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  • Non-native speech database

    Non-native speech database

    A non-native speech database is a speech database of non-native pronunciations of English. Such databases are used in the development of: multilingual automatic speech recognition systems, text to speech systems, pronunciation trainers, and second language learning systems. == List == The actual table with information about the different databases is shown in Table 2. === Legend === In the table of non-native databases some abbreviations for language names are used. They are listed in Table 1. Table 2 gives the following information about each corpus: The name of the corpus, the institution where the corpus can be obtained, or at least further information should be available, the language which was actually spoken by the speakers, the number of speakers, the native language of the speakers, the total amount of non-native utterances the corpus contains, the duration in hours of the non-native part, the date of the first public reference to this corpus, some free text highlighting special aspects of this database and a reference to another publication. The reference in the last field is in most cases to the paper which is especially devoted to describe this corpus by the original collectors. In some cases it was not possible to identify such a paper. In these cases a paper is referenced which is using this corpus is. Some entries are left blank and others are marked with unknown. The difference here is that blank entries refer to attributes where the value is just not known. Unknown entries, however, indicate that no information about this attribute is available in the database itself. As an example, in the Jupiter weather database no information about the origin of the speakers is given. Therefore this data would be less useful for verifying accent detection or similar issues. Where possible, the name is a standard name of the corpus, for some of the smaller corpora, however, there was no established name and hence an identifier had to be created. In such cases, a combination of the institution and the collector of the database is used. In the case where the databases contain native and non-native speech, only attributes of the non-native part of the corpus are listed. Most of the corpora are collections of read speech. If the corpus instead consists either partly or completely of spontaneous utterances, this is mentioned in the Specials column.

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  • EditDV

    EditDV

    EditDV was a video editing software released by Radius, Inc. in late 1997 as an evolution of their earlier Radius Edit product. EditDV was one of the first products providing professional-quality editing of the then new DV format at a relatively affordable cost ($999 including Radius FireWire capture card) and was named "The Best Video Tool of 1998". Originally EditDV was available for Macintosh only but in February 2000 EditDV 2.0 for Windows was released. With version 3.0 EditDV's name was changed to CineStream. == Features == Originally bundled with a FireWire card, EditDV 1.5 got updated into a less expensive software only package for use with the newer PowerMac G3 that came with a FireWire interface. Later, a scaled down version named EditDV 1.6.1 Unplugged was released as a freeware version next to EditDV 2.0. Unlike many other applications at the time which transcoded video to M-JPEG for editing, EditDV provided lossless native editing of the DV format. Only transitions (such as dissolves or wipes), effects (such as rotating or scaling the video, adjusting the audio level, or adding titles) and filters (such as changing the brightness or color balance) needed to be rendered. This also had the disadvantage to not work with analogue video capture. EditDV was built on top of QuickTime and supported QuickTime filters as well as its own built-in effects and transitions. Effects could be animated using keyframes. EditDV 2.0 worked natively with Quicktime MOV format. For Microsoft Windows users, where the standard was AVI, this required the use of a provided external conversion tool afterwards when AVI was wanted. The user interface had a Project window for organising clips into bins, a Sequence window with a multi-track timeline for arranging clips into a program using three-point editing, and Source and Program monitor windows. A finished program could either be exported as a QuickTime movie or written back to DV tape using the "print to video" command. Version 3.0, then renamed CineStream, shifted towards web designers who wanted to add video streaming interactivity to a website. The new feature called EventStream allowed setting clickable hot spots to link to another location, either to another page with a URL or to another video. This feature distinguished CineStream from the rest of the competition. == Products == The EditDV product family included a number of related products, all sharing a similar name: EditDV Video editing software (Mac and Windows) SoftDV A QuickTime software codec for playing DV media, included as part of EditDV (Mac and Windows) MotoDV PCI-based FireWire interface with DV capture software (Mac and Windows) PhotoDV Software to capture high-quality stills from a DV tape using MotoDV hardware (Mac and Windows) RotoDV Software for rotoscoping (painting over video), released in Sept 1999 (Macintosh only) == Name changes and eventual demise == In 1999, the company Radius Inc. changed its name to Digital Origin. In 2000, Digital Origin Inc (and EditDV) was bought by Media 100. In early 2001, Media 100 released an updated version of EditDV under the new name CineStream 3.0. Later that year (October 2001) Media 100 was bought by Autodesk's Discreet Division. CineStream for Macintosh required classic Mac OS. It was never ported to Mac OS X and faced increasing competition on that platform from Apple's own Final Cut Pro application. Development of EditDV/Cinestream was officially discontinued in 2002.

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  • EffectsLab Pro

    EffectsLab Pro

    EffectsLab Pro is a discontinued visual effects software product developed by FXhome. It has since been superseded by the FXhome HitFilm range. The company also produced a limited functionality version, EffectsLab Lite, containing just the Particle engine. A more extensive product, VisionLab Studio, combined the functionality of EffectsLab Pro and the company's CompositeLab Pro product with enhancements to both. == Effects Engines == The effects are generated by the program's effect engines: The Neon Light engine allows light beams to be drawn onto the video, allowing the generation of lightsaber-like weapons, neon lighting, fantasy glow effects and laser blasts. The Particle engine is used for particle effects, such as smoke, fire, explosions, and weather effects. The Muzzle Flash engine is designed for creating and animating muzzle flashes such as machine gun firing, tank blasts, etc. It's possible to rotate the created muzzle flash in 3D, making it the only engine with 3D use. The Optics engine is designed for creating artificial lens flares and light sources. It is useful for enhancing other light-based effects, and mimicking the distinctive flashes of light that accompany Star Wars' lightsaber battles. The Laser engine (introduced in EffectsLab Pro in late 2007) is designed as a simplified method of creating laser weapon effects, including the ability to add simulated perspective to the effect. == Presets == EffectsLab Pro allows the user to save the effects using presets. Since all effects are generated from settings in the different engines, it is fairly easy to generate an XML style description of the effect. It is also possible to share presets on FXhome's website.

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  • Elowan

    Elowan

    Elowan is a plant-robot cyborg. Using its own internal bioelectrical signals, The plant has a robotic extension that makes it move towards light sources. Electrodes are inserted into the leaves, stem, and ground to detect the faint bioelectrical signals the plant produces. Then they are amplified so the robot can read them. So when the plant "wants" to go to light, the cyborg automatically goes to the nearest light source. Future extensions of the robot could provide: Protection, growth frameworks, and nutrients. Other factors that could make the cyborg move are temperature, soil, and gravity conditions Elowan is one in a series of plant-electronic hybrid experiments.

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  • Word error rate

    Word error rate

    Word error rate (WER) is a common metric of the performance of a speech recognition or machine translation system. The WER metric typically ranges from 0 to 1, where 0 indicates that the compared pieces of text are exactly identical, and 1 (or larger) indicates that they are completely different with no similarity. This way, a WER of 0.8 means that there is an 80% error rate for compared sentences. The general difficulty of measuring performance lies in the fact that the recognized word sequence can have a different length from the reference word sequence (supposedly the correct one). The WER is derived from the Levenshtein distance, working at the word level instead of the phoneme level. The WER is a valuable tool for comparing different systems as well as for evaluating improvements within one system. This kind of measurement, however, provides no details on the nature of translation errors and further work is therefore required to identify the main source(s) of error and to focus any research effort. This problem is solved by first aligning the recognized word sequence with the reference (spoken) word sequence using dynamic string alignment. Examination of this issue is seen through a theory called the power law that states the correlation between perplexity and word error rate. Word error rate can then be computed as: W E R = S + D + I N = S + D + I S + D + C {\displaystyle {\mathit {WER}}={\frac {S+D+I}{N}}={\frac {S+D+I}{S+D+C}}} where S is the number of substitutions, D is the number of deletions, I is the number of insertions, C is the number of correct words, N is the number of words in the reference (N=S+D+C) The intuition behind 'deletion' and 'insertion' is how to get from the reference to the hypothesis. So if we have the reference "This is wikipedia" and hypothesis "This _ wikipedia", we call it a deletion. Note that since N is the number of words in the reference, the word error rate can be larger than 1.0, namely if the number of insertions I is larger than the number of correct words C. When reporting the performance of a speech recognition system, sometimes word accuracy (WAcc) is used instead: W A c c = 1 − W E R = N − S − D − I N = C − I N {\displaystyle {\mathit {WAcc}}=1-{\mathit {WER}}={\frac {N-S-D-I}{N}}={\frac {C-I}{N}}} Since the WER can be larger than 1.0, the word accuracy can be smaller than 0.0. == Experiments == It is commonly believed that a lower word error rate shows superior accuracy in recognition of speech, compared with a higher word error rate. However, at least one study has shown that this may not be true. In a Microsoft Research experiment, it was shown that, if people were trained under "that matches the optimization objective for understanding", (Wang, Acero and Chelba, 2003) they would show a higher accuracy in understanding of language than other people who demonstrated a lower word error rate, showing that true understanding of spoken language relies on more than just high word recognition accuracy. == Other metrics == One problem with using a generic formula such as the one above, however, is that no account is taken of the effect that different types of error may have on the likelihood of successful outcome, e.g. some errors may be more disruptive than others and some may be corrected more easily than others. These factors are likely to be specific to the syntax being tested. A further problem is that, even with the best alignment, the formula cannot distinguish a substitution error from a combined deletion plus insertion error. Hunt (1990) has proposed the use of a weighted measure of performance accuracy where errors of substitution are weighted at unity but errors of deletion and insertion are both weighted only at 0.5, thus: W E R = S + 0.5 D + 0.5 I N {\displaystyle {\mathit {WER}}={\frac {S+0.5D+0.5I}{N}}} There is some debate, however, as to whether Hunt's formula may properly be used to assess the performance of a single system, as it was developed as a means of comparing more fairly competing candidate systems. A further complication is added by whether a given syntax allows for error correction and, if it does, how easy that process is for the user. There is thus some merit to the argument that performance metrics should be developed to suit the particular system being measured. Whichever metric is used, however, one major theoretical problem in assessing the performance of a system is deciding whether a word has been “mis-pronounced,” i.e. does the fault lie with the user or with the recogniser. This may be particularly relevant in a system which is designed to cope with non-native speakers of a given language or with strong regional accents. The pace at which words should be spoken during the measurement process is also a source of variability between subjects, as is the need for subjects to rest or take a breath. All such factors may need to be controlled in some way. For text dictation it is generally agreed that performance accuracy at a rate below 95% is not acceptable, but this again may be syntax and/or domain specific, e.g. whether there is time pressure on users to complete the task, whether there are alternative methods of completion, and so on. The term "Single Word Error Rate" is sometimes referred to as the percentage of incorrect recognitions for each different word in the system vocabulary. == Edit distance == The word error rate may also be referred to as the length normalized edit distance. The normalized edit distance between X and Y, d( X, Y ) is defined as the minimum of W( P ) / L ( P ), where P is an editing path between X and Y, W ( P ) is the sum of the weights of the elementary edit operations of P, and L(P) is the number of these operations (length of P).

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  • Color picker

    Color picker

    A color picker (also color chooser or color tool) is a graphical user interface widget, usually found within graphics software or online, used to select colors and, in some cases, to create color schemes (the color picker might be more sophisticated than the palette included with the program). Operating systems such as Microsoft Windows or macOS have a system color picker, which can be used by third-party programs (e.g., Adobe Photoshop). == History == The concept of color pickers dates back to the early days of computer graphics and digital design. Early versions were rudimentary, often featuring basic color palettes and limited functionality. One of the first drawing programs to include a color picker was SketchPad (also referred to as LisaSketch), designed by Bill Atkinson in 1983 to showcase LisaGraf's capabilities. It used a black and white pattern system, using dithering to create the illusion of color depth. With the increased popularity of personal computers with color graphics, there soon came software similar to SketchPad that supported more than two colors, like Broderbund's Dazzle Draw for the Apple II or Electronic Arts' Deluxe Paint. However, the color pickers present in those programs relied on indexed colors. Color pickers, resembling ones used in modern software with support for direct, 24-bit color, appeared soon after the release of the Macintosh II, with the release of programs like Adobe Photoshop and Corel Painter. As the increase of color depth allowed the choice of significantly more colors, the shape and form of color pickers started to diverge. For example, Adobe Photoshop used a hue-saturation color wheel with a slider for brightness in version 0.63, later on switching to a rectangular design accompanied by a hue slider. Corel Painter pioneered the triangular saturation and brightness picker with a hue ring around it, aiming to better represent the continuity of the hue spectrum and the relationship between saturation and brightness. == Purpose == A color picker is used to select and adjust color values. In graphic design and image editing, users typically choose colors via an interface with a visual representation of a color—organized with quasi-perceptually-relevant hue, saturation and lightness dimensions (HSL) – instead of keying in alphanumeric text values. Because color appearance depends on comparison of neighboring colors (see color vision), many interfaces attempt to clarify the relationships between colors. == Interface == Color tools can vary in their interface. Some may use sliders, buttons, text boxes for color values, or direct manipulation. Often a two-dimensional square is used to create a range of color values (such as lightness and saturation) that can be clicked on or selected in some other manner. Drag and drop, color droppers, and various other forms of interfaces are commonly used as well. Usually, color values are also displayed numerically, so they can be precisely remembered and keyed-in later, such as three values of 0-255 representing red, green, and blue, respectively. === Eyedropper === The eyedropper is a tool present in most color pickers and graphics software that allows a user to read a color at a specific point in an image, or position on a display. This enables the color to be transferred to other applications particularly quickly. Modern implementations of eyedropper tools are also available as browser extensions, allowing users to pick colors directly from web pages, such as in Google Chrome and Microsoft Edge. == Working == A color picker has two main parts, first a color slider and second a color canvas. The color slider has a linear or radial gradient of the seven rainbow colors i.e. Violet, Indigo, Blue, Green, Yellow, Orange and Red. It allows one to choose any of the seven primary colors. The color value chosen from the color slider instantly reflects in the color canvas. The color canvas is a mixture of two linear color gradients. First a linear gradient of the current chosen color and second a linear gradient of the black color. This mixture of color gradients lets one choose a lighter and darker version of the current chosen color from the color slider.

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  • The Triple Revolution

    The Triple Revolution

    "The Triple Revolution" was an open memorandum sent to U.S. President Lyndon B. Johnson and other government figures on March 22, 1964. It concerned three megatrends of the time: increasing use of automation, the nuclear arms race, and advancements in human rights. Drafted under the auspices of the Center for the Study of Democratic Institutions, it was signed by an array of noted social activists, professors, and technologists who identified themselves as the Ad Hoc Committee on the Triple Revolution. The chief initiator of the proposal was W. H. "Ping" Ferry, at that time a vice-president of CSDI, basing it in large part on the ideas of the futurist Robert Theobald. == Overview == The statement identified three revolutions underway in the world: the cybernation revolution of increasing automation; the weaponry revolution of mutually assured destruction; and the human rights revolution. It discussed primarily the cybernation revolution. The committee claimed that machines would usher in "a system of almost unlimited productive capacity" while continually reducing the number of manual laborers needed, and increasing the skill needed to work, thereby producing increasing levels of unemployment. It proposed that the government should ease this transformation through large-scale public works, low-cost housing, public transit, electrical power development, income redistribution, union representation for the unemployed, and government restraint on technology deployment. == Legacy == Martin Luther King Jr.'s final Sunday sermon, delivered six days before his April 1968 assassination, explicitly references the thesis of "The Triple Revolution": There can be no gainsaying of the fact that a great revolution is taking place in the world today. In a sense it is a triple revolution: that is, a technological revolution, with the impact of automation and cybernation; then there is a revolution in weaponry, with the emergence of atomic and nuclear weapons of warfare; then there is a human rights revolution, with the freedom explosion that is taking place all over the world. Yes, we do live in a period where changes are taking place. And there is still the voice crying through the vista of time saying, "Behold, I make all things new; former things are passed away." In Harlan Ellison's 1967 anthology Dangerous Visions, Philip José Farmer's story "Riders of the Purple Wage" uses the Triple Revolution document as the premise of a future society, in which the "purple wage" of the title is a guaranteed income dole on which most of the population lives. At the 1968 World Science Fiction Convention in San Francisco, Farmer delivered a lengthy Guest of Honor speech in which he called for the founding of a grassroots activist organization called REAP which would work for implementation of the Ad Hoc Committee's recommendations. Looking back on the proposal in his 2008 book, Daniel Bell wrote: "the cybernetic revolution quickly proved to be illusory. There were no spectacular jumps in productivity. ... Cybernation had proved to be one more instance of the penchant for overdramatizing a momentary innovation and blowing it up far out of proportion to its actuality. ... The image of a completely automated production economy—with an endless capacity to turn out goods—was simply a social-science fiction of the early 1960s. Paradoxically, the vision of Utopia was suddenly replaced by the spectre of Doomsday. In place of the early-sixties theme of endless plenty, the picture by the end of the decade was one of a fragile planet of limited resources whose finite stocks were being rapidly depleted, and whose wastes from soaring industrial production were polluting the air and waters." In his 2015 book Rise of the Robots, Martin Ford claims The Triple Revolution's predictions of steady decline in future employment were not wrong, but rather premature. He cites "Seven Deadly Trends" that began in the 1970s-1980s and by the mid-2010s appeared set to continue: Stagnation in real wages Decline in labor's share of national income in many countries (breakdown of Bowley's law), while corporate profits increased Declining labor force participation Diminishing job creation, lengthening jobless recoveries, and soaring long-term unemployment Rising inequality Declining incomes, and underemployment for recent college graduates Polarization and part-time jobs (middle-class jobs are disappearing, to be replaced by a small number of high-paying jobs and large number of low-paying jobs) According to Ford, the 1960s were part of what in retrospect seems like a golden age for labor in the United States, when productivity and wages rose together in near lockstep, and unemployment was low. But after about 1980, wages began stagnating while productivity continued to rise. Labor's share of the economic output began to decline. Ford describes the role that automation and information technology play in these trends, and how new technologies including narrow AI threaten to destroy jobs faster than displaced workers can be retrained for new jobs, before automation takes the new jobs as well. This includes many job categories, such as in transportation, that were never threatened by automation before. According to a 2013 study, about 47% of US jobs are susceptible to automation. == Signatories ==

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  • Multi-focus image fusion

    Multi-focus image fusion

    Multi-focus image fusion is a multiple image compression technique using input images with different focus depths to make one output image that preserves all information. == Overview == The main idea of image fusion is gathering important and the essential information from the input images into one single image which ideally has all of the information of the input images. The research history of image fusion spans over 30 years and many scientific papers. Image fusion generally has two aspects: image fusion methods and objective evaluation metrics. In visual sensor networks (VSN), sensors are cameras which record images and video sequences. In many applications of VSN, a camera can't give a perfect illustration including all details of the scene. This is because of the limited depth of focus of the optical lens of cameras. Therefore, just the object located in the focal length of camera is focused and clear, and other parts of the image are blurred. VSN captures images with different depths of focus using several cameras. Due to the large amount of data generated by cameras compared to other sensors such as pressure and temperature sensors and some limitations of bandwidth, energy consumption and processing time, it is essential to process the local input images to decrease the amount of transmitted data. == Multi-Focus image fusion in the spatial domain == Huang and Jing have reviewed and applied several focus measurements in the spatial domain for the multi-focus image fusion process, suitable for real-time applications. They mentioned some focus measurements including variance, energy of image gradient (EOG), Tenenbaum's algorithm (Tenengrad), energy of Laplacian (EOL), sum-modified-Laplacian (SML), and spatial frequency (SF). Their experiments showed that EOL gave better results than other methods like variance and spatial frequency. == Multi-Focus image fusion in multi-scale transform and DCT domain == Image fusion based on the multi-scale transform is the most commonly used and promising technique. Laplacian pyramid transform, gradient pyramid-based transform, morphological pyramid transform and the premier ones, discrete wavelet transform, shift-invariant wavelet transform (SIDWT), and discrete cosine harmonic wavelet transform (DCHWT) are some examples of image fusion methods based on multi-scale transform. These methods are complex and have some limitations e.g. processing time and energy consumption. For example, multi-focus image fusion methods based on DWT require a lot of convolution operations, so they take more time and energy to process. Therefore, most methods in multi-scale transform are not suitable for real-time applications. Moreover, these methods are not very successful along edges, due to the wavelet transform process missing the edges of the image. They create ringing artefacts in the output image and reduce its quality. Due to the aforementioned problems in the multi-scale transform methods, researchers are interested in multi-focus image fusion in the DCT domain. DCT-based methods are more efficient in terms of transmission and archiving images coded in Joint Photographic Experts Group (JPEG) standard to the upper node in the VSN agent. A JPEG system consists of a pair of an encoder and a decoder. In the encoder, images are divided into non-overlapping 8×8 blocks, and the DCT coefficients are calculated for each. Since the quantization of DCT coefficients is a lossy process, many of the small-valued DCT coefficients are quantized to zero, which corresponds to high frequencies. DCT-based image fusion algorithms work better when the multi-focus image fusion methods are applied in the compressed domain. In addition, in the spatial-based methods, the input images must be decoded and then transferred to the spatial domain. After implementation of the image fusion operations, the output fused images must again be encoded. DCT domain-based methods do not require complex and time-consuming consecutive decoding and encoding operations. Therefore, the image fusion methods based on DCT domain operate with much less energy and processing time. Recently, a lot of research has been carried out in the DCT domain. DCT+Variance, DCT+Corr_Eng, DCT+EOL, and DCT+VOL are some prominent examples of DCT based methods.

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  • Truth discovery

    Truth discovery

    Truth discovery (also known as truth finding) is the process of choosing the actual true value for a data item when different data sources provide conflicting information on it. Several algorithms have been proposed to tackle this problem, ranging from simple methods like majority voting to more complex ones able to estimate the trustworthiness of data sources. Truth discovery problems can be divided into two sub-classes: single-truth and multi-truth. In the first case only one true value is allowed for a data item (e.g birthday of a person, capital city of a country). While in the second case multiple true values are allowed (e.g. cast of a movie, authors of a book). Typically, truth discovery is the last step of a data integration pipeline, when the schemas of different data sources have been unified and the records referring to the same data item have been detected. == General principles == The abundance of data available on the web makes more and more probable to find that different sources provide (partially or completely) different values for the same data item. This, together with the fact that we are increasing our reliance on data to derive important decisions, motivates the need of developing good truth discovery algorithms. Many currently available methods rely on a voting strategy to define the true value of a data item. Nevertheless, recent studies, have shown that, if we rely only on majority voting, we could get wrong results even in 30% of the data items. The solution to this problem is to assess the trustworthiness of the sources and give more importance to votes coming from trusted sources. Ideally, supervised learning techniques could be exploited to assign a reliability score to sources after hand-crafted labeling of the provided values; unfortunately, this is not feasible since the number of needed labeled examples should be proportional to the number of sources, and in many applications the number of sources can be prohibitive. == Single-truth vs multi-truth discovery == Single-truth and multi-truth discovery are two very different problems. Single-truth discovery is characterized by the following properties: only one true value is allowed for each data item; different values provided for a given data item oppose to each other; values and sources can either be correct or erroneous. While in the multi-truth case the following properties hold: the truth is composed by a set of values; different values could provide a partial truth; claiming one value for a given data item does not imply opposing to all the other values; the number of true values for each data item is not known a priori. Multi-truth discovery has unique features that make the problem more complex and should be taken into consideration when developing truth-discovery solutions. The examples below point out the main differences of the two methods. Knowing that in both examples the truth is provided by source 1, in the single truth case (first table) we can say that sources 2 and 3 oppose to the truth and as a result provide wrong values. On the other hand, in the second case (second table), sources 2 and 3 are neither correct nor erroneous, they instead provide a subset of the true values and at the same time they do not oppose the truth. == Source trustworthiness == The vast majority of truth discovery methods are based on a voting approach: each source votes for a value of a certain data item and, at the end, the value with the highest vote is select as the true one. In the more sophisticated methods, votes do not have the same weight for all the data sources, more importance is indeed given to votes coming from trusted sources. Source trustworthiness usually is not known a priori but estimated with an iterative approach. At each step of the truth discovery algorithm the trustworthiness score of each data source is refined, improving the assessment of the true values that in turn leads to a better estimation of the trustworthiness of the sources. This process usually ends when all the values reach a convergence state. Source trustworthiness can be based on different metrics, such as accuracy of provided values, copying values from other sources and domain coverage. Detecting copying behaviors is very important, in fact, copy allows to spread false values easily making truth discovery very hard, since many sources would vote for the wrong values. Usually systems decrease the weight of votes associated to copied values or even don’t count them at all. == Single-truth methods == Most of the currently available truth discovery methods have been designed to work well only in the single-truth case. Below are reported some of the characteristics of the most relevant typologies of single-truth methods and how different systems model source trustworthiness. === Majority voting === Majority voting is the simplest method, the most popular value is selected as the true one. Majority voting is commonly used as a baseline when assessing the performances of more complex methods. === Web-link based === These methods estimate source trustworthiness exploiting a similar technique to the one used to measure authority of web pages based on web links. The vote assigned to a value is computed as the sum of the trustworthiness of the sources that provide that particular value, while the trustworthiness of a source is computed as the sum of the votes assigned to the values that the source provides. === Information-retrieval based === These methods estimate source trustworthiness using similarity measures typically used in information retrieval. Source trustworthiness is computed as the cosine similarity (or other similarity measures) between the set of values provided by the source and the set of values considered true (either selected in a probabilistic way or obtained from a ground truth). === Bayesian based === These methods use Bayesian inference to define the probability of a value being true conditioned on the values provided by all the sources. P ( v ∣ ψ ( o ) ) = P ( ψ ( o ) ∣ v ) ⋅ P ( v ) P ( ψ ( o ) ) {\displaystyle P(v\mid \psi (o))={\frac {P(\psi (o)\mid v)\cdot P(v)}{P(\psi (o))}}} where v {\displaystyle \textstyle v} is a value provided for a data item o {\displaystyle \textstyle o} and ψ ( o ) {\displaystyle \textstyle \psi (o)} is the set of the observed values provided by all the sources for that specific data item. The trustworthiness of a source is then computed based on the accuracy of the values that provides. Other more complex methods exploit Bayesian inference to detect copying behaviors and use these insights to better assess source trustworthiness. == Multi-truth methods == Due to its complexity, less attention has been devoted to the study of the multi-truth discovery Below are reported two typologies of multi-truth methods and their characteristics. === Bayesian based === These methods use Bayesian inference to define the probability of a group of values being true conditioned on the values provided by all the data sources. In this case, since there could be multiple true values for each data item, and sources can provide multiple values for a single data item, it is not possible to consider values individually. An alternative is to consider mappings and relations between set of provided values and sources providing them. The trustworthiness of a source is then computed based on the accuracy of the values that provides. More sophisticated methods also consider domain coverage and copying behaviors to better estimate source trustworthiness. === Probabilistic Graphical Models based === These methods use probabilistic graphical models to automatically define the set of true values of given data item and also to assess source quality without need of any supervision. == Applications == Many real-world applications can benefit from the use of truth discovery algorithms. Typical domains of application include: healthcare, crowd/social sensing, crowdsourcing aggregation, information extraction and knowledge base construction. Truth discovery algorithms could be also used to revolutionize the way in which web pages are ranked in search engines, going from current methods based on link analysis like PageRank, to procedures that rank web pages based on the accuracy of the information they provide.

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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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  • Eat App

    Eat App

    Eat App is a global restaurant technology company that provides a cloud-based management platform for restaurants, hotels, and other venues. The platform enables venues to accept online reservations seamlessly, manage tables, and enhance customer relationship management (CRM). It utilizes AI to improve operational efficiency, provides marketing automation, and helps build a comprehensive guestbook. The company also offers a consumer app and website for discovering and booking restaurant tables online. According to the company, the system has seated over 100 million guests, and the number continues to grow. Eat was founded by Nezar Kadhem and David Feuillard in 2015 and has raised $13M to date from Silicon Valley's 500 startups, Middle East Venture Partners (MEVP), Derayah VC, amongst other business angels. The company is currently operational across the world, with offices in Dubai and the United States. == Product overview == === For restaurants === Eat App’s reservation system allows for a digital record of all reservations, all guests that have previously visited the restaurant, as well as analytics on the performance of the restaurant. The table management feature simplifies traditional restaurant operations by providing a live snapshot of current status, seating optimization, and shift management. The CRM and analytics suite gathers and monitors data to build a segmented guestbook for personalized marketing and provides dashboards for data-driven decision-making. Additionally, the review feature makes it easy for restaurants to automatically collect reviews from their guests. Additionally, Eat App includes a chit printer function that seamlessly prints reservation details at host stands and a review management feature that allows restaurants to manage online reviews directly within the platform. == History == In February 2015, Eat App raised $300k from Bahrain-based business angel group TENMOU. In June 2018, Eat raised $1.2 million from Dubai-based Middle East Venture Partners (MEVP). In February 2020, Eat App raised $5 million in a Series B funding round led by 500 Startups, Derayah Venture Fund, and MEVP, with participation from a few angel investors and family members. In February 2021, Eat App launched its technology with The Emaar Hospitality Group, implementing it across over 50 restaurants in Emaar properties and hotels. The cloud-based system runs natively on iPads in each restaurant, providing Emaar staff access to reservations and guest information, and integrates with the U by Emaar loyalty app to personalize service. On September 28, 2022, Eat App announced the closing of an $11 million Series B funding round. The investment was led by Middle East Venture Partners (MEVP), 500 Startups, Derayah Venture Capital, Dallah Albaraka, Ali Zaid Al Quraishi & Brothers Company, and Rasameel Investment Company, with participation from existing investors.

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  • Apptek

    Apptek

    Applications Technology (AppTek) is a U.S. company headquartered in McLean, Virginia that specializes in artificial intelligence and machine learning for human language technologies. The company provides both managed and professional services for natural language processing (NLP) technologies including automatic speech recognition (ASR), neural machine translation (MT), natural-language understanding (NLU) and neural speech synthesis. AppTek's Head of Science, Prof. Dr. -Ing Hermann Ney, was awarded the IEEE James L. Flanagan Speech and Audio Processing Award in 2019 and the ISCA Medal for Scientific Achievement in 2021 for his work in natural language processing. == History == AppTek was acquired in 1998 by Lernout & Hauspie (at the time a NASDAQ publicly traded company), AppTek organized a management buy-out and went private again in 2001. In 2014, the company sold its hybrid machine translation technology to eBay and has since rebuilt the platform to modern neural-based approaches for machine translation. In 2020, SOSi acquired non-controlling interest in AppTek and became an exclusive reseller of AppTek products for U.S. federal, state, and local government entities.

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  • Quantum machine learning

    Quantum machine learning

    Quantum machine learning (QML) is the study of quantum algorithms for machine learning. It often refers to quantum algorithms for machine learning tasks which analyze classical data, sometimes called quantum-enhanced machine learning. QML algorithms use qubits and quantum operations to try to improve the space and time complexity of classical machine learning algorithms. Hybrid QML methods involve both classical and quantum processing, where computationally difficult subroutines are outsourced to a quantum device. These routines can be more complex in nature and executed faster on a quantum computer. Furthermore, quantum algorithms can be used to analyze quantum states instead of classical data. The term "quantum machine learning" is sometimes used to refer classical machine learning methods applied to data generated from quantum experiments (i.e. machine learning of quantum systems), such as learning the phase transitions of a quantum system or creating new quantum experiments. QML also extends to a branch of research that explores methodological and structural similarities between certain physical systems and learning systems, in particular neural networks. For example, some mathematical and numerical techniques from quantum physics are applicable to classical deep learning and vice versa. Furthermore, researchers investigate more abstract notions of learning theory with respect to quantum information, sometimes referred to as "quantum learning theory". == Machine learning with quantum computers == Quantum-enhanced machine learning refers to quantum algorithms that solve tasks in machine learning, thereby improving and often expediting classical machine learning techniques. Such algorithms typically require one to encode the given classical data set into a quantum computer to make it accessible for quantum information processing. Subsequently, quantum information processing routines are applied and the result of the quantum computation is read out by measuring the quantum system. For example, the outcome of the measurement of a qubit reveals the result of a binary classification task. While many proposals of QML algorithms are still purely theoretical and require a full-scale universal quantum computer to be tested, others have been implemented on small-scale or special purpose quantum devices. === Quantum associative memories and quantum pattern recognition === Early work on quantum associative memories has been done by Dan Ventura and Tony Martinez and by Carlo A. Trugenberger in the late 1990s and early 2000s. Associative (or content-addressable) memories are able to recognize stored content on the basis of a similarity measure, while random access memories are accessed by the address of stored information and not its content. As such they must be able to retrieve both incomplete and corrupted patterns, the essential machine learning task of pattern recognition. Typical classical associative memories store p patterns in the O ( n 2 ) {\displaystyle O(n^{2})} interactions (synapses) of a real, symmetric energy matrix over a network of n artificial neurons. The encoding is such that the desired patterns are local minima of the energy functional and retrieval is done by minimizing the total energy, starting from an initial configuration. Unfortunately, classical associative memories are severely limited by the phenomenon of cross-talk. When too many patterns are stored, spurious memories appear which quickly proliferate, so that the energy landscape becomes disordered and no retrieval is anymore possible. The number of storable patterns is typically limited by a linear function of the number of neurons, p ≤ O ( n ) {\displaystyle p\leq O(n)} . Quantum associative memories (in their simplest realization) store patterns in a unitary matrix U acting on the Hilbert space of n qubits. Retrieval is realized by the unitary evolution of a fixed initial state to a quantum superposition of the desired patterns with probability distribution peaked on the most similar pattern to an input. By its very quantum nature, the retrieval process is thus probabilistic. Because quantum associative memories are free from cross-talk, however, spurious memories are never generated. Correspondingly, they have a superior capacity than classical ones. The number of parameters in the unitary matrix U is O ( p n ) {\displaystyle O(pn)} . One can thus have efficient, spurious-memory-free quantum associative memories for any polynomial number of patterns. If the matrix U is encoded as a unique operator (as opposed as to a sequence of gates as in the circuit model), e.g. by an optical interferometer, the retrieval becomes efficient even for an exponential number of patterns. === Linear algebra simulation with quantum amplitudes === A number of quantum algorithms for machine learning are based on the idea of amplitude encoding, that is, to associate the amplitudes of a quantum state with the inputs and outputs of computations. Since a state of n {\displaystyle n} qubits is described by 2 n {\displaystyle 2^{n}} complex amplitudes, this information encoding can allow for an exponentially compact representation. Intuitively, this corresponds to associating a discrete probability distribution over binary random variables with a classical vector. The goal of algorithms based on amplitude encoding is to formulate quantum algorithms whose resources grow polynomially in the number of qubits n {\displaystyle n} , which amounts to a logarithmic time complexity in the number of amplitudes and thereby the dimension of the input. Many QML algorithms in this category are based on variations of the quantum algorithm for linear systems of equations (colloquially called HHL, after the paper's authors) which, under specific conditions, performs a matrix inversion using an amount of physical resources growing only logarithmically in the dimensions of the matrix. One of these conditions is that a Hamiltonian which entry-wise corresponds to the matrix can be simulated efficiently, which is known to be possible if the matrix is sparse or low rank. For reference, any known classical algorithm for matrix inversion requires a number of operations that grows more than quadratically in the dimension of the matrix (e.g. O ( n 2.373 ) {\displaystyle O{\mathord {\left(n^{2.373}\right)}}} ), but they are not restricted to sparse matrices. Quantum matrix inversion can be applied to machine learning methods in which the training reduces to solving a linear system of equations, for example in least-squares linear regression, the least-squares version of support vector machines, and Gaussian processes. A crucial bottleneck of methods that simulate linear algebra computations with the amplitudes of quantum states is state preparation, which often requires one to initialise a quantum system in a state whose amplitudes reflect the features of the entire dataset. Although efficient methods for state preparation are known for specific cases, this step easily hides the complexity of the task. === Variational quantum algorithms (VQAs) === In a variational quantum algorithm, a classical computer optimizes the parameters used to prepare a quantum state, while a quantum computer is used to do the actual state preparation and measurement. VQAs are considered promising candidates for noisy intermediate-scale quantum computers. Variational quantum circuits (or parameterized quantum circuits) are a popular class of VQAs where the parameters are those used in a fixed quantum circuit. Researchers have studied VQCs to solve optimization problems and find the ground state energy of complex quantum systems, which were difficult to solve using a classical computer. === Quantum binary classifier === Pattern reorganization is one of the important tasks of machine learning, binary classification is one of the tools or algorithms to find patterns. Binary classification is used in supervised learning and in unsupervised learning. In QML, classical bits are converted to qubits and they are mapped to Hilbert space; complex value data are used in a quantum binary classifier to use the advantage of Hilbert space. By exploiting the quantum mechanic properties such as superposition, entanglement, interference the quantum binary classifier produces the accurate result in short period of time. === Quantum machine learning algorithms based on Grover search === Another approach to improving classical machine learning with quantum information processing uses amplitude amplification methods based on Grover's search algorithm, which has been shown to solve unstructured search problems with a quadratic speedup compared to classical algorithms. These quantum routines can be employed for learning algorithms that translate into an unstructured search task, as can be done, for instance, in the case of the k-medians and the k-nearest neighbors algorithms. Other applications include quadratic speedups in the training of perceptrons. An e

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  • Blobotics

    Blobotics

    Blobotics is a term describing research into chemical-based computer processors based on ions rather than electrons. Andrew Adamatzky, a computer scientist at the University of the West of England, Bristol used the term in an article in New Scientist March 28, 2005 [1]. The aim is to create 'liquid logic gates' which would be 'infinitely reconfigurable and self-healing'. The process relies on the Belousov–Zhabotinsky reaction, a repeating cycle of three separate sets of reactions. Such a processor could form the basis of a robot which, using artificial sensors, interact with its surroundings in a way which mimics living creatures. The coining of the term was featured by ABC radio in Australia [2].

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  • Couch to 5K

    Couch to 5K

    Couch to 5K, abbreviated C25K, is an exercise plan that gradually progresses from beginner running toward a 5 kilometre (3.1 mile) run over nine weeks. == Operations == The Couch to 5K running plan, also known as C25K, created by Josh Clark in 1996, was developed with the expectation of creating a plan for new runners to start running. The plan is aimed to have users work out for 20 to 30 minutes, three days a week. Within the program, users can be expected to perform different tasks such as intervals of running with period of short walks in between to help build endurance in the weeks up to the final goal of a 5K run. During the nine weeks leading up to the race, the runner will learn to set their own pace and where their strengths and weaknesses are within running. Often, the daily workouts start with a five-minute warm-up walk and works up to running five kilometres without a walking break within nine weeks. Users are not expected to have any experience in running and can be some of the first running that they ever do. The main goal is to turn that unexperienced runner into someone who can run a 5K. Clark started the website Kick and featured C25K on the site. In 2001, Kick merged with Cool Running, a New England–based running site. Clark later sold his stake in Cool Running and the Couch to 5K program. Cool Running was absorbed into Active.com, operated by Active Network, LLC. Active Network provides mobile apps for Couch to 5K, as well as 5K to 10K, a follow-up program. The NHS in the UK provides downloadable podcasts and a smartphone app (Android and iOS) for the plan. A mobile app, created by Zen Labs, has training plans that are based on the Couch to 5K running plan from CoolRunning.com. It is one of the highest-rated health and fitness apps available on Android and iOS. As of 2016, the C25K app has been used by over 5 million people.

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