AI Art Keywords

AI Art Keywords — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Deep Zoom

    Deep Zoom

    Deep Zoom is a technology developed by Microsoft for efficiently transmitting and viewing images. It allows users to pan around and zoom in on a large, high resolution image or a large collection of images. It reduces the time required for initial load by downloading only the region being viewed or only at the resolution it is displayed at. Subsequent regions are downloaded as the user pans to (or zooms into) them; animations are used to hide any jerkiness in the transition. The libraries are also available in other platforms including Java and Flash. == History == The Deep Zoom file format is very similar to the Google Maps image format where images are broken into tiles and then displayed as required. The tiling typically follows a quadtree pattern of increasing resolution of image (in other words twice the zoom and twice the resolution). The main difference is that with Google Maps the actual details on the image change from one zoom level to another, while with Deep Zoom the same image is displayed at each zoom level. Seadragon Software, formerly Sand Codex, first created the Seadragon technology and its implementation of what is now called Deep Zoom. This technology was then absorbed into the Microsoft Live Labs when Seadragon Software was acquired. Engineers from Seadragon now work with Microsoft to integrate their work into technology such as Silverlight and Photosynth. == Deep Zoom examples == The most famous implementation of Deep Zoom was probably the first: the memorabilia collection at the Hard Rock website. Conceived and designed by Duncan/Channon and built by Vertigo, it was demonstrated for the first time in March 2008 at the Microsoft MIX convention in Las Vegas. In 2010, Microsoft Live Labs partnered with the University of California, Berkeley to create ChronoZoom, a DeepZoom-powered time visualization tool that pushed the limits of DeepZoom, since it required zooming from the scale of 13 billion years down to a single day. The project has since graduated to development under Microsoft Research. Another example is the Deep Earth project. It is described by its creators as "a community project focused on creating a rich interactive mapping control using Silverlight2 Deep Zoom. Concentrating on Microsoft Virtual Earth imagery and data the project offers team members the opportunity to learn and share while creating something cool and useful." A paintings collection project http://galleryzoom.co.uk/ shows 1000 high resolution/sensor images individually indexed. (Using Deep Zoom Composer). Blaise Aguera y Arcas gave a demonstration of Seadragon and Photosynth at the 2007 TED conference. In November 2009, 352 Media Group, a Silverlight developer in the Microsoft Silverlight Partner Program, created an example of Deep Zoom using Microsoft Silverlight version 3. It is online at 352 Media Group's Web site. The Winston Churchill Deep Zoom Archived 2010-07-04 at the Wayback Machine mosaic, created by Silverlight developers Shoothill, features as both an online interactive deep zoom and a standalone deep zoom which forms part of the Churchill exhibit in the Churchill War Rooms in Whitehall. In 2010, Shoothill built the Sumatran Tiger Deep Zoom - the largest seen to date - for worldwide conservation charity Fauna and Flora International, featuring thousands of images of endangered species. An early example of Deep Zoom-like technology was implemented at The Department of Maori Affairs in New Zealand in 1997. The technology was used to display Maori land ownership. == Deep Zoom images == The file format used by Deep Zoom (as well as Photosynth and Seadragon Ajax) is XML based. Users can specify a single large image (dzi) or a collection of images (dzc). It also allows for "Sparse Images"; where some parts of the image have greater resolution than others, an example of which can be found on the Seadragon Ajax home page; The bike image displayed is a sparse image. Though used in the proprietary Deep Zoom, the dzi format is open and able to be used by anyone. === Deep Zoom image (dzi) === A DZI has two parts: a DZI file (with either a .dzi or .xml extension) and a subdirectory of image folders. Each folder in the image subdirectory is labeled with its level of resolution. Higher numbers correspond to a higher resolution level; inside each folder are the image tiles corresponding to that level of resolution, numbered consecutively in columns from top left to bottom right. === Deep Zoom collection (dzc) === A DZC is a collection of some number of DZIs linked and referenced by a DZC file (with either a .dzc or .xml extension). At a high level, a collection is a number of image thumbnails whose location is kept track of by the .dzc/.xml file, when zooming into an image, it accesses greater resolutions tiles. A DZC's structure is similar to that of a DZI; the .dzc/.xml file defines the collection and the subdirectory of folders maps to the DZI file structure, each with their set of .dzi/.xml and image tiles. The DZC is used in Microsoft's Pivot, but not in SeaDragon per se. === Sparse Images === Sparse images are a sub-classification of the DZI file type. A sparse image is normally a number of separate photographs with varying resolution levels that have been placed in a single DZI instead of a DZC. Sparse images have no different file structure than that of a DZI and differ only in that there is not a single "highest resolution" level for the entire DZI. == Software that uses Deep Zoom == Image Composite Editor - image stitching tool created by Microsoft Research Deep Zoom Composer - collage maker and simple panorama tool created by Microsoft. Images' resolution is maintained when exporting for web use (via Silverlight Deep Zoom or JavaScript using a third-party template). No longer available for download from Microsoft though it can be found on various other sources such as Internet Archive. == iPhone OS development == Microsoft Live Labs has created an application for the App Store called Seadragon Mobile. It is run over the internet and includes Deep Zoom on the following categories; art, history, maps, photos, Photosynth which anybody can upload to, space and technology & web.

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  • Imitation learning

    Imitation learning

    Imitation learning is a paradigm in reinforcement learning, where an agent learns to perform a task by supervised learning from expert demonstrations . It is also called learning from demonstration and apprenticeship learning. It has been applied to underactuated robotics, self-driving cars, quadcopter navigation, helicopter aerobatics, and locomotion. == Approaches == Expert demonstrations are recordings of an expert performing the desired task, often collected as state-action pairs ( o t ∗ , a t ∗ ) {\displaystyle (o_{t}^{},a_{t}^{})} . === Behavior Cloning === Behavior Cloning (BC) is the most basic form of imitation learning. Essentially, it uses supervised learning to train a policy π θ {\displaystyle \pi _{\theta }} such that, given an observation o t {\displaystyle o_{t}} , it would output an action distribution π θ ( ⋅ | o t ) {\displaystyle \pi _{\theta }(\cdot |o_{t})} that is approximately the same as the action distribution of the experts. BC is susceptible to distribution shift. Specifically, if the trained policy differs from the expert policy, it might find itself straying from expert trajectory into observations that would have never occurred in expert trajectories. This was already noted by ALVINN, where they trained a neural network to drive a van using human demonstrations. They noticed that because a human driver never strays far from the path, the network would never be trained on what action to take if it ever finds itself straying far from the path. === DAgger === DAgger (Dataset Aggregation) improves on behavior cloning by iteratively training on a dataset of expert demonstrations. In each iteration, the algorithm first collects data by rolling out the learned policy π θ {\displaystyle \pi _{\theta }} . Then, it queries the expert for the optimal action a t ∗ {\displaystyle a_{t}^{}} on each observation o t {\displaystyle o_{t}} encountered during the rollout. Finally, it aggregates the new data into the dataset D ← D ∪ { ( o 1 , a 1 ∗ ) , ( o 2 , a 2 ∗ ) , . . . , ( o T , a T ∗ ) } {\displaystyle D\leftarrow D\cup \{(o_{1},a_{1}^{}),(o_{2},a_{2}^{}),...,(o_{T},a_{T}^{})\}} and trains a new policy on the aggregated dataset. === Decision transformer === The Decision Transformer approach models reinforcement learning as a sequence modelling problem. Similar to Behavior Cloning, it trains a sequence model, such as a Transformer, that models rollout sequences ( R 1 , o 1 , a 1 ) , ( R 2 , o 2 , a 2 ) , … , ( R t , o t , a t ) , {\displaystyle (R_{1},o_{1},a_{1}),(R_{2},o_{2},a_{2}),\dots ,(R_{t},o_{t},a_{t}),} where R t = r t + r t + 1 + ⋯ + r T {\displaystyle R_{t}=r_{t}+r_{t+1}+\dots +r_{T}} is the sum of future reward in the rollout. During training time, the sequence model is trained to predict each action a t {\displaystyle a_{t}} , given the previous rollout as context: ( R 1 , o 1 , a 1 ) , ( R 2 , o 2 , a 2 ) , … , ( R t , o t ) {\displaystyle (R_{1},o_{1},a_{1}),(R_{2},o_{2},a_{2}),\dots ,(R_{t},o_{t})} During inference time, to use the sequence model as an effective controller, it is simply given a very high reward prediction R {\displaystyle R} , and it would generalize by predicting an action that would result in the high reward. This was shown to scale predictably to a Transformer with 1 billion parameters that is superhuman on 41 Atari games. === Other approaches === See for more examples. == Related approaches == Inverse Reinforcement Learning (IRL) learns a reward function that explains the expert's behavior and then uses reinforcement learning to find a policy that maximizes this reward. Recent works have also explored multi-agent extensions of IRL in networked systems. Generative Adversarial Imitation Learning (GAIL) uses generative adversarial networks (GANs) to match the distribution of agent behavior to the distribution of expert demonstrations. It extends a previous approach using game theory.

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  • Alberto Broggi

    Alberto Broggi

    Alberto Broggi is General Manager at VisLab srl (spinoff of the University of Parma acquired by Silicon-Valley company Ambarella Inc. in June 2015) and a professor of Computer Engineering at the University of Parma in Italy. == Research in computer vision, hardware, and AV == Broggi's research activities started in 1991–1994. His group together with the Dipartimento di Elettronica, Politecnico di Torino, Italy, built their own hardware architecture (named PAPRICA, for PArallel PRocessor for Image Checking and Analysis, based on 256 single-bit processing elements working in SIMD fashion) and installed it on board of a mobile laboratory (Mob-Lab) to develop and test some initial concepts in the field of intelligent vehicles. In 1996, Broggi's group worked to develop a real vehicle prototype (named ARGO, a Lancia Thema passenger car which was equipped with vision sensors, processing systems, and vehicle actuators) and developed the necessary software and hardware that made it able to drive autonomously on standard roads. Broggi's research group (called VisLab from then on) gathered all their findings in a book, which was then also translated in Chinese. When Broggi was with the University of Pavia, his research was extended and applied to extreme conditions (automatic driving on snow and ice): in 2001, VisLab led the research effort of providing a vehicle (RAS, Robot Antartico di Superficie) with sensing capabilities so that it was able to automatically follow the vehicle in front. In 2010 Broggi's group embarked on driving 4 vehicles autonomously from Italy to China with no human intervention. This challenge is called VIAC, for VisLab Intercontinental Autonomous Challenge . Soon after this, Broggi was awarded a second ERC grant (Proof of concept) to industrialize some of the results obtained and successfully tested on the VIAC vehicles. On July 12, 2013, VisLab tested the BRAiVE vehicle in downtown Parma, negotiating two-way narrow rural roads, pedestrian crossings, traffic lights, artificial bumps, pedestrian areas, and tight roundabouts. The vehicle traveled from Parma University Campus up to Piazza della Pilotta (downtown Parma): a 20 minutes run in a real environment, together with real traffic at 11am on a working day, that required absolutely no human intervention. Part of this test was driven with nobody in the driver seat, for the first time ever on public roads.

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  • Talkman

    Talkman

    Talkman is an edutainment video game developed and published by Sony Computer Entertainment for the PlayStation Portable. It utilizes voice-activated translation software that operates in four languages, Japanese, English, Korean, and Mandarin Chinese. The name "Talkman" is a reference to Sony's Walkman line of portable audio products. It was released in Japan on November 17, 2005, and in America on August 5, 2008 (via the PlayStation Store), as Talkman Travel. In America, however, instead of receiving all the languages included in the Japanese version in one package, single-language packs are available for $2.99 each. Available packs are: Paris (French), Rome (Italian), and Tokyo (Japanese). The software is designed for travelers and entertainment, mostly containing slang and useful travel phrases. While originally sold in and designed for the Japanese market for Japanese users, its translation function operates between all four languages. In Japan, the software has proven popular with the middle-aged female demographic due to an interest in South Korean products, and Korean-language soap operas and movies; and as a fun English education aid for children. Outside of pure translations, Talkman also lets players play games to test their fluency of a language. The program comes with a USB microphone included. This microphone draws power through two gold-colored contacts on the top of the PSP, one on each side of the mini-USB port. This is uncommon due to the ability for most USB products to draw power through USB. These proprietary contacts are similar to the gold-colored contacts on the bottom-right of the device, which are used for charging. Note: The Chotto Shot (aka "Go!Cam") has a built-in microphone that also can be used with the Talkman program. Furthermore, the PSP-3000 model and PSP Go have built-in microphones that work with this application, without the need for any external attachments. == Talkman Euro == Following the success of the Asian version of Talkman, a version designed for translating European languages was developed and released on June 16, 2006. Talkman Euro is available in two versions. The Japanese version contains support for English, Italian, Spanish, German, French, and Japanese, while the Chinese version contains support for Traditional Chinese instead of Japanese. The differences on the packaging (the Japanese flag as opposed to a flag with the word "mie" in Chinese) are minimal and hard to notice. == Talkman UMD-only package == Talkman is also released as a UMD-only package, so users who already have the USB mic or camera can choose to purchase this standalone version. The Sony PSP Headset and the built-in microphone on later model PSPs have also been confirmed to work with Talkman.

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  • Belief–desire–intention model

    Belief–desire–intention model

    For popular psychology, the belief–desire–intention (BDI) model of human practical reasoning was developed by Michael Bratman as a way of explaining future-directed intention. BDI is fundamentally reliant on folk psychology (the 'theory theory'), which is the notion that our mental models of the world are theories. It was used as a basis for developing the belief–desire–intention software model. == Applications == BDI was part of the inspiration behind the BDI software architecture, which Bratman was also involved in developing. Here, the notion of intention was seen as a way of limiting time spent on deliberating about what to do, by eliminating choices inconsistent with current intentions. BDI has also aroused some interest in psychology. BDI formed the basis for a computational model of childlike reasoning CRIBB.

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  • State complexity

    State complexity

    State complexity is an area of theoretical computer science dealing with the size of abstract automata, such as different kinds of finite automata. The classical result in the area is that simulating an n {\displaystyle n} -state nondeterministic finite automaton by a deterministic finite automaton requires exactly 2 n {\displaystyle 2^{n}} states in the worst case. == Transformation between variants of finite automata == Finite automata can be deterministic and nondeterministic, one-way (DFA, NFA) and two-way (2DFA, 2NFA). Other related classes are unambiguous (UFA), self-verifying (SVFA) and alternating (AFA) finite automata. These automata can also be two-way (2UFA, 2SVFA, 2AFA). All these machines can accept exactly the regular languages. However, the size of different types of automata necessary to accept the same language (measured in the number of their states) may be different. For any two types of finite automata, the state complexity tradeoff between them is an integer function f {\displaystyle f} where f ( n ) {\displaystyle f(n)} is the least number of states in automata of the second type sufficient to recognize every language recognized by an n {\displaystyle n} -state automaton of the first type. The following results are known. NFA to DFA: 2 n {\displaystyle 2^{n}} states. This is the subset construction by Rabin and Scott, proved optimal by Lupanov. UFA to DFA: 2 n {\displaystyle 2^{n}} states, see Leung, An earlier lower bound by Schmidt was smaller. NFA to UFA: 2 n − 1 {\displaystyle 2^{n}-1} states, see Leung. There was an earlier smaller lower bound by Schmidt. SVFA to DFA: Θ ( 3 n / 3 ) {\displaystyle \Theta (3^{n/3})} states, see Jirásková and Pighizzini 2DFA to DFA: n ( n n − ( n − 1 ) n ) {\displaystyle n(n^{n}-(n-1)^{n})} states, see Kapoutsis. Earlier construction by Shepherdson used more states, and an earlier lower bound by Moore was smaller. 2DFA to NFA: ( 2 n n + 1 ) = O ( 4 n n ) {\displaystyle {\binom {2n}{n+1}}=O({\frac {4^{n}}{\sqrt {n}}})} , see Kapoutsis. Earlier construction by Birget used more states. 2NFA to NFA: ( 2 n n + 1 ) {\displaystyle {\binom {2n}{n+1}}} , see Kapoutsis. 2NFA to NFA accepting the complement: O ( 4 n ) {\displaystyle O(4^{n})} states, see Vardi. AFA to DFA: 2 2 n {\displaystyle 2^{2^{n}}} states, see Chandra, Kozen and Stockmeyer. AFA to NFA: 2 n {\displaystyle 2^{n}} states, see Fellah, Jürgensen and Yu. 2AFA to DFA: 2 n 2 n {\displaystyle 2^{n2^{n}}} , see Ladner, Lipton and Stockmeyer. 2AFA to NFA: 2 Θ ( n log ⁡ n ) {\displaystyle 2^{\Theta (n\log n)}} , see Geffert and Okhotin. === The 2DFA vs. 2NFA problem and logarithmic space === It is an open problem whether all 2NFAs can be converted to 2DFAs with polynomially many states, i.e. whether there is a polynomial p ( n ) {\displaystyle p(n)} such that for every n {\displaystyle n} -state 2NFA there exists a p ( n ) {\displaystyle p(n)} -state 2DFA. The problem was raised by Sakoda and Sipser, who compared it to the P vs. NP problem in the computational complexity theory. Berman and Lingas discovered a formal relation between this problem and the L vs. NL open problem. This relation was further elaborated by Kapoutsis. == State complexity of operations for finite automata == Given a binary regularity-preserving operation on languages ∘ {\displaystyle \circ } and a family of automata X (DFA, NFA, etc.), the state complexity of ∘ {\displaystyle \circ } is an integer function f ( m , n ) {\displaystyle f(m,n)} such that for each m-state X-automaton A and n-state X-automaton B there is an f ( m , n ) {\displaystyle f(m,n)} -state X-automaton for L ( A ) ∘ L ( B ) {\displaystyle L(A)\circ L(B)} , and for all integers m, n there is an m-state X-automaton A and an n-state X-automaton B such that every X-automaton for L ( A ) ∘ L ( B ) {\displaystyle L(A)\circ L(B)} must have at least f ( m , n ) {\displaystyle f(m,n)} states. Analogous definition applies for operations with any number of arguments. The first results on state complexity of operations for DFAs were published by Maslov and by Yu, Zhuang and Salomaa. Holzer and Kutrib pioneered the state complexity of operations on NFA. The known results for basic operations are listed below. === Union === If language L 1 {\displaystyle L_{1}} requires m states and language L 2 {\displaystyle L_{2}} requires n states, how many states does L 1 ∪ L 2 {\displaystyle L_{1}\cup L_{2}} require? DFA: m n {\displaystyle mn} states, see Maslov and Yu, Zhuang and Salomaa. NFA: m + n + 1 {\displaystyle m+n+1} states, see Holzer and Kutrib. UFA: at least min ( n , m ) Ω ( log ⁡ ( min ( n , m ) ) ) {\displaystyle \min(n,m)^{\Omega (\log(\min(n,m)))}} ; between m n + m + n {\displaystyle mn+m+n} and m + n m 2 0.79 m {\displaystyle m+nm2^{0.79m}} states, see Jirásek, Jirásková and Šebej. SVFA: m n {\displaystyle mn} states, see Jirásek, Jirásková and Szabari. 2DFA: between m + n {\displaystyle m+n} and 4 m + n + 4 {\displaystyle 4m+n+4} states, see Kunc and Okhotin. 2NFA: m + n {\displaystyle m+n} states, see Kunc and Okhotin. === Intersection === How many states does L 1 ∩ L 2 {\displaystyle L_{1}\cap L_{2}} require? DFA: m n {\displaystyle mn} states, see Maslov and Yu, Zhuang and Salomaa. NFA: m n {\displaystyle mn} states, see Holzer and Kutrib. UFA: m n {\displaystyle mn} states, see Jirásek, Jirásková and Šebej. SVFA: m n {\displaystyle mn} states, see Jirásek, Jirásková and Szabari. 2DFA: between m + n {\displaystyle m+n} and m + n + 1 {\displaystyle m+n+1} states, see Kunc and Okhotin. 2NFA: between m + n {\displaystyle m+n} and m + n + 1 {\displaystyle m+n+1} states, see Kunc and Okhotin. === Complementation === If language L requires n states then how many states does its complement require? DFA: n {\displaystyle n} states, by exchanging accepting and rejecting states. NFA: 2 n {\displaystyle 2^{n}} states, see Birget. or Jirásková UFA: at least n Ω ~ ( log ⁡ n ) {\displaystyle n^{{\tilde {\Omega }}(\log n)}} states, see Göös, Kiefer and Yuan, (this follows an earlier bound by Raskin); and at most n + 1 ⋅ 2 0.5 n {\displaystyle {\sqrt {n+1}}\cdot 2^{0.5n}} states, see Indzhev and Kiefer. SVFA: n {\displaystyle n} states, by exchanging accepting and rejecting states. 2DFA: at least n {\displaystyle n} and at most 4 n {\displaystyle 4n} states, see Geffert, Mereghetti and Pighizzini. === Concatenation === How many states does L 1 L 2 = { w 1 w 2 ∣ w 1 ∈ L 1 , w 2 ∈ L 2 } {\displaystyle L_{1}L_{2}=\{w_{1}w_{2}\mid w_{1}\in L_{1},w_{2}\in L_{2}\}} require? DFA: m ⋅ 2 n − 2 n − 1 {\displaystyle m\cdot 2^{n}-2^{n-1}} states, see Maslov and Yu, Zhuang and Salomaa. NFA: m + n {\displaystyle m+n} states, see Holzer and Kutrib. UFA: 3 4 2 m + n − 1 {\displaystyle {\frac {3}{4}}2^{m+n}-1} states, see Jirásek, Jirásková and Šebej. SVFA: Θ ( 3 n / 3 2 m ) {\displaystyle \Theta (3^{n/3}2^{m})} states, see Jirásek, Jirásková and Szabari. 2DFA: at least 2 Ω ( n ) log ⁡ m {\displaystyle {\frac {2^{\Omega (n)}}{\log m}}} and at most 2 m m + 1 ⋅ 2 n n + 1 {\displaystyle 2m^{m+1}\cdot 2^{n^{n+1}}} states, see Jirásková and Okhotin. === Kleene star === DFA: 3 4 2 n {\displaystyle {\frac {3}{4}}2^{n}} states, see Maslov and Yu, Zhuang and Salomaa. NFA: n + 1 {\displaystyle n+1} states, see Holzer and Kutrib. UFA: 3 4 2 n {\displaystyle {\frac {3}{4}}2^{n}} states, see Jirásek, Jirásková and Šebej. SVFA: 3 4 2 n {\displaystyle {\frac {3}{4}}2^{n}} states, see Jirásek, Jirásková and Szabari. 2DFA: at least 1 n 2 n 2 − 1 {\displaystyle {\frac {1}{n}}2^{{\frac {n}{2}}-1}} and at most 2 O ( n n + 1 ) {\displaystyle 2^{O(n^{n+1})}} states, see Jirásková and Okhotin. === Reversal === DFA: 2 n {\displaystyle 2^{n}} states, see Mirkin, Leiss, and Yu, Zhuang and Salomaa. NFA: n + 1 {\displaystyle n+1} states, see Holzer and Kutrib. UFA: n {\displaystyle n} states. SVFA: 2 n + 1 {\displaystyle 2n+1} states, see Jirásek, Jirásková and Szabari. 2DFA: between n + 1 {\displaystyle n+1} and n + 2 {\displaystyle n+2} states, see Jirásková and Okhotin. == Finite automata over a unary alphabet == State complexity of finite automata with a one-letter (unary) alphabet, pioneered by Chrobak, is different from the multi-letter case. Let g ( n ) = e Θ ( n ln ⁡ n ) {\displaystyle g(n)=e^{\Theta ({\sqrt {n\ln n}})}} be Landau's function. === Transformation between models === For a one-letter alphabet, transformations between different types of finite automata are sometimes more efficient than in the general case. NFA to DFA: g ( n ) + O ( n 2 ) {\displaystyle g(n)+O(n^{2})} states, see Chrobak. 2DFA to DFA: g ( n ) + O ( n ) {\displaystyle g(n)+O(n)} states, see Chrobak and Kunc and Okhotin. 2NFA to DFA: O ( g ( n ) ) {\displaystyle O(g(n))} states, see Mereghetti and Pighizzini. and Geffert, Mereghetti and Pighizzini. NFA to 2DFA: at most O ( n 2 ) {\displaystyle O(n^{2})} states, see Chrobak. 2NFA to 2DFA: at most n O ( log ⁡ n ) {\displaystyle n^{O(\log n)}} states, proved by implementing the method of Savitch's theorem, see

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  • Kunihiko Fukushima

    Kunihiko Fukushima

    Kunihiko Fukushima (Japanese: 福島 邦彦, born 16 March 1936) is a Japanese computer scientist, most noted for his work on artificial neural networks and deep learning. He is currently working part-time as a senior research scientist at the Fuzzy Logic Systems Institute in Fukuoka, Japan. == Notable scientific achievements == In 1980, Fukushima published the neocognitron, the original deep convolutional neural network (CNN) architecture. Fukushima proposed several supervised and unsupervised learning algorithms to train the parameters of a deep neocognitron such that it could learn internal representations of incoming data. Today, however, the CNN architecture is usually trained through backpropagation. This approach is now heavily used in computer vision. In 1969 Fukushima introduced the ReLU (Rectifier Linear Unit) activation function in the context of visual feature extraction in hierarchical neural networks, which he called "analog threshold element". (Though the ReLU was first used by Alston Householder in 1941 as a mathematical abstraction of biological neural networks.) As of 2017 it is the most popular activation function for deep neural networks. == Education and career == In 1958, Fukushima received his Bachelor of Engineering in electronics from Kyoto University. He became a senior research scientist at the NHK Science & Technology Research Laboratories. In 1989, he joined the faculty of Osaka University. In 1999, he joined the faculty of the University of Electro-Communications. In 2001, he joined the faculty of Tokyo University of Technology. From 2006 to 2010, he was a visiting professor at Kansai University. Fukushima acted as founding president of the Japanese Neural Network Society (JNNS). He also was a founding member on the board of governors of the International Neural Network Society (INNS), and president of the Asia-Pacific Neural Network Assembly (APNNA). He was one of the board of governors of the International Neural Network Society (INNS) in 1989-1990 and 1993-2005. == Awards == In 2020, Fukushima received the Bower Award and Prize for Achievement in Science. In 2022, Fukushima became a laureate of the Asian Scientist 100 by the Asian Scientist. He also received the IEICE Achievement Award and Excellent Paper Awards, the IEEE Neural Networks Pioneer Award, the APNNA Outstanding Achievement Award, the JNNS Excellent Paper Award and the INNS Helmholtz Award.

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  • Erkki Oja

    Erkki Oja

    Erkki Oja (born 22 March 1948) is a Finnish computer scientist and Aalto Distinguished Professor in the Department of Information and Computer Science at Aalto University School of Science. He is recognized for developing Oja's rule, which is a model of how neurons in the brain or in artificial neural networks learn over time. == Early life and education == Oja was born in Helsinki and studied at Helsinki University of Technology, where he received his diploma engineer in 1972, licentiate in technology in 1975 and Doctor of Technology in 1977. == Career == Oja was a research associate at the Center for Cognitive Science at Brown University between 1977 and 1978 and a research fellow at the Academy of Finland from 1976 to 1981. Since 1981, he took up a professorship in applied mathematics at Kuopio University (now University of Eastern Finland). He was a visiting research scholar at Tokyo Institute of Technology from 1983 to 1984. From 1987 to 1993, he was a professor in computer science at the Lappeenranta University of Technology. He moved back to the Helsinki University of Technology (now Aalto University) from 1993 as a professor in computer science. He retired in 2015. == Honors and awards == Oja is a Fellow of the International Association for Pattern Recognition and the IEEE, and a member of the Finnish Academy of Sciences. He served as chairman of the European Neural Network Society between 2000 and 2005, and as the chairman of the Academy of Finland’s Research Council for Natural Sciences and Engineering between 2007 and 2012. He was awarded the Frank Rosenblatt Award for his contributions to artificial intelligence research in 2019. Oja was a member of the Board of Governors for the International Neural Network Society (INNIS) in 2003. He received honorary doctorates from Uppsala University and Lappeenranta University of Technology in 2008.

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  • Perceptual robotics

    Perceptual robotics

    Perceptual robotics is an interdisciplinary science linking Robotics and Neuroscience. It investigates biologically motivated robot control strategies, concentrating on perceptual rather than cognitive processes and thereby sides with J. J. Gibson's view against the Poverty of the stimulus theory. As a working definition, the following quote from Chapter 64 by H. Bülthoff, C. Wallraven and M. Giese from The Springer Handbook of Robotics, edited by Bruno Siciliano and Oussama Khatib, published by Springer in 2007, could be used: In the following we will apply the term Perceptual Robotics to signify the design of robots based on principles that are derived from human perception on all three levels in the sense of Marr. This includes a realization in terms of specific neural circuits as well as the transfer of more abstract biologically-inspired strategies for the solution of relevant computational problems.

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  • The Best Free AI Clip Maker for Beginners

    The Best Free AI Clip Maker for Beginners

    Looking for the best AI clip maker? An AI clip maker is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI clip maker slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

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  • AI Headshot Generators: Free vs Paid (2026)

    AI Headshot Generators: Free vs Paid (2026)

    Curious about the best AI headshot generator? An AI headshot generator is software that uses machine learning to help you get more done — it combines speed, accuracy, and an interface that just works. Hands-on testing shows real-world results vary, so a short free trial is the smartest way to decide. Whether you are a beginner or a pro, the right AI headshot generator slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

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  • David Horn (Israeli physicist)

    David Horn (Israeli physicist)

    David Horn (Hebrew: דוד הורן; born 10 September 1937) is a Professor (Emeritus) of Physics in the School of Physics and Astronomy at Tel Aviv University (TAU), Israel. He has served as Vice-Rector of TAU, Chairman of the School of Physics and Astronomy and as Dean of the Faculty of Exact Sciences in TAU. He is a fellow of the American Physical Society, nominated for "contributions to theoretical particle physics, including the seminal work on finite energy sum rules, research of the phenomenology of hadronic processes, and investigation of Hamiltonian lattice theories". == Early life and education == David Horn was born and educated in Haifa. He graduated from the Reali School in 1955. He began his academic studies in Physics at the Technion in Haifa in 1957, and received his B.Sc. (Summa Cum Laude) in 1961, and M.Sc. in 1962. He continued his Ph.D. studies at the Hebrew University of Jerusalem until 1965. His thesis on "Some Aspects of the Structure of Weak Interactions" was supervised by Prof. Yuval Ne'eman. == Career == Horn joined the newly founded Tel Aviv University as an assistant in 1962. He became a lecturer in 1965, a senior lecturer in 1967 and an associate professor in 1968. He was promoted to full professor of Physics in 1972. In 1974 he became the incumbent of the Edouard and Francoise Jaupart Chair of Theoretical Physics of Particles and Fields, a position he held until 2007. Horn has supervised 43 graduate students at TAU and authored over 240 scientific publications. He retired as a professor emeritus in 2005, and continues to be an active researcher. Horn spent a significant part of his career holding visiting academic positions at other universities and research institutes, including: Postdoctoral Fellow at Argonne National Lab, ILL, Research Fellow and three times Visiting Associate at California Institute of Technology, Pasadena, CA, Visitor at CERN in Geneva, Visiting Professor at Cornell University, NY, Member of the Institute for Advanced Study, Princeton, NJ, Visiting Professor at SLAC in Stanford University, CA, and Visiting Professor at Kyoto University, Japan. Beginning from 1980, Horn held official positions at Tel Aviv University, starting with tenure as Vice-Rector (1980-1983), a position he left for research at SLAC. After returning he was nominated Chairman of the Department of High Energy Physics (1984-1986), followed by tenures as Chairman of the School of Physics and Astronomy (1986-9), Dean of the Raymond and Beverly Sackler Faculty of Exact Sciences (1990-1995), and first Director of the Adams Super Center for Brain Studies (1993-2000). Horn has also held national and international professional positions. He was Chairman of the Israel Commission for High Energy Physics (1983-2003), and, in this capacity, served as an Israeli observer of the council of CERN (1991-2003). He served as member of the Israel Council for Higher Education (1987-1991), member of the Executive Committee of the European Physical Society (1989-1992) and member of the European Strategy Forum on Research Infrastructures (2005-2017). He chaired the Israeli Committee of Research Infrastructures (2012-2016), issuing roadmaps for scientific RI in 2013 and 2016. == Research == Horn's research work focused on theory and phenomenology of High Energy Physics until 1990. He then shifted his interests to Neural Computation and Machine Learning and, since 2005, he has also published in Bioinformatics. Together with Richard Dolen and Christoph Schmid he discovered the Finite Energy Sum Rules in 1967. It was a realization of the bootstrap approach to hadronic structure, and became known as the Dolen-Horn-Schmid Duality. Together with Richard Silver he investigated a model of coherent production of pions at high energy hadron collisions in 1971, and together with Jeffrey Mandula he undertook the investigation of mesons with constituent gluons in 1978. Moving to lattice gauge theories in 1979, he discovered, together with Shimon Yankielowic and Marvin Weinstein, a non-confining phase in Z(N) theories for large N. In 1981 he demonstrated the existence of finite matrix models with link gauge fields, nowadays known as quantum link models. In 1984 Horn and Weinstein developed the t-expansion methodology. Horn's contributions to neural modeling include a novel mechanism for memory maintenance via neuronal regulation in 1998, developed with Nir Levy and Eytan Ruppin and unsupervised learning of natural languages in 2005, a joint work with Zach Solan, Eytan Ruppin and Shimon Edelman, introducing novel algorithms for motif and grammar extraction from text. Horn has contributed to algorithms of clustering, an important topic in Machine Learning, by developing Support Vector Clustering (SVC) in 2001, together with Asa Ben Hur, Hava Siegelmann and Vladimir Vapnik. This was followed shortly thereafter by a joint work with Assaf Gottlieb on Quantum Clustering (QC). His contributions to Bioinformatics include motif descriptions of function and structure of proteins, as well as motif studies of genomic structures. Together with Erez Persi he studied compositional order of proteomes, and repeat instability of genomes, as evolution markers of organisms and of cancer (a joint work with Persi and others). == Honors == Horn is a Fellow of the American Physical Society (1985) and a Fellow of the Israel Physical Society (2018). == Publications == === Selected articles === R. Dolen, D. Horn and C. Schmid; Prediction of Regge-parameters of rho poles from low-energy pi-N scattering data Phys. Rev. Lett. 19 (1967) 402–407. Finite-Energy Sum Rules and Their Application to pi-N Charge Exchange Phys. Rev. 166 (1968) 1768–1781. D. Horn and R. Silver: Coherent production of pions, Annals Phys. 66 (1971) 509-541 T. Banks, D. Horn and H. Neuberger: Bosonization of the SU(N) Thirring Models, Nucl. Phys. B108, 119 (1976). D. Horn and J. Mandula: Model of Mesons with Constituent Gluons, Phys. Rev. D17, 898 (1978). D. Horn, M. Weinstein and S. Yankielowicz: Hamiltonian Approach to Z(N) Lattice Gauge Theories, Phys. Rev. D19, 3715 (1979). D. Horn: Finite Matrix Models with Continuous Local Gauge Invariance, Phys. Lett. 100B, 149-151 (1981). T. Banks, Y. Dothan and D. Horn: Geometric Fermions, Phys. Lett. 117B, 413 (1982). D. Horn and M. Weinstein: The t expansion: A nonperturbative analytic tool for Hamiltonian systems. Phys. Rev. D 30, 1256-1270 (1984). Ury Naftaly, Nathan Intrator and David Horn: Optimal Ensemble Averaging of Neural Networks. Network, Computation in Neural Systems, 8, 283-296 (1997). David Horn, Nir Levy, Eytan Ruppin: Memory Maintenance via Neuronal Regulation, Neural Computation, 10, 1-18 (1998). Asa Ben-Hur, David Horn, Hava Siegelmann and Vladimir Vapnik: Support Vector Clustering. Journal of Machine Learning Research 2, 125-137 (2001). David Horn and Assaf Gottlieb: Algorithm for data clustering in pattern recognition problems based on quantum mechanics, Phys. Rev. Lett. 88 (2002) 18702 Zach Solan, David Horn, Eytan Ruppin and Shimon Edelman: Unsupervised learning of natural languages, Proc. Natl. Acad. Sc. 102 (2005) 11629–11634. Vered Kunik, Yasmine Meroz, Zach Solan, Ben Sandbank, Uri Weingart, Eytan Ruppin and David Horn: Functional representation of enzymes by specific peptides. PLOS Computational Biology 2007, 3(8):e167. Benny Chor, David Horn, Yaron Levy, Nick Goldman and Tim Massingham: Genomic DNA k-mer spectra: models and modalities. Genome Biology 2009, 10(10):R108 Erez Persi and David Horn. Systematic Analysis of Compositional Order of Proteins Reveals New Characteristics of Biological Functions and a Universal Correlate of Macroevolution. PLoS Comput Biol 9 (2013): e1003346. David Horn. Taxa counting using Specific Peptides of Aminoacyl tRNA Synthetases Encyclopedia of Metagenomics, Springer, 2013. Sagi Shporer, Benny Chor, Saharon Rosset, David Horn. Inversion symmetry of DNA k-mer counts: validity and deviations. BMC Genomics 2016, 17:696 Erez Persi, Davide Prandi, Yuri I. Wolf, Yair Pozniak, Christopher Barbieri, Paola Gasperini, Himisha Beltran, Bishoy M. Faltas, Mark A. Rubin, Tamar Geiger, Eugene V. Koonin, Francesca Demichelis, David Horn. Proteomic and Genomic Signatures of Repeat Instability in Cancer and Adjacent Normal Tissues. PNAS 116, 34, 2019 - 08790 === Book === David Horn and Fredrick Zachariasen: Hadron Physics at Very High Energies. Benjamin 1973. === Patents === Method and Apparatus for Quantum Clustering. USA Patent No. 7,653,646 B2. Method for discovering relationships in data by dynamic quantum clustering USA Patent No 8874412 and USA Patent No. 9,646,074. == Personal life == Horn was married to Nira Fuss since 1963 until her death in 2019. He is a father of three, Yuval, Tamar, and Oded, and grandfather of nine. He lives in Tel Aviv, Israel.

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  • Bump (application)

    Bump (application)

    Bump was an iOS and Android mobile app that enabled smartphone users to transfer contact information, photos and files between devices. In 2011, it was #8 on Apple's list of all-time most popular free iPhone apps, and by February 2013 it had been downloaded 125 million times. Its developer, Bump Technologies, shut down the service and discontinued the app on January 31, 2014, after being acquired by Google for Google Photos and Android Camera. == Features == Bump sent contact information, photos and files to another device over the internet. Before activating the transfer, each user confirmed what they want to send to the other user. To initiate a transfer, two people physically bumped their phones together. A screen appeared on both users' smartphone displays, allowing them to confirm what they want to send to each other. When two users bumped their phones, software on the phones send a variety of sensor data to an algorithm running on Bump servers, which included the location of the phone, accelerometer readings, IP address, and other sensor readings. The algorithm figured out which two phones felt the same physical bump and then transfers the information between those phones. Bump did not use Near Field Communication. February 2012 release of Bump 3.0 for iOS, the company streamlined the app to focus on its most frequently used features: contact and photo sharing. Bump 3.0 for Android maintained the features eliminated from the iOS version but moved them behind swipeable layers. In May 2012, a Bump update enabled users to transfer photos from their phone to their computer via a web service. To initiate a transfer, the user goes to the Bump website on their computer and bumps the smartphone on the computer keyboard's space bar. By December 2012, various Bump updates for iOS and Android had added the abilities to share video, audio, and any files. Users swipe to access those features. In February 2013, an update to the Bump iOS and Android apps enabled users to transfer photos, videos, contacts and other files from a computer to a smartphone and vice versa via a web service. To perform the transfer, users went to the Bump website on their computer and bump the smartphone on the computer keyboard's space bar. == History == The underlying idea of a synchronous gesture like bumping two devices for content transfer or pairing them was first conceived by Ken Hinkley of Microsoft Research in 2003. This idea was presented at a user interface and technology conference that same year. The paper proposed the use of accelerometers and a bumping gesture of two devices to enable communication, screen sharing and content transfer between them. Similar to this original concept, the idea for Bump app was conceived by David Lieb, a former employee of Texas Instruments, while he was attending the University of Chicago Booth School of Business for his MBA. While going through the orientation and meeting process of business school, he became frustrated by constantly entering contact information into his iPhone and felt that the process could be improved. His fellow Texas Instruments employees Andy Huibers and Jake Mintz, who was a classmate of Lieb's at the University of Chicago's MBA program, joined Lieb to form Bump Technologies. Bump Technologies launched in 2008 and is located in Mountain View, CA. Early funding for the project was provided by startup incubator Y Combinator, Sequoia Capital and other angel investors. It gained attention at the CTIA international wireless conference, due to its accessibility and novelty factor. In October 2009, Bump received $3.4m in Series A funding followed in January 2011 with a $16m series B financing round led by Andreessen Horowitz. Silicon Valley venture capitalist Marc Andreessen sits on the company's board. The Bump app debuted in the Apple iOS App Store in March 2009 and was “one of the apps that helped to define the iPhone” (Harry McCracken, Technologizer). It soon became the billionth download on Apple's App Store. An Android version launched in November 2009. By the time Bump 3.0 for iOS was released in February 2012, the app had been installed 77 million times, with users sharing more than 2 million photos daily. As of February 2013, there had been 125 million Bump app downloads. == Other apps created by Bump Technologies == Bump Technologies worked with PayPal in March 2010 to create a PayPal iPhone application. The application, which allows two users to automatically activate an Internet transfer of money between their accounts, found widespread adoption. A similar version was released for Android in August 2010. The Bump capability in PayPal's apps was removed in March 2012. At that time, Bump Technologies released Bump Pay, an iOS app that lets users transfer money via PayPal by physically bumping two smartphones together. The tool was originally created for the Bump team to use when splitting up restaurant bills. The payment feature was not added to the Bump app because the company “wanted to make it as simple as possible so people understand how this works,” Lieb told ABC News. Bump Pay was the first app from the company's Bump Labs initiative. A goal of Bump Labs is to test new app ideas that may not fit within the main Bump app. ING Direct added a feature to its iPhone app in 2011 that lets users transfer money to each other using Bump's technology. The feature was later added to its Android app, now called Capital One 360. In July 2012, Bump Technologies released Flock, an iPhone photo sharing app. An Android version was released in December 2012. Using geolocation data embedded in photos and a user's Facebook connections, Flock finds pictures the user takes while out with friends and family and puts everyone's photos from that event into a single shared album. Users receive a push notification after the event, asking if they want to share their photos with friends who were there in the moment. The app will also scan previous photos in the iPhone camera roll and uncover photos that have yet to be shared. If location services were enabled at the time a photo was taken, Flock allows users to create an album of photos from the past with the friends who were there with them. == Acquisition by Google == On September 16, 2013, Bump Technologies announced that it had been acquired by Google. On December 31, 2013, they broke the news that both Bump and Flock would be discontinued so that the team could focus on new projects at Google. The apps were removed from the App Store and Google Play on January 31, 2014. The company subsequently deleted all user data and shut down their servers, thus rendering existing installations of the apps inoperable.

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  • Round-trip translation

    Round-trip translation

    Round-trip translation (RTT), also known as back-and-forth translation, recursive translation and bi-directional translation, is the process of translating a word, phrase or text into another language (forward translation), then translating the result back into the original language (back translation), using machine translation (MT) software. It is often used by laypeople to evaluate a machine translation system, or to test whether a text is suitable for MT when they are unfamiliar with the target language. Because the resulting text can often differ substantially from the original, RTT can also be a source of entertainment. == Software quality == To compare the quality of different machine translation systems, users perform RTT and compare the resulting text to the original. The theory is that the closer the result of the RTT is to the original text, the higher the quality of the machine translation system. One of the problems with this technique is that if there is a problem with the resulting text it is impossible to know whether the error occurred in the forward translation, in the back translation, or in both. In addition, it is possible to get a good back translation from a bad forward translation. A study using the automatic evaluation methods BLEU and F-score compared five different free online translation programs, evaluating the quality of both the forward translation and the back translation, and found no correlation between the quality of the forward translation and the quality of the back translation (i.e., a high quality forward translation did not always correspond to a high quality back translation). The author concluded that RTT was a poor method of predicting the quality of machine translation software. This conclusion was reinforced by a more in-depth study also using automatic evaluation methods. A subsequent study which included human evaluation of the back translation in addition to automatic evaluation methods found that RTT might have some ability to predict the quality of a machine translation system not on a sentence-by-sentence basis but for larger texts. == Suitability of text for machine translation == It is also suggested that RTT can be used to determine whether a text is suitable for machine translation. The idea being that if RTT results in a text that is close to the original, the text is suitable for MT. If after using RTT, the resulting text is inaccurate, the source text can then be edited until a satisfactory result is achieved. One of the studies looking at RTT as a means of measuring MT system quality also looked at its ability to predict whether a text was suitable for machine translation. It found that using different types of text also did not result in any correlation between the quality of the forward translation and the quality of the back translation. In contrast another study using human evaluation found that there was a correlation between the quality of the forward translation and the back translation and that this correlation could be used to estimate the quality of the forward translation. This correlation could be used to estimate the quality of the forward translation and by simplifying the source text, improve the quality of the forward translation. == Entertainment == Although the use of RTT for assessing MT system quality or the suitability of a text for MT is in doubt, it is a way to have fun with machine translation. The text produced from an RTT can be comically bad. At one time websites existed for the sole purpose of performing RTT for fun. Other variations send the text through several languages before translating it back into the original or continue translating the text back and forth until it reaches equilibrium (i.e., the result of the back translation is identical to the text used for the forward translation). RTT as entertainment appeared in Philip K. Dick's novel Galactic Pot-Healer. The main character runs book titles and sayings through RTT then has his friends try to guess the original. The Australian television show Spicks and Specks had a contest called "Turning Japanese" which used RTT on song lyrics. Contestants needed to correctly guess the title of the song from which the lyrics were taken.

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  • METEO System

    METEO System

    The METEO System is a machine translation system specifically designed for the translation of the weather forecasts issued daily by Environment Canada. The system was used from 1981 to 30 September 2001 by Environment Canada to translate forecasts issued in French in the province of Quebec into English and those issued in English in other Canadian provinces into French. Since then, a competitor program has replaced METEO System after an open governmental bid. The system was developed by John Chandioux and was often mentioned as one of the few success stories in the field of machine translation. == History == The METEO System was in operational use at Environment Canada from 1982 to 2001. It stems from a prototype developed in 1975–76 by the TAUM Group, known as TAUM-METEO. The initial motivation to develop that prototype was that a junior translator came to TAUM to ask for help in translating weather bulletins at Environment Canada. Since all official communications emanating from the Canadian government must be available in French and English, because of the Official Languages Act of 1969, and weather bulletins represent a large amount of translation in real time, junior translators had to spend several months producing first draft translations, which were then revised by seniors. That was a difficult and tedious job, because of the specificities of the English and French sublanguages used, and not very rewarding, as the lifetime of a bulletin is only 4 hours. TAUM proposed to build a prototype MT system, and Environment Canada agreed to fund the project. A prototype was ready after a few months, with basic integration in the workflow of translation (source and target bulletins travelled over telex lines at the time and MT happened on a mainframe computer). The first version of the system (METEO 1) went into operation on a Control Data CDC 7600 supercomputer in March 1977. Chandioux then left the TAUM group to manage its operation and improve it, while the TAUM group embarked on a different project (TAUM-aviation, 1977–81). Benoit Thouin made improvements to the initial prototype over the subsequent year, and turned it into an operational system. After three years, METEO 1 had demonstrated the feasibility of microcomputer-based machine translation to the satisfaction of the Canadian government's Translation Bureau of Public Works and Government Services Canada. METEO 1 was formally adopted in 1981, replacing the junior translators in the workflow. Because of the need for high-quality translation, the revision step, done by senior translators, was maintained. The quality, measured as the percentage of edit operations (inserting or deleting a word counts as 1, replacing as 2) on the MT results, reached 85% in 1985. Until that time, the MT part was still implemented as a sequence of Q-systems. The Q-systems formalism is a rule-based SLLP (Specialized Language for Linguistic Programming) invented by Alain Colmerauer in 1967 as he was a postdoc coopérant at the TAUM group. He later invented the Prolog language in 1972 after returning to France and becoming a university professor in Marseille-Luminy. As the engine of the Q-systems is highly non-deterministic, and the manipulated data structures are in some ways too simple, without any types such as string or number, Chandioux encountered limitations in his efforts to raise translation quality and lower computation time to the point he could run it on microcomputers. In 1981, Chandioux created a new SLLP, or metalanguage for linguistic applications, based on the same basic algorithmic ideas as the Q-systems, but more deterministic, and offering typed labels on tree nodes. Following the advice of Bernard Vauquois and Colmerauer, he created GramR, and developed it for microcomputers. In 1982, he could start developing in GramR a new system for translating the weather bulletins on a high-end Cromemco microcomputer. METEO 2 went into operation in 1983. The software then ran in 48Kb of central memory with a 5Mb hard disk for paging. METEO 2 was the first MT application to run on a microcomputer. In 1985, the system had nothing left of the initial prototype, and was officially renamed METEO. It translated about 20 million words per year from English into French, and 10 million words from French into English, with a quality of 97%. Typically, it took 4 minutes for a bulletin in English to be sent from Winnipeg and come back in French after MT and human revision. In 1996, Chandioux developed a special version of his system (METEO 96) which was used to translate the weather forecasts (different kinds of bulletins) issued by the US National Weather Service during the 1996 Summer Olympics in Atlanta. The last known version of the system, METEO 5, dates from 1997 and ran on an IBM PC network under Windows NT. It translated 10 pages per second, but was able to fit into a 1.44Mb floppy disk.

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