆ S {\displaystyle T\star S} at each point ( x , y ) {\displaystyle (x,y)} in the search image can be computed as: ( T ⋆ S ) ( x , y ) = ∑ ( x t , y t ) ∈ T T ( x t , y t ) ⋅ S ( x t + x , y t + y ) {\displaystyle (T\star S)(x,y)=\sum _{(x_{t},y_{t})\in T}T(x_{t},y_{t})\cdot S(x_{t}+x,y_{t}+y)} For convenience, T {\displaystyle T} denotes both the pixel values of the template image as well as its domain, the bounds of the template. Note that all possible positions of the template with respect to the search image are considered. Since cross correlation values are greatest when the values of the search and template pixels align, the best matching position ( x m , y m ) {\displaystyle (x_{m},y_{m})} corresponds to the maximum value of T ⋆ S {\displaystyle T\star S} over S {\displaystyle S} . Another way to handle translation problems on images using template matching is to compare the intensities of the pixels, using the sum of absolute differences (SAD) measure. To formulate this, let I S ( x s , y s ) {\displaystyle I_{S}(x_{s},y_{s})} and I T ( x t , y t ) {\displaystyle I_{T}(x_{t},y_{t})} denote the light intensity of pixels in the search and template images with coordinates ( x s , y s ) {\displaystyle (x_{s},y_{s})} and ( x t , y t ) {\displaystyle (x_{t},y_{t})} , respectively. Then by moving the center (or origin) of the template to a point ( x , y ) {\displaystyle (x,y)} in the search image, as before, the sum of absolute differences between the template and search pixel intensities at that point is: S A D ( x , y ) = ∑ ( x t , y t ) ∈ T | I T ( x t , y t ) − I S ( x t + x , y t + y ) | {\displaystyle SAD(x,y)=\sum _{(x_{t},y_{t})\in T}\left\vert I_{T}(x_{t},y_{t})-I_{S}(x_{t}+x,y_{t}+y)\right\vert } With this measure, the lowest SAD gives the best position for the template, rather than the greatest as with cross correlation. SAD tends to be relatively simple to implement and understand, but it also tends to be relatively slow to execute. A simple C++ implementation of SAD template matching is given below. == Implementation == In this simple implementation, it is assumed that the above described method is applied on grey images: This is why Grey is used as pixel intensity. The final position in this implementation gives the top left location for where the template image best matches the search image. One way to perform template matching on color images is to decompose the pixels into their color components and measure the quality of match between the color template and search image using the sum of the SAD computed for each color separately. == Speeding up the process == In the past, this type of spatial filtering was normally only used in dedicated hardware solutions because of the computational complexity of the operation, however we can lessen this complexity b

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  • MoltenVK

    MoltenVK

    MoltenVK is a software library which allows Vulkan applications to run on top of Metal on Apple's macOS, iOS, and tvOS operating systems. It is the first software component to be released for the Vulkan Portability Initiative, a project to have a subset of Vulkan run on platforms lacking native Vulkan drivers. There are some limitations compared with a native Vulkan implementation. == History == MoltenVK was first released as a proprietary and commercially licensed product by The Brenwill Workshop on July 27, 2016. On July 31, 2017, Khronos announced the formation of the Vulkan Portability Technical Subgroup. === Open source === On February 26, 2018, Khronos announced that Vulkan became available on macOS and iOS products through the MoltenVK library. Valve announced that Dota 2 will run on macOS using the Vulkan API with the aid of MoltenVK, and that they had made an arrangement with developer The Brenwill Workshop Ltd to release MoltenVK as open-source software under the Apache License version 2.0. On May 30, 2018, Qt was updated with Vulkan for Qt on macOS using MoltenVK. On May 31, 2018, optional Vulkan support for Dota 2 on macOS was released. Benchmarks for the game were available the following day, showing better performance using Vulkan and MoltenVK compared to OpenGL. On July 20, 2018, Wine was updated with Vulkan support on macOS using MoltenVK. On 29 July 2018, the first app using MoltenVK was accepted onto the App Store, after initially being rejected. On 6 August 2018, Google open-sourced Filament, a crossplatform real-time physically based rendering engine with MoltenVK for macOS/iOS. On November 28, 2018, Valve released Artifact, their first Vulkan-only game on macOS using MoltenVK. === Version 1.0 === On 29 January 2019, MoltenVK 1.0.32 was released with early prototype of Vulkan Portability Extensions. RPCS3 and Dolphin emulators were updated with Vulkan support on macOS using MoltenVK. On 13 April 2019, MoltenVK 1.0.34 was released with support for tessellation. On July 30, 2019, MoltenVK 1.0.36 was released targeting Metal 3.0. On July 31, 2020, MoltenVK 1.0.44 was released, adding support for the tvOS platform. On January 23, 2020, MoltenVK was updated to support for some of the new features of Vulkan 1.2, as of Vulkan SDK 1.2.121. === Version 1.1 === On October 1, 2020, MoltenVK 1.1.0 was released, adding full support for Vulkan 1.1, as of Vulkan SDK 1.2.154. On 9 December 2020, MoltenVK 1.1.1 was released, providing support for Vulkan on Apple silicon GPUs and support for the Mac Catalyst platform for porting iOS/iPadOS apps to macOS. === Version 1.2 === On October 18, 2022, MoltenVK 1.2.0 was released, adding full support for Vulkan 1.2 as of Vulkan SDK 1.3.231. In January 2023, MoltenVK 1.2.2 added support for Vulkan as of SDK 1.3.239, while this version of Vulkan SDK fixed some issues with the interconnectivity with Metal API, while version 1.2.3 supported some additional extensions. === Version 1.3 === On May 1, 2025, MoltenVK 1.3 was released with support for Vulkan 1.3. === Version 1.4 === On August 20, 2025, MoltenVK 1.4 was released with support for Vulkan 1.4.

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  • Reconstruction from projections

    Reconstruction from projections

    The problem of reconstructing a multidimensional signal from its projection is uniquely multidimensional, having no 1-D counterpart. It has applications that range from computer-aided tomography to geophysical signal processing. It is a problem which can be explored from several points of view—as a deconvolution problem, a modeling problem, an estimation problem, or an interpolation problem. == Motivation and applications == Many fields in science and engineering use reconstruction from projections, especially in imaging. It is widely applied geophysical tomography, medical imaging and industrial radiography. For example, in a CT scanner, the 3D structure of the patient’s body being scanned is measured with beams going through the tissue and hitting a detector, giving a flat projection of the body from that angle. Multiple projections are put together to get an image of the position and shape of structures inside in 3D. == Problem statement and basics == A projection is a linear mapping of an M {\displaystyle M} dimensional signal into an N {\displaystyle N} dimensional one, where N ≤ M {\displaystyle N\leq M} . And the objective of reconstruction is to restore the M {\displaystyle M} dimensional signal based on the N {\displaystyle N} dimensional signal. The following case is a 2-D signal projected into 1D signal. The signal in the original coordinate is denoted as d ( u , v ) {\displaystyle d(u,v)} . Now consider a collimated beam of radiation coming from the opposite orientation of v ^ {\displaystyle {\hat {v}}} , producing a projection along u ^ {\displaystyle {\hat {u}}} . v ^ {\displaystyle {\hat {v}}} and u ^ {\displaystyle {\hat {u}}} are normal to each other, and the angle between u {\displaystyle u} and u ^ {\displaystyle {\hat {u}}} is theta. The signal obtained along u ^ {\displaystyle {\hat {u}}} axis is defined to be p θ ( u ^ ) {\displaystyle p_{\theta }({\hat {u}})} . The relationship between the original coordinate and the rotated coordinate is given by [ u ^ v ^ ] = [ cos ⁡ θ sin ⁡ θ − sin ⁡ θ cos ⁡ θ ] [ u v ] {\displaystyle {\begin{bmatrix}{\hat {u}}\\{\hat {v}}\end{bmatrix}}={\begin{bmatrix}\cos \theta &\sin \theta \\-\sin \theta &\cos \theta \end{bmatrix}}{\begin{bmatrix}u\\v\end{bmatrix}}} or inversely, [ u v ] = [ cos ⁡ θ − sin ⁡ θ sin ⁡ θ cos ⁡ θ ] [ u ^ v ^ ] {\displaystyle {\begin{bmatrix}u\\v\end{bmatrix}}={\begin{bmatrix}\cos \theta &-\sin \theta \\\sin \theta &\cos \theta \end{bmatrix}}{\begin{bmatrix}{\hat {u}}\\{\hat {v}}\end{bmatrix}}} Then we have p θ ( u ^ ) = ∫ − ∞ ∞ d ( u , v ) d v ^ = ∫ − ∞ ∞ d ( u ^ cos ⁡ ( θ ) − v ^ sin ⁡ ( θ ) , u ^ sin ⁡ ( θ ) + v ^ cos ⁡ ( θ ) ) d v ^ {\displaystyle p_{\theta }({\hat {u}})=\int _{-\infty }^{\infty }d(u,v)\,\mathrm {d} {\hat {v}}=\int _{-\infty }^{\infty }d({\hat {u}}\cos(\theta )-{\hat {v}}\sin(\theta ),{\hat {u}}\sin(\theta )+{\hat {v}}\cos(\theta ))\,\mathrm {d} {\hat {v}}} By varying theta, a large number of projections can be obtained. Given the projection-slice theorem, D ( Ω , θ ) {\displaystyle D(\Omega ,\theta )} ,the slice of the Fourier transform of d ( u , v ) {\displaystyle d(u,v)} at angle theta, is equivalent to P θ ( Ω ) {\displaystyle P_{\theta }(\Omega )} , the Fourier Transform of the projection p θ ( u ^ ) {\displaystyle p_{\theta }({\hat {u}})} . Therefore, the unknown d ( u , v ) {\displaystyle d(u,v)} can be obtained from its Fourier transform by means of the Fourier transform inversion integral d ( u , v ) = 1 4 π 2 ∫ − ∞ ∞ ∫ − ∞ ∞ D ( Ω 1 , Ω 2 ) e j Ω 1 u e j Ω 2 v d Ω 1 , Ω 2 {\displaystyle \mathrm {d} (u,v)={\frac {1}{4\pi ^{2}}}\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }D(\Omega _{1},\Omega _{2})e^{j\Omega _{1}u}e^{j\Omega _{2}v}\,\mathrm {d} \Omega _{1},\Omega _{2}} = 1 4 π 2 ∫ 0 ∞ ∫ − π π D ( Ω , θ ) e j Ω u cos ⁡ ( θ ) e j Ω v s i n θ | Ω | d Ω d θ {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{0}^{\infty }\int _{-\pi }^{\pi }D(\Omega ,\theta )e^{j\Omega u\cos(\theta )}e^{j\Omega vsin\theta }{\begin{vmatrix}\Omega \end{vmatrix}}\,\mathrm {d} \Omega \mathrm {d} \theta } = 1 4 π 2 ∫ − π π ∫ 0 ∞ P θ ( Ω ) e j Ω ( u cos ⁡ θ + v sin ⁡ θ ) | Ω | d Ω d θ {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{-\pi }^{\pi }\int _{0}^{\infty }P_{\theta }(\Omega )e^{j}\Omega (u\cos \theta +v\sin \theta ){\begin{vmatrix}\Omega \end{vmatrix}}\,\mathrm {d} \Omega \mathrm {d} \theta } = 1 4 π 2 ∫ 0 π ( ∫ − ∞ ∞ P θ ( Ω ) | Ω | {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{0}^{\pi }(\int _{-\infty }^{\infty }P_{\theta }(\Omega ){\begin{vmatrix}\Omega \end{vmatrix}}} e j Ω u ^ d Ω ) d θ {\displaystyle e^{j\Omega {\hat {u}}}\mathrm {d} \Omega )\mathrm {d} \theta } By taking the inverse Fourier Transform and assuming g ( u ^ ) = F − 1 ( | Ω | 2 ) {\displaystyle g({\hat {u}})={\mathcal {F}}^{-1}({{\begin{vmatrix}\Omega \end{vmatrix}}^{2}})} , we get d ( u , v ) = ∑ i △ θ i [ p θ ( u ^ ) ∗ g θ i ( u ^ ) ] {\displaystyle d(u,v)=\sum _{i}\vartriangle \theta _{i}[p_{\theta }({\hat {u}})g_{\theta i}({\hat {u}})]} == Approaches == In practice, there are a wide variety of methods that are utilized, most of which are reconstruct 3-D information (volume) from 2-D signals (image). Typically used methods are CT, MRI, PET and SPECT. And the filtered back projection based on the principles introduced above are commonly applied. === Computed Tomography (CT) === In CT, a volume is formed by stacking the axial slices. The software cuts the volume in a different plane (usually orthogonal). Commonly, slice data is generated using an X-ray source that rotates around the object. X-ray sensors are positioned on the opposite side of the circle from the X-ray source. === Magnetic resonance imaging (MRI) === In MRI, energy from an oscillating magnetic field is temporarily applied to the patient at the appropriate resonance frequency. The protons (hydrogen atoms) emit a radio frequency signal which is measured by a receiving coil. The radio signal can be made to encode position information by varying the main magnetic field using gradient coils. === Positron emission tomography (PET) === The system detects pairs of gamma rays emitted indirectly by a positron-emitting radionuclide (tracer), which is introduced into the body on a biologically active molecule. Three-dimensional images of tracer concentration within the body are then constructed by computer analysis. In modern PET-CT scanners, three dimensional imaging is often accomplished with the aid of a CT X-ray scan performed on the patient during the same session, in the same machine. === Single-photon emission computed tomography (SPECT) === SPECT imaging is performed by using a gamma camera to acquire multiple 2-D images (projections) from multiple angles. Multiple projections are used to yield a 3-D data set. This data set may then be manipulated to show thin slices along any chosen axis of the body. SPECT is similar to PET in its use of radioactive tracer material and detection of gamma rays, while the tracers used in SPECT emit gamma radiation that is measured more directly.

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  • Radek Maneuver

    Radek Maneuver

    The Radek Maneuver is a scale-up-then-scale-down tactic used in the administration of web services, specifically those deployed under a cloud computing paradigm (by a provider e.g. Amazon Elastic Compute Cloud or Microsoft Azure). == History == Developed by Olivier "Radek" Dabrowski in the mid-2010s, the Radek Maneuver was originally conceived of in using and maintaining applications running on a PaaS system. == Execution == The Radek Maneuver consists of a series of steps, usually executed via the PaaS or web portal interface. The tactic should be used when a service is misbehaving or otherwise experiencing errors, and the suspected cause is the underlying cloud layer, rather than the application layer. This includes networking issues and other "bad box" problems. The steps are as follows: Identify the application or service which is misbehaving. Increase the compute resource (number of CPU cores, amount of ram) for the instance on which the application is running. This is also known as scaling up. Wait for the application to re-deploy and stabilize. Scale back down to the original instance size. == Principle of action == This scale-up-scale-down method is understood to shift the application to a different physical machine underlying the PaaS service or application virtual machine. While this layer of the cloud computing stack is generally out of the access of an application developer (instead in the hands of the cloud provider), the maneuver allows troubleshooting and dodging errors in that layer.

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  • PressWise

    PressWise

    PressWise was digital imposition software to quickly and easily impose most any variety of flat and folding layouts. It was acquired by the Aldus Prepress Group affectionately known in the print and publishing industry as the Aldus WiseGuys in August 1991 from Emulation Technologies Inc. of Cleveland, Ohio. It was further developed by the Aldus Press Group and launched as the first of many Aldus prepress products in 1993. It was subsequently owned by Adobe Systems, then Luminous Corporation (Seattle), then Imation, and finally ScenicSoft. PressWise was discontinued by ScenicSoft in 1999 ultimately. == History == In February 2009, the PressWise copyright was acquired by Aethos Technologies and a new print automation product was launched by its creator, Eric Wold of Santa Rosa, California. This new product has no relationship to the old imposition software of the same name. It's notable that Larry Letteney, former President of Creo Americas was a board member and shareholder of Aethos Technologies during its early phase. Datatech SmartSoft acquired exclusive distribution rights to the software in September 2009. In September 2010 Datatech SmartSoft completed the acquisition of the PressWise brand and product.

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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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  • Behavior-based robotics

    Behavior-based robotics

    Behavior-based robotics (BBR) or behavioral robotics is an approach in robotics that focuses on robots that are able to exhibit complex-appearing behaviors despite little internal variable state to model its immediate environment, mostly gradually correcting its actions via sensory-motor links. == Principles == Behavior-based robotics sets itself apart from traditional artificial intelligence by using biological systems as a model. Classic artificial intelligence typically uses a set of steps to solve problems, it follows a path based on internal representations of events compared to the behavior-based approach. Rather than use preset calculations to tackle a situation, behavior-based robotics relies on adaptability. This advancement has allowed behavior-based robotics to become commonplace in researching and data gathering. Most behavior-based systems are also reactive, which means they need no programming of what a chair looks like, or what kind of surface the robot is moving on. Instead, all the information is gleaned from the input of the robot's sensors. The robot uses that information to gradually correct its actions according to the changes in immediate environment. Behavior-based robots (BBR) usually show more biological-appearing actions than their computing-intensive counterparts, which are very deliberate in their actions. A BBR often makes mistakes, repeats actions, and appears confused, but can also show the anthropomorphic quality of tenacity. Comparisons between BBRs and insects are frequent because of these actions. BBRs are sometimes considered examples of weak artificial intelligence, although some have claimed they are models of all intelligence. == Features == Most behavior-based robots are programmed with a basic set of features to start them off. They are given a behavioral repertoire to work with dictating what behaviors to use and when, obstacle avoidance and battery charging can provide a foundation to help the robots learn and succeed. Rather than build world models, behavior-based robots simply react to their environment and problems within that environment. They draw upon internal knowledge learned from their past experiences combined with their basic behaviors to resolve problems. == History == The school of behavior-based robots owes much to work undertaken in the 1980s at the Massachusetts Institute of Technology by Rodney Brooks, who with students and colleagues built a series of wheeled and legged robots utilizing the subsumption architecture. Brooks' papers, often written with lighthearted titles such as "Planning is just a way of avoiding figuring out what to do next", the anthropomorphic qualities of his robots, and the relatively low cost of developing such robots, popularized the behavior-based approach. Brooks' work builds—whether by accident or not—on two prior milestones in the behavior-based approach. In the 1950s, W. Grey Walter, an English scientist with a background in neurological research, built a pair of vacuum tube-based robots that were exhibited at the 1951 Festival of Britain, and which have simple but effective behavior-based control systems. The second milestone is Valentino Braitenberg's 1984 book, "Vehicles – Experiments in Synthetic Psychology" (MIT Press). He describes a series of thought experiments demonstrating how simply wired sensor/motor connections can result in some complex-appearing behaviors such as fear and love. Later work in BBR is from the BEAM robotics community, which has built upon the work of Mark Tilden. Tilden was inspired by the reduction in the computational power needed for walking mechanisms from Brooks' experiments (which used one microcontroller for each leg), and further reduced the computational requirements to that of logic chips, transistor-based electronics, and analog circuit design. A different direction of development includes extensions of behavior-based robotics to multi-robot teams. The focus in this work is on developing simple generic mechanisms that result in coordinated group behavior, either implicitly or explicitly.

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  • Symbolic artificial intelligence

    Symbolic artificial intelligence

    In artificial intelligence, symbolic artificial intelligence (also known as classical artificial intelligence or logic-based artificial intelligence) is the term for the collection of all methods in artificial intelligence research that are based on high-level symbolic (human-readable) representations of problems, logic, and search. Symbolic AI used tools such as logic programming, production rules, semantic nets and frames, and it developed applications such as knowledge-based systems (in particular, expert systems), symbolic mathematics, automated theorem provers, ontologies, the semantic web, and automated planning and scheduling systems. The Symbolic AI paradigm led to important ideas in search, symbolic programming languages, agents, multi-agent systems, the semantic web, and the strengths and limitations of formal knowledge and reasoning systems. Symbolic AI was the dominant paradigm of AI research from the mid-1950s until the mid-1990s. Researchers in the 1960s and the 1970s were convinced that symbolic approaches would eventually succeed in creating a machine with artificial general intelligence and considered this the ultimate goal of their field. An early boom, with early successes such as the Logic Theorist and Samuel's Checkers Playing Program, led to unrealistic expectations and promises and was followed by the first AI Winter as funding dried up. A second boom (1969–1986) occurred with the rise of expert systems, their promise of capturing corporate expertise, and an enthusiastic corporate embrace. That boom, and some early successes, e.g., with XCON at DEC, was followed again by later disappointment. Problems with difficulties in knowledge acquisition, maintaining large knowledge bases, and brittleness in handling out-of-domain problems arose. Another, second, AI Winter (1988–2011) followed. Subsequently, AI researchers focused on addressing underlying problems in handling uncertainty and in knowledge acquisition. Uncertainty was addressed with formal methods such as hidden Markov models, Bayesian reasoning, and statistical relational learning. Symbolic machine learning addressed the knowledge acquisition problem with contributions including Version Space, Valiant's PAC learning, Quinlan's ID3 decision-tree learning, case-based learning, and inductive logic programming to learn relations. Neural networks, a subsymbolic approach, had been pursued from early days and reemerged strongly in 2012. Early examples are Rosenblatt's perceptron learning work, the backpropagation work of Rumelhart, Hinton and Williams, and work in convolutional neural networks by LeCun et al. in 1989. However, neural networks were not viewed as successful until about 2012: "Until Big Data became commonplace, the general consensus in the Al community was that the so-called neural-network approach was hopeless. Systems just didn't work that well, compared to other methods. ... A revolution came in 2012, when a number of people, including a team of researchers working with Hinton, worked out a way to use the power of GPUs to enormously increase the power of neural networks." Over the next several years, deep learning had spectacular success in handling vision, speech recognition, speech synthesis, image generation, and machine translation, though symbolic approaches continue to be useful in a few domains such as computer algebra systems and proof assistants. == History == A short history of symbolic AI to the present day follows below. Time periods and titles are drawn from Henry Kautz's 2020 AAAI Robert S. Engelmore Memorial Lecture and the longer Wikipedia article on the History of AI, with dates and titles differing slightly for increased clarity. === The first AI summer: irrational exuberance, 1948–1966 === Success at early attempts in AI occurred in three main areas: artificial neural networks, knowledge representation, and heuristic search, contributing to high expectations. This section summarizes Kautz's reprise of early AI history. ==== Approaches inspired by human or animal cognition or behavior ==== Cybernetic approaches attempted to replicate the feedback loops between animals and their environments. A robotic turtle, with sensors, motors for driving and steering, and seven vacuum tubes for control, based on a preprogrammed neural net, was built as early as 1948. This work can be seen as an early precursor to later work in neural networks, reinforcement learning, and situated robotics. An important early symbolic AI program was the Logic theorist, written by Allen Newell, Herbert Simon and Cliff Shaw in 1955–56, as it was able to prove 38 elementary theorems from Whitehead and Russell's Principia Mathematica. Newell, Simon, and Shaw later generalized this work to create a domain-independent problem solver, GPS (General Problem Solver). GPS solved problems represented with formal operators via state-space search using means-ends analysis. During the 1960s, symbolic approaches achieved great success at simulating intelligent behavior in structured environments such as game-playing, symbolic mathematics, and theorem-proving. AI research was concentrated in four institutions in the 1960s: Carnegie Mellon University, Stanford, MIT and (later) University of Edinburgh. Each one developed its own style of research. Earlier approaches based on cybernetics or artificial neural networks were abandoned or pushed into the background. Herbert Simon and Allen Newell studied human problem-solving skills and attempted to formalize them, and their work laid the foundations of the field of artificial intelligence, as well as cognitive science, operations research and management science. Their research team used the results of psychological experiments to develop programs that simulated the techniques that people used to solve problems. This tradition, centered at Carnegie Mellon University would eventually culminate in the development of the Soar architecture in the middle 1980s. ==== Heuristic search ==== In addition to the highly specialized domain-specific kinds of knowledge that we will see later used in expert systems, early symbolic AI researchers discovered another more general application of knowledge. These were called heuristics, rules of thumb that guide a search in promising directions: "How can non-enumerative search be practical when the underlying problem is exponentially hard? The approach advocated by Simon and Newell is to employ heuristics: fast algorithms that may fail on some inputs or output suboptimal solutions." Another important advance was to find a way to apply these heuristics that guarantees a solution will be found, if there is one, not withstanding the occasional fallibility of heuristics: "The A algorithm provided a general frame for complete and optimal heuristically guided search. A is used as a subroutine within practically every AI algorithm today but is still no magic bullet; its guarantee of completeness is bought at the cost of worst-case exponential time. ==== Early work on knowledge representation and reasoning ==== Early work covered both applications of formal reasoning emphasizing first-order logic, along with attempts to handle common-sense reasoning in a less formal manner. ===== Modeling formal reasoning with logic: the "neats" ===== Unlike Simon and Newell, John McCarthy felt that machines did not need to simulate the exact mechanisms of human thought, but could instead try to find the essence of abstract reasoning and problem-solving with logic, regardless of whether people used the same algorithms. His laboratory at Stanford (SAIL) focused on using formal logic to solve a wide variety of problems, including knowledge representation, planning and learning. Logic was also the focus of the work at the University of Edinburgh and elsewhere in Europe which led to the development of the programming language Prolog and the science of logic programming. ===== Modeling implicit common-sense knowledge with frames and scripts: the "scruffies" ===== Researchers at MIT (such as Marvin Minsky and Seymour Papert) found that solving difficult problems in vision and natural language processing required ad hoc solutions—they argued that no simple and general principle (like logic) would capture all the aspects of intelligent behavior. Roger Schank described their "anti-logic" approaches as "scruffy" (as opposed to the "neat" paradigms at CMU and Stanford). Commonsense knowledge bases (such as Doug Lenat's Cyc) are an example of "scruffy" AI, since they must be built by hand, one complicated concept at a time. === The first AI winter: crushed dreams, 1967–1977 === The first AI winter was a shock: During the first AI summer, many people thought that machine intelligence could be achieved in just a few years. The Defense Advance Research Projects Agency (DARPA) launched programs to support AI research to use AI to solve problems of national security; in particular, to automate the translation of Russian to English for inte

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  • Voice user interface

    Voice user interface

    A voice user interface (VUI) enables spoken human interaction with computers, using speech recognition to understand spoken commands and answer questions, and typically text to speech to play a reply. A voice command device is a device controlled with a voice user interface. Voice user interfaces have been added to automobiles, home automation systems, computer operating systems, home appliances like washing machines and microwave ovens, and television remote controls. They are the primary way of interacting with virtual assistants on smartphones and smart speakers. Older automated attendants (which route phone calls to the correct extension) and interactive voice response systems (which conduct more complicated transactions over the phone) can respond to the pressing of keypad buttons via DTMF tones, but those with a full voice user interface allow callers to speak requests and responses without having to press any buttons. Newer voice command devices are speaker-independent, so they can respond to multiple voices, regardless of accent or dialectal influences. They are also capable of responding to several commands at once, separating vocal messages, and providing appropriate feedback, accurately imitating a natural conversation. == Overview == A VUI is the interface to any speech application. Only a short time ago, controlling a machine by simply talking to it was only possible in science fiction. Until recently, this area was considered to be artificial intelligence. However, advances in technologies like text-to-speech, speech-to-text, natural language processing, and cloud services contributed to the mass adoption of these types of interfaces. VUIs have become more commonplace, and people are taking advantage of the value that these hands-free, eyes-free interfaces provide in many situations. VUIs rely on the ability to process input reliably, inconsistent performance often leads to decreased user engagement and negative feedback. Designing a good VUI requires interdisciplinary talents of computer science, linguistics and human factors such as psychology. Even with advanced development tools, constructing an effective VUI requires understanding of both the tasks to be performed, as well as the target audience that will use the final system. The closer the VUI matches the user's mental model of the task, the easier it will be to use with little or no training, resulting in both higher efficiency and higher user satisfaction. A VUI designed for the general public should emphasize ease of use and provide a lot of help and guidance for first-time callers. In contrast, a VUI designed for a small group of power users (including field service workers), should focus more on productivity and less on help and guidance. Such applications should streamline the call flows, minimize prompts, eliminate unnecessary iterations and allow elaborate "mixed initiative dialogs", which enable callers to enter several pieces of information in a single utterance and in any order or combination. In short, speech applications have to be carefully crafted for the specific business process that is being automated. Not all business processes render themselves equally well for speech automation. In general, the more complex the inquiries and transactions are, the more challenging they will be to automate, and the more likely they will be to fail with the general public. In some scenarios, automation is simply not applicable, so live agent assistance is the only option. A legal advice hotline, for example, would be very difficult to automate. On the flip side, speech is perfect for handling quick and routine transactions, like changing the status of a work order, completing a time or expense entry, or transferring funds between accounts. == History == Early applications for VUI included voice-activated dialing of phones, either directly or through a (typically Bluetooth) headset or vehicle audio system. In 2007, a CNN business article reported that voice command was over a billion dollar industry and that companies like Google and Apple were trying to create speech recognition features. In the years since the article was published, the world has witnessed a variety of voice command devices. Additionally, Google has created a speech recognition engine called Pico TTS and Apple released Siri. Voice command devices are becoming more widely available, and innovative ways for using the human voice are always being created. For example, Business Week suggests that the future remote controller is going to be the human voice. Currently Xbox Live allows such features and Jobs hinted at such a feature on the new Apple TV. == Voice command software products on computing devices == Both Apple Mac and Windows PC provide built in speech recognition features for their latest operating systems. === Microsoft Windows === Two Microsoft operating systems, Windows 7 and Windows Vista, provide speech recognition capabilities. Microsoft integrated voice commands into their operating systems to provide a mechanism for people who want to limit their use of the mouse and keyboard, but still want to maintain or increase their overall productivity. ==== Windows Vista ==== With Windows Vista voice control, a user may dictate documents and emails in mainstream applications, start and switch between applications, control the operating system, format documents, save documents, edit files, efficiently correct errors, and fill out forms on the Web. The speech recognition software learns automatically every time a user uses it, and speech recognition is available in English (U.S.), English (U.K.), German (Germany), French (France), Spanish (Spain), Japanese, Chinese (Traditional), and Chinese (Simplified). In addition, the software comes with an interactive tutorial, which can be used to train both the user and the speech recognition engine. ==== Windows 7 ==== In addition to all the features provided in Windows Vista, Windows 7 provides a wizard for setting up the microphone and a tutorial on how to use the feature. ==== Mac OS X ==== All Mac OS X computers come pre-installed with the speech recognition software. The software is user-independent, and it allows for a user to, "navigate menus and enter keyboard shortcuts; speak checkbox names, radio button names, list items, and button names; and open, close, control, and switch among applications." However, the Apple website recommends a user buy a commercial product called Dictate. === Commercial products === If a user is not satisfied with the built in speech recognition software or a user does not have a built speech recognition software for their OS, then a user may experiment with a commercial product such as Braina Pro or DragonNaturallySpeaking for Windows PCs, and Dictate, the name of the same software for Mac OS. == Voice command mobile devices == Any mobile device running Android OS, Microsoft Windows Phone, iOS 9 or later, or Blackberry OS provides voice command capabilities. In addition to the built-in speech recognition software for each mobile phone's operating system, a user may download third party voice command applications from each operating system's application store: Apple App store, Google Play, Windows Phone Marketplace (initially Windows Marketplace for Mobile), or BlackBerry App World. === Android OS === Google has developed an open source operating system called Android, which allows a user to perform voice commands such as: send text messages, listen to music, get directions, call businesses, call contacts, send email, view a map, go to websites, write a note, and search Google. The speech recognition software is available for all devices since Android 2.2 "Froyo", but the settings must be set to English. Google allows for the user to change the language, and the user is prompted when he or she first uses the speech recognition feature if he or she would like their voice data to be attached to their Google account. If a user decides to opt into this service, it allows Google to train the software to the user's voice. Google introduced the Google Assistant with Android 7.0 "Nougat". It is much more advanced than the older version. Amazon.com has the Echo that uses Amazon's custom version of Android to provide a voice interface. === Microsoft Windows === Windows Phone is Microsoft's mobile device's operating system. On Windows Phone 7.5, the speech app is user independent and can be used to: call someone from your contact list, call any phone number, redial the last number, send a text message, call your voice mail, open an application, read appointments, query phone status, and search the web. In addition, speech can also be used during a phone call, and the following actions are possible during a phone call: press a number, turn the speaker phone on, or call someone, which puts the current call on hold. Windows 10 introduces Cortana, a voice control system that replaces the formerly used voice control on Windows

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  • Bazaart

    Bazaart

    Bazaart is an AI-powered design platform with image and video editing capabilities for iOS, Android, MacOS, and the web. == History == Bazaart was founded in 2012 in Israel. In April 2012, Bazaart launched a Facebook app called Pinvolve, which converts Facebook Pages into Pinterest pinboards. From June to August 2012, it participated in the DreamIt startup accelerator in New York and raised $25,000 from the accelerator. In July 2012, it launched its first version as an iPad app connected to Pinterest. In December 2013, it pivoted and launched a major version of its app, a "social" photoshop that allowed users to edit images which could be pulled in from the camera roll, social networks, and other sources. In July 2014, Bazaart reached one million downloads and in December was selected by Apple as Best of 2014. In 2015, Bazaart added Photoshop integration in a partnership with Adobe. In September 2020, Bazaart launched an Android app. In December 2020, Bazaart was selected by Google as Best of 2020. In January 2022, Bazaart added video editing capabilities. In 2023, the platform added AI-powered backgrounds and video background removal features.

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  • Multisample anti-aliasing

    Multisample anti-aliasing

    Multisample anti-aliasing (MSAA) is a type of spatial anti-aliasing, a technique used in computer graphics to remove jaggies. It is an optimization of supersampling, where only the necessary parts are sampled more. Jaggies are only noticed in a small area, so the area is quickly found, and only that is anti-aliased. == Definition == The term generally refers to a special case of supersampling. Initial implementations of full-scene anti-aliasing (FSAA) worked conceptually by simply rendering a scene at a higher resolution, and then downsampling to a lower-resolution output. Most modern GPUs are capable of this form of anti-aliasing, but it greatly taxes resources such as texture, bandwidth, and fillrate. (If a program is highly TCL-bound or CPU-bound, supersampling can be used without much performance hit.) According to the OpenGL GL_ARB_multisample specification, "multisampling" refers to a specific optimization of supersampling. The specification dictates that the renderer evaluate the fragment program once per pixel, and only "truly" supersample the depth and stencil values. (This is not the same as supersampling but, by the OpenGL 1.5 specification, the definition had been updated to include fully supersampling implementations as well.) In graphics literature in general, "multisampling" refers to any special case of supersampling where some components of the final image are not fully supersampled. The lists below refer specifically to the ARB_multisample definition. == Description == In supersample anti-aliasing, multiple locations are sampled within every pixel, and each of those samples is fully rendered and combined with the others to produce the pixel that is ultimately displayed. This is computationally expensive, because the entire rendering process must be repeated for each sample location. It is also inefficient, as aliasing is typically only noticed in some parts of the image, such as the edges, whereas supersampling is performed for every single pixel. In multisample anti-aliasing, if any of the multi sample locations in a pixel is covered by the triangle being rendered, a shading computation must be performed for that triangle. However this calculation only needs to be performed once for the whole pixel regardless of how many sample positions are covered; the result of the shading calculation is simply applied to all of the relevant multi sample locations. In the case where only one triangle covers every multi sample location within the pixel, only one shading computation is performed, and these pixels are little more expensive than (and the result is no different from) the non-anti-aliased image. This is true of the middle of triangles, where aliasing is not an issue. (Edge detection can reduce this further by explicitly limiting the MSAA calculation to pixels whose samples involve multiple triangles, or triangles at multiple depths.) In the extreme case where each of the multi sample locations is covered by a different triangle, a different shading computation will be performed for each location and the results then combined to give the final pixel, and the result and computational expense are the same as in the equivalent supersampled image. The shading calculation is not the only operation that must be performed on a given pixel; multisampling implementations may variously sample other operations such as visibility at different sampling levels. == Advantages == The pixel shader usually only needs to be evaluated once per pixel for every triangle covering at least one sample point. The edges of polygons (the most obvious source of aliasing in 3D graphics) are anti-aliased. Since multiple subpixels per pixel are sampled, polygonal details smaller than one pixel that might have been missed without MSAA can be captured and made a part of the final rendered image if enough samples are taken. == Disadvantages == === Alpha testing === Alpha testing is a technique common to older video games used to render translucent objects by rejecting pixels from being written to the framebuffer. If the alpha value of a translucent fragment (pixel) is below a specified threshold, it will be discarded. Because this is performed on a pixel by pixel basis, the image does not receive the benefits of multi-sampling (all of the multisamples in a pixel are discarded based on the alpha test) for these pixels. The resulting image may contain aliasing along the edges of transparent objects or edges within textures, although the image quality will be no worse than it would be without any anti-aliasing. Translucent objects that are modelled using alpha-test textures will also be aliased due to alpha testing. This effect can be minimized by rendering objects with transparent textures multiple times, although this would result in a high performance reduction for scenes containing many transparent objects. === Aliasing === Because multi-sampling calculates interior polygon fragments only once per pixel, aliasing and other artifacts will still be visible inside rendered polygons where fragment shader output contains high frequency components. === Performance === While less performance-intensive than SSAA (supersampling), it is possible in certain scenarios (scenes heavy in complex fragments) for MSAA to be multiple times more intensive for a given frame than post processing anti-aliasing techniques such as FXAA, SMAA and MLAA. Early techniques in this category tend towards a lower performance impact, but suffer from accuracy problems. More recent post-processing based anti-aliasing techniques such as temporal anti-aliasing (TAA), which reduces aliasing by combining data from previously rendered frames, have seen the reversal of this trend, as post-processing AA becomes both more versatile and more expensive than MSAA, which cannot antialias an entire frame alone. == Sampling methods == === Point sampling === In a point-sampled mask, the coverage bit for each multisample is only set if the multisample is located inside the rendered primitive. Samples are never taken from outside a rendered primitive, so images produced using point-sampling will be geometrically correct, but filtering quality may be low because the proportion of bits set in the pixel's coverage mask may not be equal to the proportion of the pixel that is actually covered by the fragment in question. === Area sampling === Filtering quality can be improved by using area sampled masks. In this method, the number of bits set in a coverage mask for a pixel should be proportionate to the actual area coverage of the fragment. This will result in some coverage bits being set for multisamples that are not actually located within the rendered primitive, and can cause aliasing and other artifacts. == Sample patterns == === Regular grid === A regular grid sample pattern, where multisample locations form an evenly spaced grid throughout the pixel, is easy to implement and simplifies attribute evaluation (i.e. setting subpixel masks, sampling color and depth). This method is computationally expensive due to the large number of samples. Edge optimization is poor for screen-aligned edges, but image quality is good when the number of multisamples is large. === Sparse regular grid === A sparse regular grid sample pattern is a subset of samples that are chosen from the regular grid sample pattern. As with the regular grid, attribute evaluation is simplified due to regular spacing. The method is less computationally expensive due to having a fewer samples. Edge optimization is good for screen aligned edges, and image quality is good for a moderate number of multisamples. === Stochastic sample patterns === A stochastic sample pattern is a random distribution of multisamples throughout the pixel. The irregular spacing of samples makes attribute evaluation complicated. The method is cost efficient due to low sample count (compared to regular grid patterns). Edge optimization with this method, although sub-optimal for screen aligned edges. Image quality is excellent for a moderate number of samples. == Quality == Compared to supersampling, multisample anti-aliasing can provide similar quality at higher performance, or better quality for the same performance. Further improved results can be achieved by using rotated grid subpixel masks. The additional bandwidth required by multi-sampling is reasonably low if Z and colour compression are available. Most modern GPUs support 2×, 4×, and 8× MSAA samples. Higher values result in better quality, but are slower.

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  • MLOps

    MLOps

    MLOps or ML Ops is a paradigm that aims to deploy and maintain machine learning models in production reliably and efficiently. It bridges the gap between machine learning development and production operations, ensuring that models are robust, scalable, and aligned with business goals. The word is a compound of "machine learning" and the continuous delivery practice (CI/CD) of DevOps in the software field. Machine learning models are tested and developed in isolated experimental systems. When an algorithm is ready to be launched, MLOps is practiced between data scientists, DevOps, and machine learning engineers to transition the algorithm to production systems. Similar to DevOps or DataOps approaches, MLOps seeks to increase automation and improve the quality of production models, while also focusing on business and regulatory requirements. While MLOps started as a set of best practices, it is slowly evolving into an independent approach to ML lifecycle management. MLOps applies to the entire lifecycle - from integrating with model generation (software development lifecycle, continuous integration/continuous delivery), orchestration, and deployment, to health, diagnostics, governance, and business metrics. == Definition == MLOps is a paradigm, including aspects like best practices, sets of concepts, as well as a development culture when it comes to the end-to-end conceptualization, implementation, monitoring, deployment, and scalability of machine learning products. Most of all, it is an engineering practice that leverages three contributing disciplines: machine learning, software engineering (especially DevOps), and data engineering. MLOps is aimed at productionizing machine learning systems by bridging the gap between development (Dev) and operations (Ops). Essentially, MLOps aims to facilitate the creation of machine learning products by leveraging these principles: CI/CD automation, workflow orchestration, reproducibility; versioning of data, model, and code; collaboration; continuous ML training and evaluation; ML metadata tracking and logging; continuous monitoring; and feedback loops. == History == Interest in operationalizing machine learning systems began to grow in the mid-2010s as ML projects started moving from experimentation to production use. The challenges associated with sustaining such systems were highlighted in a 2015 paper. The predicted growth in machine learning included an estimated doubling of ML pilots and implementations from 2017 to 2018, and again from 2018 to 2020. Reports show a majority (up to 88%) of corporate machine learning initiatives are struggling to move beyond test stages. However, those organizations that actually put machine learning into production saw a 3–15% profit margin increases. The MLOps market size was USD 2,191.8 Million in 2024, and is projected to be USD 16,613.4 Million in 2030. == Architecture == Machine Learning systems can be categorized in eight different categories: data collection, data processing, feature engineering, data labeling, model design, model training and optimization, endpoint deployment, and endpoint monitoring. Each step in the machine learning lifecycle is built in its own system, but requires interconnection. These are the minimum systems that enterprises need to scale machine learning within their organization. == Goals == There are a number of goals enterprises want to achieve through MLOps systems successfully implementing ML across the enterprise, including: Deployment and automation Reproducibility of models and predictions Diagnostics Governance and regulatory compliance Scalability Collaboration Business uses Monitoring and management A standard practice, such as MLOps, takes into account each of the aforementioned areas, which can help enterprises optimize workflows and avoid issues during implementation. Vendors such as Adaptive ML deliver commercial reinforcement learning operations (RLOps) and MLOps-infrastructure, targeting organizations deploying large language models in production. A common architecture of an MLOps system would include data science platforms where models are constructed and the analytical engines where computations are performed, with the MLOps tool orchestrating the movement of machine learning models, data and outcomes between the systems.

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  • Feed forward (control)

    Feed forward (control)

    A feed forward (sometimes written feedforward) is an element or pathway within a control system that passes a controlling signal from a source in its external environment to a load elsewhere in its external environment. This is often a command signal from an external operator. In control engineering, a feedforward control system is a control system that uses sensors to detect disturbances affecting the system and then applies an additional input to minimize the effect of the disturbance. This requires a mathematical model of the system so that the effect of disturbances can be properly predicted. A control system which has only feed-forward behavior responds to its control signal in a pre-defined way without responding to the way the system reacts; it is in contrast with a system that also has feedback, which adjusts the input to take account of how it affects the system, and how the system itself may vary unpredictably. In a feed-forward system, the control variable adjustment is not error-based. Instead it is based on knowledge about the process in the form of a mathematical model of the process and knowledge about, or measurements of, the process disturbances. Some prerequisites are needed for control scheme to be reliable by pure feed-forward without feedback: the external command or controlling signal must be available, and the effect of the output of the system on the load should be known (that usually means that the load must be predictably unchanging with time). Sometimes pure feed-forward control without feedback is called 'ballistic', because once a control signal has been sent, it cannot be further adjusted; any corrective adjustment must be by way of a new control signal. In contrast, 'cruise control' adjusts the output in response to the load that it encounters, by a feedback mechanism. These systems could relate to control theory, physiology, or computing. == Overview == With feed-forward or feedforward control, the disturbances are measured and accounted for before they have time to affect the system. In the house example, a feed-forward system may measure the fact that the door is opened and automatically turn on the heater before the house can get too cold. The difficulty with feed-forward control is that the effects of the disturbances on the system must be accurately predicted, and there must not be any unmeasured disturbances. For instance, if a window was opened that was not being measured, the feed-forward-controlled thermostat might let the house cool down. The term has specific meaning within the field of CPU-based automatic control. The discipline of feedforward control as it relates to modern, CPU based automatic controls is widely discussed, but is seldom practiced due to the difficulty and expense of developing or providing for the mathematical model required to facilitate this type of control. Open-loop control and feedback control, often based on canned PID control algorithms, are much more widely used. There are three types of control systems: open-loop, feed-forward, and feedback. An example of a pure open-loop control system is manual non-power-assisted steering of a motor car; the steering system does not have access to an auxiliary power source and does not respond to varying resistance to turning of the direction wheels; the driver must make that response without help from the steering system. In comparison, power steering has access to a controlled auxiliary power source, which depends on the engine speed. When the steering wheel is turned, a valve is opened which allows fluid under pressure to turn the wheels. A sensor monitors that pressure so that the valve only opens enough to cause the correct pressure to reach the wheel turning mechanism. This is feed-forward control where the output of the system, the change in direction of travel of the vehicle, plays no part in the system. See Model predictive control. If the driver is included in the system, then they do provide a feedback path by observing the direction of travel and compensating for errors by turning the steering wheel. In that case you have a feedback system, and the block labeled System in Figure(c) is a feed-forward system. In other words, systems of different types can be nested, and the overall system regarded as a black-box. Feedforward control is distinctly different from open-loop control and teleoperator systems. Feedforward control requires a mathematical model of the plant (process and/or machine being controlled) and the plant's relationship to any inputs or feedback the system might receive. Neither open-loop control nor teleoperator systems require the sophistication of a mathematical model of the physical system or plant being controlled. Control based on operator input without integral processing and interpretation through a mathematical model of the system is a teleoperator system and is not considered feedforward control. == History == Historically, the use of the term feedforward is found in works by Harold S. Black in US patent 1686792 (invented 17 March 1923) and D. M. MacKay as early as 1956. While MacKay's work is in the field of biological control theory, he speaks only of feedforward systems. MacKay does not mention feedforward control or allude to the discipline of feedforward controls. MacKay and other early writers who use the term feedforward are generally writing about theories of how human or animal brains work. Black also has US patent 2102671 invented 2 August 1927 on the technique of feedback applied to electronic systems. The discipline of feedforward controls was largely developed by professors and graduate students at Georgia Tech, MIT, Stanford and Carnegie Mellon. Feedforward is not typically hyphenated in scholarly publications. Meckl and Seering of MIT and Book and Dickerson of Georgia Tech began the development of the concepts of Feedforward Control in the mid-1970s. The discipline of Feedforward Controls was well defined in many scholarly papers, articles and books by the late 1980s. == Benefits == The benefits of feedforward control are significant and can often justify the extra cost, time and effort required to implement the technology. Control accuracy can often be improved by as much as an order of magnitude if the mathematical model is of sufficient quality and implementation of the feedforward control law is well thought out. Energy consumption by the feedforward control system and its driver is typically substantially lower than with other controls. Stability is enhanced such that the controlled device can be built of lower cost, lighter weight, springier materials while still being highly accurate and able to operate at high speeds. Other benefits of feedforward control include reduced wear and tear on equipment, lower maintenance costs, higher reliability and a substantial reduction in hysteresis. Feedforward control is often combined with feedback control to optimize performance. == Model == The mathematical model of the plant (machine, process or organism) used by the feedforward control system may be created and input by a control engineer or it may be learned by the control system. Control systems capable of learning and/or adapting their mathematical model have become more practical as microprocessor speeds have increased. The discipline of modern feedforward control was itself made possible by the invention of microprocessors. Feedforward control requires integration of the mathematical model into the control algorithm such that it is used to determine the control actions based on what is known about the state of the system being controlled. In the case of control for a lightweight, flexible robotic arm, this could be as simple as compensating between when the robot arm is carrying a payload and when it is not. The target joint angles are adjusted to place the payload in the desired position based on knowing the deflections in the arm from the mathematical model's interpretation of the disturbance caused by the payload. Systems that plan actions and then pass the plan to a different system for execution do not satisfy the above definition of feedforward control. Unless the system includes a means to detect a disturbance or receive an input and process that input through the mathematical model to determine the required modification to the control action, it is not true feedforward control. === Open system === In control theory, an open system is a feed forward system that does not have any feedback loop to control its output. In contrast, a closed system uses on a feedback loop to control the operation of the system. In an open system, the output of the system is not fed back into the input to the system for control or operation. == Applications == === Physiological feed-forward system === In physiology, feed-forward control is exemplified by the normal anticipatory regulation of heartbeat in advance of actual physical exertion by the central autonomic network. Feed-forward

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  • AARON

    AARON

    AARON is the collective name for a series of computer programs written by artist Harold Cohen that create original artistic images autonomously, which set it apart from previous programs. Proceeding from Cohen's initial question "What are the minimum conditions under which a set of marks functions as an image?", AARON was in development between 1972 and the 2010s. As the software is not open source, its development effectively ended with Cohen's death in 2016. The name "AARON" does not seem to be an acronym; rather, it was a name chosen to start with the letter "A" so that the names of successive programs could follow it alphabetically. However, Cohen did not create any other major programs. Initial versions of AARON created abstract drawings that grew more complex through the 1970s. More representational imagery was added in the 1980s; first rocks, then plants, then people. In the 1990s more representational figures set in interior scenes were added, along with color. AARON returned to more abstract imagery, this time in color, in the early 2000s. Cohen used machines that allowed AARON to produce physical artwork. The first machines drew in black and white using a succession of custom-built "turtle" and flatbed plotter devices. Cohen would sometimes color these images by hand in fabric dye (Procion), or scale them up to make larger paintings and murals. In the 1990s Cohen built a series of digital painting machines to output AARON's images in ink and fabric dye. His later work used a large-scale inkjet printer on canvas. Development of AARON began in the C programming language then switched to Lisp in the early 1990s. Cohen credits Lisp with helping him solve the challenges he faced in adding color capabilities to AARON. An article about Cohen appeared in Computer Answers that describes AARON and shows two line drawings that were exhibited at the Tate gallery. The article goes on to describe the workings of AARON, then running on a DEC VAX 750 minicomputer. Raymond Kurzweil's company has produced a downloadable screensaver of AARON for Microsoft Windows PCs. This version of AARON can also produce printable images. AARON's source code is not publicly available, but Cohen has described AARON's operations in various essays and it is discussed in abstract in Pamela McCorduck's book. AARON cannot learn new styles or imagery on its own; each new capability must be hand-coded by Cohen. It is capable of producing a practically infinite supply of distinct images in its own style. Examples of these images have been exhibited in galleries worldwide. AARON's artwork has been used as an artistic equivalent of the Turing test. It does seem however that AARON's output follows a noticeable formula (figures standing next to a potted plant, framed within a colored square is a common theme). Cohen is very careful not to claim that AARON is creative. But he does ask "If what AARON is making is not art, what is it exactly, and in what ways, other than its origin, does it differ from the 'real thing?' If it is not thinking, what exactly is it doing?" — The further exploits of AARON, Painter. The Whitney Museum featured AARON in 2024, showcasing the evolution of AARON as the earliest artificial intelligence (AI) program for artmaking.

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