AI Assistant Youtrack

AI Assistant Youtrack — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • ASR-complete

    ASR-complete

    ASR-complete is, by analogy to "NP-completeness" in complexity theory, a term to indicate that the difficulty of a computational problem is equivalent to solving the central automatic speech recognition problem, i.e. recognize and understanding spoken language. Unlike "NP-completeness", this term is typically used informally. Such problems are hypothesised to include: Spoken natural language understanding Understanding speech from far-field microphones, i.e. handling the reverbation and background noise These problems are easy for humans to do (in fact, they are described directly in terms of imitating humans). Some systems can solve very simple restricted versions of these problems, but none can solve them in their full generality.

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  • ViBe

    ViBe

    ViBe is a background subtraction algorithm which has been presented at the IEEE ICASSP 2009 conference and was refined in later publications. More precisely, it is a software module for extracting background information from moving images. It has been developed by Oliver Barnich and Marc Van Droogenbroeck of the Montefiore Institute, University of Liège, Belgium. ViBe is patented: the patent covers various aspects such as stochastic replacement, spatial diffusion, and non-chronological handling. ViBe is written in the programming language C, and has been implemented on CPU, GPU and FPGA. == Technical description == Source: === Pixel model and classification process === Many advanced techniques are used to provide an estimate of the temporal probability density function (pdf) of a pixel x. ViBe's approach is different, as it imposes the influence of a value in the polychromatic space to be limited to the local neighborhood. In practice, ViBe does not estimate the pdf, but uses a set of previously observed sample values as a pixel model. To classify a value pt(x), it is compared to its closest values among the set of samples. === Model update: Sample values lifespan policy === ViBe ensures a smooth exponentially decaying lifespan for the sample values that constitute the pixel models. This makes ViBe able to successfully deal with concomitant events with a single model of a reasonable size for each pixel. This is achieved by choosing, randomly, which sample to replace when updating a pixel model. Once the sample to be discarded has been chosen, the new value replaces the discarded sample. The pixel model that would result from the update of a given pixel model with a given pixel sample cannot be predicted since the value to be discarded is chosen at random. === Model update: Spatial Consistency === To ensure the spatial consistency of the whole image model and handle practical situations such as small camera movements or slowly evolving background objects, ViBe uses a technique similar to that developed for the updating process in which it chooses at random and update a pixel model in the neighborhood of the current pixel. By denoting NG(x) and p(x) respectively the spatial neighborhood of a pixel x and its value, and assuming that it was decided to update the set of samples of x by inserting p(x), then ViBe also use this value p(x) to update the set of samples of one of the pixels in the neighborhood NG(x), chosen at random. As a result, ViBe is able to produce spatially coherent results directly without the use of any post-processing method. === Model initialization === Although the model could easily recover from any type of initialization, for example by choosing a set of random values, it is convenient to get an accurate background estimate as soon as possible. Ideally a segmentation algorithm would like to be able to segment the video sequences starting from the second frame, the first frame being used to initialize the model. Since no temporal information is available prior to the second frame, ViBe populates the pixel models with values found in the spatial neighborhood of each pixel; more precisely, it initializes the background model with values taken randomly in each pixel neighborhood of the first frame. The background estimate is therefore valid starting from the second frame of a video sequence.

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  • Deep learning

    Deep learning

    In machine learning, deep learning (DL) focuses on utilizing multilayered neural networks to perform tasks such as classification, regression, and representation learning. The field takes inspiration from biological neuroscience and revolves around stacking artificial neurons into layers and "training" them to process data. The adjective "deep" refers to the use of multiple layers (ranging from three to several hundred or thousands) in the network. Methods used can be supervised, semi-supervised or unsupervised. Some common deep learning network architectures include fully connected networks, deep belief networks, recurrent neural networks, convolutional neural networks, generative adversarial networks, transformers, and neural radiance fields. These architectures have been applied to fields including computer vision, speech recognition, natural language processing, machine translation, bioinformatics, drug design, medical image analysis, climate science, material inspection and board game programs, where they have produced results comparable to and in some cases surpassing human expert performance. Early forms of neural networks were inspired by information processing and distributed communication nodes in biological systems, particularly the human brain. However, current neural networks do not intend to model the brain function of organisms, and are generally seen as low-quality models for that purpose. == Overview == Most modern deep learning models are based on multi-layered neural networks such as convolutional neural networks and transformers, although they can also include propositional formulas or latent variables organized layer-wise in deep generative models such as the nodes in deep belief networks and deep Boltzmann machines. Fundamentally, deep learning refers to a class of machine learning algorithms in which a hierarchy of layers is used to transform input data into a progressively more abstract and composite representation. For example, in an image recognition model, the raw input may be an image (represented as a tensor of pixels). The first representational layer may attempt to identify basic shapes such as lines and circles, the second layer may compose and encode arrangements of edges, the third layer may encode a nose and eyes, and the fourth layer may recognize that the image contains a face. Importantly, a deep learning process can learn which features to optimally place at which level on its own. Prior to deep learning, machine learning techniques often involved hand-crafted feature engineering to transform the data into a more suitable representation for a classification algorithm to operate on. In the deep learning approach, features are not hand-crafted and the model discovers useful feature representations from the data automatically. This does not eliminate the need for hand-tuning; for example, varying numbers of layers and layer sizes can provide different degrees of abstraction. The word "deep" in "deep learning" refers to the number of layers through which the data is transformed. More precisely, deep learning systems have a substantial credit assignment path (CAP) depth. The CAP is the chain of transformations from input to output. CAPs describe potentially causal connections between input and output. For a feedforward neural network, the depth of the CAPs is that of the network and is the number of hidden layers plus one (as the output layer is also parameterized). For recurrent neural networks, in which a signal may propagate through a layer more than once, the CAP depth is potentially unlimited. No universally agreed-upon threshold of depth divides shallow learning from deep learning, but most researchers agree that deep learning involves CAP depth higher than two. CAP of depth two has been shown to be a universal approximator in the sense that it can emulate any function. Beyond that, more layers do not add to the function approximator ability of the network. Deep models (CAP > two) are able to extract better features than shallow models and hence, extra layers help in learning the features effectively. Deep learning architectures can be constructed with a greedy layer-by-layer method. Deep learning helps to disentangle these abstractions and pick out which features improve performance. Deep learning algorithms can be applied to unsupervised learning tasks. This is an important benefit because unlabeled data is more abundant than labeled data. Examples of deep structures that can be trained in an unsupervised manner are deep belief networks. The term deep learning was introduced to the machine learning community by Rina Dechter in 1986, and to artificial neural networks by Igor Aizenberg and colleagues in 2000, in the context of Boolean threshold neurons. The etymology of the term is more complicated. == Interpretations == Deep neural networks are generally interpreted in terms of the universal approximation theorem or probabilistic inference. The classic universal approximation theorem concerns the capacity of feedforward neural networks with a single hidden layer of finite size to approximate continuous functions. In 1989, the first proof was published by George Cybenko for sigmoid activation functions and was generalised to feed-forward multi-layer architectures in 1991 by Kurt Hornik. Recent work also showed that universal approximation also holds for non-bounded activation functions such as Kunihiko Fukushima's rectified linear unit. The universal approximation theorem for deep neural networks concerns the capacity of networks with bounded width but the depth is allowed to grow. Lu et al. proved that if the width of a deep neural network with ReLU activation is strictly larger than the input dimension, then the network can approximate any Lebesgue integrable function; if the width is smaller or equal to the input dimension, then a deep neural network is not a universal approximator. The probabilistic interpretation derives from the field of machine learning. It features inference, as well as the optimization concepts of training and testing, related to fitting and generalization, respectively. More specifically, the probabilistic interpretation considers the activation nonlinearity as a cumulative distribution function. The probabilistic interpretation led to the introduction of dropout as regularizer in neural networks. The probabilistic interpretation was introduced by researchers including Hopfield, Widrow and Narendra and popularized in surveys such as the one by Bishop. == History == === Before 1980 === There are two types of artificial neural network (ANN): feedforward neural network (FNN) or multilayer perceptron (MLP) and recurrent neural networks (RNN). RNNs have cycles in their connectivity structure, whereas FNNs do not. In the 1920s, Wilhelm Lenz and Ernst Ising created the Ising model which is essentially a non-learning RNN architecture consisting of neuron-like threshold elements. In 1972, Shun'ichi Amari made this architecture adaptive. His learning RNN was republished by John Hopfield in 1982. Other early recurrent neural networks were published by Kaoru Nakano in 1971. Already in 1948, Alan Turing produced work on "Intelligent Machinery" that was not published in his lifetime, containing "ideas related to artificial evolution and learning RNNs". Frank Rosenblatt (1958) proposed the perceptron, an MLP with 3 layers: an input layer, a hidden layer with randomized weights that did not learn, and an output layer. He later published a 1962 book that also introduced variants and computer experiments, including a version with four-layer perceptrons "with adaptive preterminal networks" where the last two layers have learned weights (here he credits H. D. Block and B. W. Knight). The book cites an earlier network by R. D. Joseph (1960) "functionally equivalent to a variation of" this four-layer system (the book mentions Joseph over 30 times). Should Joseph therefore be considered the originator of proper adaptive multilayer perceptrons with learning hidden units? Unfortunately, the learning algorithm was not a functional one, and fell into oblivion. The first working deep learning algorithm was the Group method of data handling, a method to train arbitrarily deep neural networks, published by Alexey Ivakhnenko and Lapa in 1965. They regarded it as a form of polynomial regression, or a generalization of Rosenblatt's perceptron to handle more complex, nonlinear, and hierarchical relationships. A 1971 paper described a deep network with eight layers trained by this method, which is based on layer by layer training through regression analysis. Superfluous hidden units are pruned using a separate validation set. Since the activation functions of the nodes are Kolmogorov-Gabor polynomials, these were also the first deep networks with multiplicative units or "gates". The first deep learning multilayer perceptron trained by stochastic gradient descent was published in 1967 by Shun'ichi

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  • Underwater computer vision

    Underwater computer vision

    Underwater computer vision is a subfield of computer vision. In recent years, with the development of underwater vehicles ( ROV, AUV, gliders), the need to be able to record and process huge amounts of information has become increasingly important. Applications range from inspection of underwater structures for the offshore industry to the identification and counting of fishes for biological research. However, no matter how big the impact of this technology can be to industry and research, it still is in a very early stage of development compared to traditional computer vision. One reason for this is that, the moment the camera goes into the water, a whole new set of challenges appear. On one hand, cameras have to be made waterproof, marine corrosion deteriorates materials quickly and access and modifications to experimental setups are costly, both in time and resources. On the other hand, the physical properties of the water make light behave differently, changing the appearance of a same object with variations of depth, organic material, currents, temperature etc. == Applications == Seafloor survey Vehicle navigation and positioning Biological monitoring {possibly aquatic biomonitoring) Video mosaics as visual navigation maps Submarine pipeline inspection Wreckage visualization Maintenance of underwater structures Drowning detection systems == Medium differences == === Illumination === In air, light comes from the whole hemisphere on cloudy days, and is dominated by the sun. In water direct lighting comes from a cone about 96° wide above the scene. This phenomenon is called Snell's window. Artificial lighting can be used where natural light levels are insufficient and where the light path is too long to produce acceptable colour, as the loss of colour is a function of the total distance through water from the source to the camera lens port. === Light attenuation === Unlike air, water attenuates light exponentially. This results in hazy images with very low contrast. The main reasons for light attenuation are light absorption (where energy is removed from the light) and light scattering, by which the direction of light is changed. Light scattering can further be divided into forward scattering, which results in an increased blurriness and backward scattering that limits the contrast and is responsible for the characteristic veil of underwater images. Both scattering and attenuation are heavily influenced by the amount of organic matter dissolved or suspended in the water. Light attenuation in water is also a function of the wavelength. This means that different colours are attenuated at different rates, leading to colour degradation.with depth and distance. Red and orange light are attenuated faster, followed by yellows and greens. Blue is the least attenuated visible wavelength. === Artificial lighting === == Challenges == In high level computer vision, human structures are frequently used as image features for image matching in different applications. However, the sea bottom lacks such features, making it hard to find correspondences in two images. In order to be able to use a camera in the water, a watertight housing is required. However, refraction will happen at the water-glass and glass-air interface due to differences in density of the materials. This has the effect of introducing a non-linear image deformation. The motion of the vehicle presents another special challenge. Underwater vehicles are constantly moving due to currents and other phenomena. This introduces another uncertainty to algorithms, where small motions may appear in all directions. This can be specially important for video tracking. In order to reduce this problem image stabilization algorithms may be applied. == Relevant technology == === Image restoration === Image restoration< techniques are intended to model the degradation process and then invert it, obtaining the new image after solving. It is generally a complex approach that requires plenty of parameters that vary a lot between different water conditions. === Image enhancement === Image enhancement only tries to provide a visually more appealing image without taking the physical image formation process into account. These methods are usually simpler and less computational intensive. === Color correction === Various algorithms exist that perform automatic color correction. The UCM (Unsupervised Color Correction Method), for example, does this in the following steps: It firstly reduces the color cast by equalizing the color values. Then it enhances contrast by stretching the red histogram towards the maximum and finally saturation and intensity components are optimized. == Underwater stereo vision == It is usually assumed that stereo cameras have been calibrated previously, geometrically and radiometrically. This leads to the assumption that corresponding pixels should have the same color. However this can not be guaranteed in an underwater scene, because of dispersion and backscatter. However, it is possible to digitally model this phenomenon and create a virtual image with those effects removed == Other application fields == Imaging sonars have become more and more accessible and gained resolution, delivering better images. Sidescan sonars are used to produce complete maps of regions of the sea floor stitching together sequences of sonar images. However, sonar images often lack proper contrast and are degraded by artefacts and distortions due to noise, attitude changes of the AUV/ROV carrying the sonar or non uniform beam patterns. Another common problem with sonar computer vision is the comparatively low frame rate of sonar images.

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  • Computational intelligence

    Computational intelligence

    In computer science, computational intelligence (CI) refers to concepts, paradigms, algorithms and implementations of systems that are designed to show "intelligent" behavior in complex and changing environments. These systems are aimed at mastering complex tasks in a wide variety of technical or commercial areas and offer solutions that recognize and interpret patterns, control processes, support decision-making or autonomously manoeuvre vehicles or robots in unknown environments, among other things. These concepts and paradigms are characterized by the ability to learn or adapt to new situations, to generalize, to abstract, to discover and associate. Nature-analog or nature-inspired methods play a key role in this. CI approaches primarily address those complex real-world problems for which traditional or mathematical modeling is not appropriate for various reasons: the processes cannot be described exactly with complete knowledge, the processes are too complex for mathematical reasoning, they contain some uncertainties during the process, such as unforeseen changes in the environment or in the process itself, or the processes are simply stochastic in nature. Thus, CI techniques are properly aimed at processes that are ill-defined, complex, nonlinear, time-varying and/or stochastic. A recent definition of the IEEE Computational Intelligence Societey describes CI as the theory, design, application and development of biologically and linguistically motivated computational paradigms. Traditionally the three main pillars of CI have been Neural Networks, Fuzzy Systems and Evolutionary Computation. ... CI is an evolving field and at present in addition to the three main constituents, it encompasses computing paradigms like ambient intelligence, artificial life, cultural learning, artificial endocrine networks, social reasoning, and artificial hormone networks. ... Over the last few years there has been an explosion of research on Deep Learning, in particular deep convolutional neural networks. Nowadays, deep learning has become the core method for artificial intelligence. In fact, some of the most successful AI systems are based on CI. However, as CI is an emerging and developing field there is no final definition of CI, especially in terms of the list of concepts and paradigms that belong to it. The general requirements for the development of an “intelligent system” are ultimately always the same, namely the simulation of intelligent thinking and action in a specific area of application. To do this, the knowledge about this area must be represented in a model so that it can be processed. The quality of the resulting system depends largely on how well the model was chosen in the development process. Sometimes data-driven methods are suitable for finding a good model and sometimes logic-based knowledge representations deliver better results. Hybrid models are usually used in real applications. According to actual textbooks, the following methods and paradigms, which largely complement each other, can be regarded as parts of CI: Fuzzy systems Neural networks and, in particular, convolutional neural networks Evolutionary computation and, in particular, multi-objective evolutionary optimization Swarm intelligence Bayesian networks Artificial immune systems Learning theory Probabilistic methods == Relationship between hard and soft computing and artificial and computational intelligence == Artificial intelligence (AI) is used in the media, but also by some of the scientists involved, as a kind of umbrella term for the various techniques associated with it or with CI. Craenen and Eiben state that attempts to define or at least describe CI can usually be assigned to one or more of the following groups: "Relative definition” comparing CI to AI Conceptual treatment of key notions and their roles in CI Listing of the (established) areas that belong to it The relationship between CI and AI has been a frequently discussed topic during the development of CI. While the above list implies that they are synonyms, the vast majority of AI/CI researchers working on the subject consider them to be distinct fields, where either CI is an alternative to AI AI includes CI CI includes AI The view of the first of the above three points goes back to Zadeh, the founder of the fuzzy set theory, who differentiated machine intelligence into hard and soft computing techniques, which are used in artificial intelligence on the one hand and computational intelligence on the other. In hard computing (HC) and traditional AI (e.g. expert systems), inaccuracy and uncertainty are undesirable characteristics of a system, while soft computing (SC) and thus CI focus on dealing with these characteristics. The adjacent figure illustrates this view and lists the most important CI techniques. Another frequently mentioned distinguishing feature is the representation of information in symbolic form in AI and in sub-symbolic form in CI techniques. Hard computing is a conventional computing method based on the principles of certainty and accuracy and it is deterministic. It requires a precisely stated analytical model of the task to be processed and a prewritten program, i.e. a fixed set of instructions. The models used are based on Boolean logic (also called crisp logic), where e.g. an element can be either a member of a set or not and there is nothing in between. When applied to real-world tasks, systems based on HC result in specific control actions defined by a mathematical model or algorithm. If an unforeseen situation occurs that is not included in the model or algorithm used, the action will most likely fail. Soft computing, on the other hand, is based on the fact that the human mind is capable of storing information and processing it in a goal-oriented way, even if it is imprecise and lacks certainty. SC is based on the model of the human brain with probabilistic thinking, fuzzy logic and multi-valued logic. Soft computing can process a wealth of data and perform a large number of computations, which may not be exact, in parallel. For hard problems for which no satisfying exact solutions based on HC are available, SC methods can be applied successfully. SC methods are usually stochastic in nature i.e., they are a randomly defined processes that can be analyzed statistically but not with precision. Up to now, the results of some CI methods, such as deep learning, cannot be verified and it is also not clear what they are based on. This problem represents an important scientific issue for the future. AI and CI are catchy terms, but they are also so similar that they can be confused. The meaning of both terms has developed and changed over a long period of time, with AI being used first. Bezdek describes this impressively and concludes that such buzzwords are frequently used and hyped by the scientific community, science management and (science) journalism. Not least because AI and biological intelligence are emotionally charged terms and it is still difficult to find a generally accepted definition for the basic term intelligence. == History == In 1950, Alan Turing, one of the founding fathers of computer science, developed a test for computer intelligence known as the Turing test. In this test, a person can ask questions via a keyboard and a monitor without knowing whether his counterpart is a human or a computer. A computer is considered intelligent if the interrogator cannot distinguish the computer from a human. This illustrates the discussion about intelligent computers at the beginning of the computer age. The term Computational Intelligence was first used as the title of the journal of the same name in 1985 and later by the IEEE Neural Networks Council (NNC), which was founded 1989 by a group of researchers interested in the development of biological and artificial neural networks. On November 21, 2001, the NNC became the IEEE Neural Networks Society, to become the IEEE Computational Intelligence Society two years later by including new areas of interest such as fuzzy systems and evolutionary computation. The NNC helped organize the first IEEE World Congress on Computational Intelligence in Orlando, Florida in 1994. On this conference the first clear definition of Computational Intelligence was introduced by Bezdek: A system is computationally intelligent when it: deals with only numerical (low-level) data, has pattern-recognition components, does not use knowledge in the AI sense; and additionally when it (begins to) exhibit (1) computational adaptivity; (2) computational fault tolerance; (3) speed approaching human-like turnaround and (4) error rates that approximate human performance. Today, with machine learning and deep learning in particular utilizing a breadth of supervised, unsupervised, and reinforcement learning approaches, the CI landscape has been greatly enhanced, with novell intelligent approaches. == The main algorithmic approaches of CI and their applicati

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  • Airfair

    Airfair

    AirFair was a mobile travel application that checks flights, and shows whether a traveler is owed compensation. == History == AirFair was developed in 2016 by Allay Logic Ltd; a Newcastle-based tech-company. == Services == AirFair offered a free flight check to see if compensation is owed. The app could indicate how much the person is owed within minutes whether the flight was delayed, cancelled or the traveler is refused boarding.

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  • Legal information retrieval

    Legal information retrieval

    Legal information retrieval is the science of information retrieval applied to legal text, including legislation, case law, and scholarly works. Accurate legal information retrieval is important to provide access to the law to laymen and legal professionals. Its importance has increased because of the vast and quickly increasing amount of legal documents available through electronic means. Legal information retrieval is a part of the growing field of legal informatics. In a legal setting, it is frequently important to retrieve all information related to a specific query. However, commonly used boolean search methods (exact matches of specified terms) on full text legal documents have been shown to have an average recall rate as low as 20 percent, meaning that only 1 in 5 relevant documents are actually retrieved. In that case, researchers believed that they had retrieved over 75% of relevant documents. This may result in failing to retrieve important or precedential cases. In some jurisdictions this may be especially problematic, as legal professionals are ethically obligated to be reasonably informed as to relevant legal documents. Legal Information Retrieval attempts to increase the effectiveness of legal searches by increasing the number of relevant documents (providing a high recall rate) and reducing the number of irrelevant documents (a high precision rate). This is a difficult task, as the legal field is prone to jargon, polysemes (words that have different meanings when used in a legal context), and constant change. Techniques used to achieve these goals generally fall into three categories: boolean retrieval, manual classification of legal text, and natural language processing of legal text. == Problems == Application of standard information retrieval techniques to legal text can be more difficult than application in other subjects. One key problem is that the law rarely has an inherent taxonomy. Instead, the law is generally filled with open-ended terms, which may change over time. This can be especially true in common law countries, where each decided case can subtly change the meaning of a certain word or phrase. Legal information systems must also be programmed to deal with law-specific words and phrases. Though this is less problematic in the context of words which exist solely in law, legal texts also frequently use polysemes, words may have different meanings when used in a legal or common-speech manner, potentially both within the same document. The legal meanings may be dependent on the area of law in which it is applied. For example, in the context of European Union legislation, the term "worker" has four different meanings: Any worker as defined in Article 3(a) of Directive 89/391/EEC who habitually uses display screen equipment as a significant part of his normal work. Any person employed by an employer, including trainees and apprentices but excluding domestic servants; Any person carrying out an occupation on board a vessel, including trainees and apprentices, but excluding port pilots and shore personnel carrying out work on board a vessel at the quayside; Any person who, in the Member State concerned, is protected as an employee under national employment law and in accordance with national practice; It also has the common meaning: A person who works at a specific occupation. Though the terms may be similar, correct information retrieval must differentiate between the intended use and irrelevant uses in order to return the correct results. Even if a system overcomes the language problems inherent in law, it must still determine the relevancy of each result. In the context of judicial decisions, this requires determining the precedential value of the case. Case decisions from senior or superior courts may be more relevant than those from lower courts, even where the lower court's decision contains more discussion of the relevant facts. The opposite may be true, however, if the senior court has only a minor discussion of the topic (for example, if it is a secondary consideration in the case). An information retrieval system must also be aware of the authority of the jurisdiction. A case from a binding authority is most likely of more value than one from a non-binding authority. Additionally, the intentions of the user may determine which cases they find valuable. For instance, where a legal professional is attempting to argue a specific interpretation of law, he might find a minor court's decision which supports his position more valuable than a senior courts position which does not. He may also value similar positions from different areas of law, different jurisdictions, or dissenting opinions. Overcoming these problems can be made more difficult because of the large number of cases available. The number of legal cases available via electronic means is constantly increasing (in 2003, US appellate courts handed down approximately 500 new cases per day), meaning that an accurate legal information retrieval system must incorporate methods of both sorting past data and managing new data. == Techniques == === Boolean searches === Boolean searches, where a user may specify terms such as use of specific words or judgments by a specific court, are the most common type of search available via legal information retrieval systems. They are widely implemented but overcome few of the problems discussed above. The recall and precision rates of these searches vary depending on the implementation and searches analyzed. One study found a basic boolean search's recall rate to be roughly 20%, and its precision rate to be roughly 79%. Another study implemented a generic search (that is, not designed for legal uses) and found a recall rate of 56% and a precision rate of 72% among legal professionals. Both numbers increased when searches were run by non-legal professionals, to a 68% recall rate and 77% precision rate. This is likely explained because of the use of complex legal terms by the legal professionals. === Manual classification === In order to overcome the limits of basic boolean searches, information systems have attempted to classify case laws and statutes into more computer friendly structures. Usually, this results in the creation of an ontology to classify the texts, based on the way a legal professional might think about them. These attempt to link texts on the basis of their type, their value, and/or their topic areas. Most major legal search providers now implement some sort of classification search, such as Westlaw's “Natural Language” or LexisNexis' Headnote searches. Additionally, both of these services allow browsing of their classifications, via Westlaw's West Key Numbers or Lexis' Headnotes. Though these two search algorithms are proprietary and secret, it is known that they employ manual classification of text (though this may be computer-assisted). These systems can help overcome the majority of problems inherent in legal information retrieval systems, in that manual classification has the greatest chances of identifying landmark cases and understanding the issues that arise in the text. In one study, ontological searching resulted in a precision rate of 82% and a recall rate of 97% among legal professionals. The legal texts included, however, were carefully controlled to just a few areas of law in a specific jurisdiction. The major drawback to this approach is the requirement of using highly skilled legal professionals and large amounts of time to classify texts. As the amount of text available continues to increase, some have stated their belief that manual classification is unsustainable. === Natural language processing === In order to reduce the reliance on legal professionals and the amount of time needed, efforts have been made to create a system to automatically classify legal text and queries. Adequate translation of both would allow accurate information retrieval without the high cost of human classification. These automatic systems generally employ Natural Language Processing (NLP) techniques that are adapted to the legal domain, and also require the creation of a legal ontology. Though multiple systems have been postulated, few have reported results. One system, “SMILE,” which attempted to automatically extract classifications from case texts, resulted in an f-measure (which is a calculation of both recall rate and precision) of under 0.3 (compared to perfect f-measure of 1.0). This is probably much lower than an acceptable rate for general usage. Despite the limited results, many theorists predict that the evolution of such systems will eventually replace manual classification systems. === Citation-Based ranking === In the mid-90s the Room 5 case law retrieval project used citation mining for summaries and ranked its search results based on citation type and count. This slightly pre-dated the PageRank algorithm at Stanford which was also a citation-based ranking. Ranking of results was based

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  • Text-to-image personalization

    Text-to-image personalization

    Text-to-Image personalization is a task in deep learning for computer graphics that augments pre-trained text-to-image generative models. In this task, a generative model that was trained on large-scale data (usually a foundation model), is adapted such that it can generate images of novel, user-provided concepts. These concepts are typically unseen during training, and may represent specific objects (such as the user's pet) or more abstract categories (new artistic style or object relations). Text-to-Image personalization methods typically bind the novel (personal) concept to new words in the vocabulary of the model. These words can then be used in future prompts to invoke the concept for subject-driven generation, inpainting, style transfer and even to correct biases in the model. To do so, models either optimize word-embeddings, fine-tune the generative model itself, or employ a mixture of both approaches. == Technology == Text-to-Image personalization was first proposed during August 2022 by two concurrent works, Textual Inversion and DreamBooth. In both cases, a user provides a few images (typically 3–5) of a concept, like their own dog, together with a coarse descriptor of the concept class (like the word "dog"). The model then learns to represent the subject through a reconstruction based objective, where prompts referring to the subject are expected to reconstruct images from the training set. In Textual Inversion, the personalized concepts are introduced into the text-to-image model by adding new words to the vocabulary of the model. Typical text-to-image models represent words (and sometimes parts-of-words) as tokens, or indices in a predefined dictionary. During generation, an input prompt is converted into such tokens, each of which is converted into a ‘word-embedding’: a continuous vector representation which is learned for each token as part of the model's training. Textual Inversion proposes to optimize a new word-embedding vector for representing the novel concept. This new embedding vector can then be assigned to a user-chosen string, and invoked whenever the user's prompt contains this string. In DreamBooth, rather than optimizing a new word vector, the full generative model itself is fine-tuned. The user first selects an existing token, typically one which rarely appears in prompts. The subject itself is then represented by a string containing this token, followed by a coarse descriptor of the subject's class. A prompt describing the subject will then take the form: "A photo of " (e.g. "a photo of sks cat" when learning to represent a specific cat). The text-to-image model is then tuned so that prompts of this form will generate images of the subject. == Textual Inversion == The key idea in Textual Inversion is to add a new term to the vocabulary of the diffusion model that corresponds to the new (personalized) concept. Textual Inversion operates by inverting the concepts into new pseudo-words within the textual embedding space of a pre-trained text-to-image model. These pseudo-words can be injected into new scenes using simple natural language descriptions, allowing for simple and intuitive modifications. The method allows a user to leverage multi-modal information — using a text-driven interface for ease of editing, but providing visual cues when approaching the limits of natural language. The resulting model is extremely light-weight per concept: only 1K long, but succeeds to encode detailed visual properties of the concept. == Extensions == Several approaches were proposed to refine and improve over the original methods. These include the following. Low-rank Adaptation (LoRA) - an adapter-based technique for efficient finetuning of models. In the case of text-to-image models, LoRA is typically used to modify the cross-attention layers of a diffusion model. Perfusion - a low rank update method that also locks the activations of the key matrix in the diffusion model's cross attention layers to the concept's coarse class. Extended Textual Inversion - a technique that learns an individual word embedding for each layer in the diffusion model's denoising network. Encoder-based methods that use another neural network to quickly personalize a model == Challenges and limitations == Text-to-image personalization methods must contend with several challenges. At their core is the goal of achieving high-fidelity to the personal concept while maintaining high alignment between novel prompts containing the subject, and the generated images (typically referred to as ‘editability’). Another challenge that personalization methods must contend with is memory requirements. Initial implementations of personalization methods required more than 20 Gigabytes of GPU memory, and more recent approaches have reported requirements of more than 40 Gigabytes. However, optimizations such as Flash Attention have since reduced this requirement considerably. Approaches that tune the entire generative model may also create checkpoints that are several gigabytes in size, making it difficult to share or store many models. Embedding based approaches require only a few kilobytes, but typically struggle to preserve identity while maintaining editability. More recent approaches have proposed hybrid tuning goals which optimize both an embedding and a subset of network weights. These can reduce storage requirements to as little as 100 Kilobytes while achieving quality comparable to full tuning methods. Finally, optimization processes can be lengthy, requiring several minutes of tuning for each novel concept. Encoder and quick-tuning methods aim to reduce this to seconds or less.

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  • Beauty.AI

    Beauty.AI

    Beauty.AI is a mobile beauty pageant for humans and a contest for programmers developing algorithms for evaluating human appearance. The mobile app and website created by Youth Laboratories that uses artificial intelligence technology to evaluate people's external appearance through certain algorithms, such as symmetry, facial blemishes, wrinkles, estimated age and age appearance, and comparisons to actors and models. The Beauty.AI 2.0 contest caused great concern over important ethical issues with deep neural networks such as age, race and gender bias and lead to the creation of the Diversity.AI think tank dedicated to developing new methods for uncovering and managing bias in artificially intelligent systems. Beauty.AI was also an attempt to find approaches on how machines can perceive human face through evaluating particular features, commonly associated with health and beauty. == Concept == The Beauty.AI app was created by Youth Laboratories, a company based out of Russia and Hong Kong that focuses on facial skin analytics. The bioinformation company Insilico Medicine assists in the Beauty.AI app by testing its deep learning techniques to the app. One goal of the app is to reduce the need for human and animal testing as well as improving people's overall health. Its first contest was started in December 2016, and the results were announced in August 2016. More than 60,000 people submitted entries into the contest. The mobile app uses artificial intelligence technology to inspect photographs for certain facial features in order to both determine a person's beauty through artificial means by multiple robots. Part of the Beauty.AI app's purpose is to collect visual and anecdotal data to improve its creator's Youth Laboratories skin analyst skills. == Accusations of racism == There were a total of 44 individuals from different age groups and genders judged as the most attractive, with 37 white entrants, six Asian entrants, and one dark-skinned entrant. The app has received criticism from social justice advocates and computer science professionals. However, Alex Zhavoronkov, PhD, chief science officer of Youth Laboratories and chief technology officer Konstantin Kiselev, both for Youth Laboratories, noted that a lack of data may have contributed to these results. Also, Kiselev added that another issue was that approximately 75% of entrants were white Europeans, whereas only 7% and 1% were from India and Africa, respectively. Kiselev stated that they would work on doing more and better outreach to these areas to improve in this area. Despite this, it was said by Dr. Zhavoronkov that the AI would discard photos of dark-skinned people if the lighting is too poor. Dr. Zhavoronkov vowed to weed out the issues for the next beauty pageant and to try to avoid a similar controversy in the future.

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  • Perplexity AI

    Perplexity AI

    Perplexity AI, Inc., or simply Perplexity, is an American privately held software company offering a web search engine that processes user queries and synthesizes responses. Perplexity products use large language models and incorporate real-time web search capabilities, providing responses based on current Internet content, citing sources used. Its real-time search engine is called Sonar and is based on Meta's Llama model. A free public version is available, while a paid Pro subscription offers access to more advanced language models and additional features. Perplexity AI, Inc., was founded in August 2022 by Aravind Srinivas, Denis Yarats, Johnny Ho, and Andy Konwinski. As of September 2025, the company was valued at US$20 billion. Perplexity AI has attracted legal scrutiny over allegations of copyright infringement, unauthorized content use, and trademark issues from several major media organizations, including the BBC, Dow Jones, and The New York Times. According to separate analyses by Wired and later Cloudflare, Perplexity uses undisclosed web crawlers with spoofed user-agent strings to scrape the content of websites which prohibit, or explicitly block, web scraping. == History == In August 2022, Perplexity AI, Inc., was founded by Aravind Srinivas, Denis Yarats, Johnny Ho, and Andy Konwinski, engineers with backgrounds in back-end systems, artificial intelligence (AI) and machine learning. It launched its main search engine on December 7, 2022, and has since released a Google Chrome extension and apps for iOS and Android. In February 2023, Perplexity reported two million unique visitors. By April 2024, Perplexity had raised $165 million in funding, valuing the company at over $1 billion. As of June 2025, Perplexity closed a $500 million round of funding that elevated its valuation to $14 billion. Investors in Perplexity AI have included Jeff Bezos, Tobias Lütke, Nat Friedman, Nvidia, and Databricks. Perplexity has also received funding from 1789 Capital, a venture capital firm notable for its association with Donald Trump Jr. During Bloomberg’s Tech Summit 2025, Srinivas shared that the company processed 780 million queries in May 2025, experiencing more than 20% month-over-month growth, processing around 30 million queries daily. In July 2024, Perplexity announced the launch of a new publishers' program to share advertising revenue with partners. On January 18, 2025, the day before the impending U.S. ban on the social media app TikTok, Perplexity submitted a proposal for a merger with TikTok US. On August 12, 2025, Perplexity made a bid to buy Chrome from Google for $34.5 billion. Perplexity stated that the sale could remedy anti-trust litigation against Google, in which a judge was considering compelling the sale of Chrome. In December 2025, Cristiano Ronaldo took an undisclosed stake in Perplexity AI and entered a global brand partnership with the company. === Business Strategy and Finance (2026) === As of early 2026, Perplexity AI reached a valuation of $21.21 billion following its Series E-6 funding round. The company's Annual Recurring Revenue (ARR) grew from $80 million in late 2024 to an estimated $200 million by February 2026. In January 2026, the company entered into a three-year, $750 million commitment with Microsoft Azure to secure the GPU capacity required for its advanced "Deep Research" and "Model Council" features. In February 2026, Perplexity transitioned to a subscription-first model by discontinuing its AI-integrated advertising strategy. Leadership stated the move was intended to preserve user trust in the "answer engine," prioritizing objective results over ad revenue. The company also introduced the "Model Council" feature on February 5, 2026, which allows users to compare outputs from multiple large language models, such as GPT-5.2 and Claude 4.6, simultaneously. To expand its user base, Perplexity began offering a free year of Pro access to students, U.S. Military Veterans, and government employees. == Products and services == === Search engine web portal === Perplexity’s primary offering is an online information retrieval system (search engine) that uses large language models to generate responses to user queries by searching and summarizing web-based content. Perplexity offers a feature known as Perplexity Pages that generates structured summaries and report-like content from user queries by aggregating cited sources. Perplexity is available without charge or registration to Web users, a freemium model. === Perplexity Pro === Perplexity Pro is a subscription tier, a more capable paid "enterprise" service, including stronger security and data protection and additional tools, including the ability to search uploaded documents alongside web content and access to a programmatic application programming interface (API). It allows the user to select between backend models such as GPT-5.4, Claude 4.6 and Gemini 3.1 Pro. The company has also developed its own models, Sonar (based on Llama 3.3) and R1 1776 (based on DeepSeek R1). === Internal Knowledge Search === Internal Knowledge Search enables Pro and Enterprise Pro users to simultaneously search across web content and internal documents. Users can upload and search through Excel, Word, PDF, and other common file formats. Enterprise Pro users can upload and index up to 500 files. === Search API === Perplexity's Search API provides AI developers with programmatic access to the company's search infrastructure. The September 2025 release includes a software development kit, an open-source evaluation framework called search_evals, and documentation detailing the API's design and optimization. === Shopping hub === Perplexity's Shopping Hub is an online shopping platform that provides AI-generated product recommendations, and enables users to purchase products directly through Perplexity's interface. It was launched in November 2024 with backing by Amazon and Nvidia. === Finance === In October 2024, Perplexity AI introduced new finance-related features, including looking up stock prices and company earnings data. The tool provides real-time stock quotes and price tracking, industry peer comparisons and basic financial analysis tools. The platform sources its financial data from Financial Modeling Prep. === Assistant === In January 2025, Perplexity launched the Perplexity Assistant, an AI-powered tool designed to enhance the functionality of its search engine. It can perform tasks across multiple apps, such as hailing a ride or searching for a song, and can maintain context across actions. The assistant is also multi-modal, meaning it can use a phone's camera to provide answers about the user's surroundings or on-screen content. Perplexity has acknowledged that the assistant is still in development and may not always function as expected. For instance, certain features, such as summarizing unread emails or upcoming calendar events, require users to enable a workaround based on notifications. === Comet === In July 2025, Perplexity launched Comet, an AI browser based on Chromium. Initially, access to the browser was limited to users subscribed to the most expensive subscription tier. The browser was later released for free download in October 2025. A key feature is integration of the Perplexity search engine, which can perform a variety of tasks such as generating article summaries, describing an image, conducting research about a topic and composing emails. === Truth Social chatbot === Perplexity has been contracted to produce a chatbot for Donald Trump's social media platform Truth Social. == Leadership == Aravind Srinivas is the CEO and co-founder of Perplexity AI. He previously held research positions at OpenAI, Google DeepMind, and other AI research institutions focusing on machine learning and artificial intelligence. In a March 2026 All-In episode, Srinivas said the incoming AI-related layoffs were "glorious future" to "look forward", as it freed people from jobs they didn't like and gave them opportunities to pursue entrepreneurship. == Controversies == === Copyright and trademark infringement allegations === In June 2024, Forbes publicly criticized Perplexity for using their content. According to Forbes, Perplexity published a story largely copied from a proprietary Forbes article without mentioning or prominently citing Forbes. In response, Srinivas said that the feature had some "rough edges" and accepted feedback but maintained that Perplexity only "aggregates" rather than plagiarizes information. In October 2024, The New York Times sent a cease-and-desist notice to Perplexity to stop accessing and using NYT content, claiming that Perplexity is violating its copyright by scraping data from its website. In June 2024, Dow Jones and New York Post filed a lawsuit against Perplexity, alleging copyright infringement. The lawsuit also alleged that Perplexity harmed their brand by attributing hallucinated quotes, for example on F-16 jets for Ukraine, to artic

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  • Salience (neuroscience)

    Salience (neuroscience)

    Salience (also called saliency, from Latin saliō meaning "leap, spring") is the property by which some thing stands out. Salient events are an attentional mechanism by which organisms learn and survive; those organisms can focus their limited perceptual and cognitive resources on the pertinent (that is, salient) subset of the sensory data available to them. Saliency typically arises from contrasts between items and their neighborhood. They might be represented, for example, by a red dot surrounded by white dots, or by a flickering message indicator of an answering machine, or a loud noise in an otherwise quiet environment. Saliency detection is often studied in the context of the visual system, but similar mechanisms operate in other sensory systems. Just what is salient can be influenced by training: for example, for human subjects particular letters can become salient by training. There can be a sequence of necessary events, each of which has to be salient, in turn, in order for successful training in the sequence; the alternative is a failure, as in an illustrated sequence when tying a bowline; in the list of illustrations, even the first illustration is a salient: the rope in the list must cross over, and not under the bitter end of the rope (which can remain fixed, and not free to move); failure to notice that the first salient has not been satisfied means the knot will fail to hold, even when the remaining salient events have been satisfied. When attention deployment is driven by salient stimuli, it is considered to be bottom-up, memory-free, and reactive. Conversely, attention can also be guided by top-down, memory-dependent, or anticipatory mechanisms, such as when looking ahead of moving objects or sideways before crossing streets. Humans and other animals have difficulty paying attention to more than one item simultaneously, so they are faced with the challenge of continuously integrating and prioritizing different bottom-up and top-down influences. == Neuroanatomy == The brain component named the hippocampus helps with the assessment of salience and context by using past memories to filter new incoming stimuli, and placing those that are most important into long term memory. The entorhinal cortex is the pathway into and out of the hippocampus, and is an important part of the brain's memory network; research shows that it is a brain region that suffers damage early on in Alzheimer's disease, one of the effects of which is altered (diminished) salience. The pulvinar nuclei (in the thalamus) modulate physical/perceptual salience in attentional selection. One group of neurons (i.e., D1-type medium spiny neurons) within the nucleus accumbens shell (NAcc shell) assigns appetitive motivational salience ("want" and "desire", which includes a motivational component), aka incentive salience, to rewarding stimuli, while another group of neurons (i.e., D2-type medium spiny neurons) within the NAcc shell assigns aversive motivational salience to aversive stimuli. The primary visual cortex (V1) generates a bottom-up saliency map from visual inputs to guide reflexive attentional shifts or gaze shifts. According to V1 Saliency Hypothesis, the saliency of a location is higher when V1 neurons give higher responses to that location relative to V1 neurons' responses to other visual locations. For example, a unique red item among green items, or a unique vertical bar among horizontal bars, is salient since it evokes higher V1 responses and attracts attention or gaze. The V1 neural responses are sent to the superior colliculus to guide gaze shifts to the salient locations. A fingerprint of the saliency map in V1 is that attention or gaze can be captured by the location of an eye-of-origin singleton in visual inputs, e.g., a bar uniquely shown to the left eye in a background of many other bars shown to the right eye, even when observers cannot tell the difference between the singleton and the background bars. == In psychology == The term is widely used in the study of perception and cognition to refer to any aspect of a stimulus that, for any of many reasons, stands out from the rest. Salience may be the result of emotional, motivational or cognitive factors and is not necessarily associated with physical factors such as intensity, clarity or size. Although salience is thought to determine attentional selection, salience associated with physical factors does not necessarily influence selection of a stimulus. === Salience bias === Salience bias (also referred to as perceptual salience) is a cognitive bias that predisposes individuals to focus on or attend to items, information, or stimuli that are more prominent, visible, or emotionally striking. This is as opposed to stimuli that are unremarkable, or less salient, even though this difference is often irrelevant by objective standards. The American Psychological Association (APA) defines the salience hypothesis as a theory regarding perception where "motivationally significant" information is more readily perceived than information with little or less significant motivational importance. Perceptual salience (salience bias) is linked to the vividness effect, whereby a more pronounced response is produced by a more vivid perception of a stimulus than the mere knowledge of the stimulus. Salience bias assumes that more dynamic, conspicuous, or distinctive stimuli engage attention more than less prominent stimuli, disproportionately impacting decision making, it is a bias which favors more salient information. ==== Application ==== ===== Cognitive Psychology ===== Salience bias, like all other cognitive biases, is an applicable concept to various disciplines. For example, cognitive psychology investigates cognitive functions and processes, such as perception, attention, memory, problem solving, and decision making, all of which could be influenced by salience bias. Salience bias acts to combat cognitive overload by focusing attention on prominent stimuli, which affects how individuals perceive the world as other, less vivid stimuli that could add to or change this perception, are ignored. Human attention gravitates towards novel and relevant stimuli and unconsciously filters out less prominent information, demonstrating salience bias, which influences behavior as human behavior is affected by what is attended to. Behavioral economists Tversky and Kahneman also suggest that the retrieval of instances is influenced by their salience, such as how witnessing or experiencing an event first-hand has a greater impact than when it is less salient, like if it were read about, implying that memory is affected by salience. ===== Language ===== It is also relevant in language understanding and acquisition. Focusing on more salient phenomena allows people to detect language patterns and dialect variations more easily, making dialect categorization more efficient. ===== Social Behavior ===== Furthermore, social behaviors and interactions can also be influenced by perceptual salience. Changes in the perceptual salience of an individual heavily influences their social behavior and subjective experience of their social interactions, confirming a "social salience effect". Social salience relates to how individuals perceive and respond to other people. ===== Behavioral Science ===== The connection between salience bias and other heuristics, like availability and representativeness, links it to the fields of behavioral science and behavioral economics. Salience bias is closely related to the availability heuristic in behavioral economics, based on the influence of information vividness and visibility, such as recency or frequency, on judgements, for example:Accessibility and salience are closely related to availability, and they are important as well. If you have personally experienced a serious earthquake, you're more likely to believe that an earthquake is likely than if you read about it in a weekly magazine. Thus, vivid and easily imagined causes of death (for example, tornadoes) often receive inflated estimates of probability, and less-vivid causes (for example, asthma attacks) receive low estimates, even if they occur with a far greater frequency (here, by a factor of twenty). Timing counts too: more recent events have a greater impact on our behavior, and on our fears, than earlier ones.Humans have bounded rationality, which refers to their limited ability to be rational in decision making, due to a limited capacity to process information and cognitive ability. Heuristics, such as availability, are employed to reduce the complexity of cognitive and social tasks or judgements, in order to decrease the cognitive load that result from bounded rationality. Despite the effectiveness of heuristics in doing so, they are limited by systematic errors that occur, often the result of influencing biases, such as salience. This can lead to misdirected or misinformed judgements, based on an overemphasis or overweighting of

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  • Universal portfolio algorithm

    Universal portfolio algorithm

    The universal portfolio algorithm is a portfolio selection algorithm from the field of machine learning and information theory. The algorithm learns adaptively from historical data and maximizes log-optimal growth rate in the long run, per the Kelly criterion. It was introduced by the late Stanford University information theorist Thomas M. Cover. The algorithm rebalances the portfolio at the beginning of each trading period. At the beginning of the first trading period it starts with a naive diversification. In the following trading periods the portfolio composition depends on the historical total return of all possible constant-rebalanced portfolios. The universal portfolio algorithm is the predecessor of the various online portfolio selection methodologies.

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  • Circular convolution

    Circular convolution

    Circular convolution, also known as cyclic convolution, is a special case of periodic convolution, which is the convolution of two periodic functions that have the same period. Periodic convolution arises, for example, in the context of the discrete-time Fourier transform (DTFT). In particular, the DTFT of the product of two discrete sequences is the periodic convolution of the DTFTs of the individual sequences. And each DTFT is a periodic summation of a continuous Fourier transform function (see Discrete-time Fourier transform § Relation to Fourier Transform). Although DTFTs are usually continuous functions of frequency, the concepts of periodic and circular convolution are also directly applicable to discrete sequences of data. In that context, circular convolution plays an important role in maximizing the efficiency of a certain kind of common filtering operation. == Definitions == The periodic convolution of two T-periodic functions, h T ( t ) {\displaystyle h_{_{T}}(t)} and x T ( t ) {\displaystyle x_{_{T}}(t)} can be defined as: ∫ t o t o + T h T ( τ ) ⋅ x T ( t − τ ) d τ , {\displaystyle \int _{t_{o}}^{t_{o}+T}h_{_{T}}(\tau )\cdot x_{_{T}}(t-\tau )\,d\tau ,} where t o {\displaystyle t_{o}} is an arbitrary parameter. An alternative definition, in terms of the notation of normal linear or aperiodic convolution, follows from expressing h T ( t ) {\displaystyle h_{_{T}}(t)} and x T ( t ) {\displaystyle x_{_{T}}(t)} as periodic summations of aperiodic components h {\displaystyle h} and x {\displaystyle x} , i.e.: h T ( t ) ≜ ∑ k = − ∞ ∞ h ( t − k T ) = ∑ k = − ∞ ∞ h ( t + k T ) . {\displaystyle h_{_{T}}(t)\ \triangleq \ \sum _{k=-\infty }^{\infty }h(t-kT)=\sum _{k=-\infty }^{\infty }h(t+kT).} Then: Both forms can be called periodic convolution. The term circular convolution arises from the important special case of constraining the non-zero portions of both h {\displaystyle h} and x {\displaystyle x} to the interval [ 0 , T ] . {\displaystyle [0,T].} Then the periodic summation becomes a periodic extension, which can also be expressed as a circular function: x T ( t ) = x ( t m o d T ) , t ∈ R {\displaystyle x_{_{T}}(t)=x(t_{\mathrm {mod} \ T}),\quad t\in \mathbb {R} \,} (any real number) And the limits of integration reduce to the length of function h {\displaystyle h} : ( h ∗ x T ) ( t ) = ∫ 0 T h ( τ ) ⋅ x ( ( t − τ ) m o d T ) d τ . {\displaystyle (hx_{_{T}})(t)=\int _{0}^{T}h(\tau )\cdot x((t-\tau )_{\mathrm {mod} \ T})\ d\tau .} == Discrete sequences == Similarly, for discrete sequences, and a parameter N, we can write a circular convolution of aperiodic functions h {\displaystyle h} and x {\displaystyle x} as: ( h ∗ x N ) [ n ] ≜ ∑ m = − ∞ ∞ h [ m ] ⋅ x N [ n − m ] ⏟ ∑ k = − ∞ ∞ x [ n − m − k N ] {\displaystyle (hx_{_{N}})[n]\ \triangleq \ \sum _{m=-\infty }^{\infty }h[m]\cdot \underbrace {x_{_{N}}[n-m]} _{\sum _{k=-\infty }^{\infty }x[n-m-kN]}} This function is N-periodic. It has at most N unique values. For the special case that the non-zero extent of both x and h are ≤ N, it is reducible to matrix multiplication where the kernel of the integral transform is a circulant matrix. == Example == A case of great practical interest is illustrated in the figure. The duration of the x sequence is N (or less), and the duration of the h sequence is significantly less. Then many of the values of the circular convolution are identical to values of x∗h, which is actually the desired result when the h sequence is a finite impulse response (FIR) filter. Furthermore, the circular convolution is very efficient to compute, using a fast Fourier transform (FFT) algorithm and the circular convolution theorem. There are also methods for dealing with an x sequence that is longer than a practical value for N. The sequence is divided into segments (blocks) and processed piecewise. Then the filtered segments are carefully pieced back together. Edge effects are eliminated by overlapping either the input blocks or the output blocks. To help explain and compare the methods, we discuss them both in the context of an h sequence of length 201 and an FFT size of N = 1024. === Overlapping input blocks === This method uses a block size equal to the FFT size (1024). We describe it first in terms of normal or linear convolution. When a normal convolution is performed on each block, there are start-up and decay transients at the block edges, due to the filter latency (200-samples). Only 824 of the convolution outputs are unaffected by edge effects. The others are discarded, or simply not computed. That would cause gaps in the output if the input blocks are contiguous. The gaps are avoided by overlapping the input blocks by 200 samples. In a sense, 200 elements from each input block are "saved" and carried over to the next block. This method is referred to as overlap-save, although the method we describe next requires a similar "save" with the output samples. When an FFT is used to compute the 824 unaffected DFT samples, we don't have the option of not computing the affected samples, but the leading and trailing edge-effects are overlapped and added because of circular convolution. Consequently, the 1024-point inverse FFT (IFFT) output contains only 200 samples of edge effects (which are discarded) and the 824 unaffected samples (which are kept). To illustrate this, the fourth frame of the figure at right depicts a block that has been periodically (or "circularly") extended, and the fifth frame depicts the individual components of a linear convolution performed on the entire sequence. The edge effects are where the contributions from the extended blocks overlap the contributions from the original block. The last frame is the composite output, and the section colored green represents the unaffected portion. === Overlapping output blocks === This method is known as overlap-add. In our example, it uses contiguous input blocks of size 824 and pads each one with 200 zero-valued samples. Then it overlaps and adds the 1024-element output blocks. Nothing is discarded, but 200 values of each output block must be "saved" for the addition with the next block. Both methods advance only 824 samples per 1024-point IFFT, but overlap-save avoids the initial zero-padding and final addition.

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  • Cross-language information retrieval

    Cross-language information retrieval

    Cross-language information retrieval (CLIR) is a subfield of information retrieval dealing with retrieving information written in a language different from the language of the user's query. The term "cross-language information retrieval" has many synonyms, of which the following are perhaps the most frequent: cross-lingual information retrieval, translingual information retrieval, multilingual information retrieval. The term "multilingual information retrieval" refers more generally both to technology for retrieval of multilingual collections and to technology which has been moved to handle material in one language to another. The term Multilingual Information Retrieval (MLIR) involves the study of systems that accept queries for information in various languages and return objects (text, and other media) of various languages, translated into the user's language. Cross-language information retrieval refers more specifically to the use case where users formulate their information need in one language and the system retrieves relevant documents in another. To do so, most CLIR systems use various translation techniques. CLIR techniques can be classified into different categories based on different translation resources: Dictionary-based CLIR techniques Parallel corpora based CLIR techniques Comparable corpora based CLIR techniques Machine translator based CLIR techniques CLIR systems have improved so much that the most accurate multi-lingual and cross-lingual adhoc information retrieval systems today are nearly as effective as monolingual systems. Other related information access tasks, such as media monitoring, information filtering and routing, sentiment analysis, and information extraction require more sophisticated models and typically more processing and analysis of the information items of interest. Much of that processing needs to be aware of the specifics of the target languages it is deployed in. Mostly, the various mechanisms of variation in human language pose coverage challenges for information retrieval systems: texts in a collection may treat a topic of interest but use terms or expressions which do not match the expression of information need given by the user. This can be true even in a mono-lingual case, but this is especially true in cross-lingual information retrieval, where users may know the target language only to some extent. The benefits of CLIR technology for users with poor to moderate competence in the target language has been found to be greater than for those who are fluent. Specific technologies in place for CLIR services include morphological analysis to handle inflection, decompounding or compound splitting to handle compound terms, and translations mechanisms to translate a query from one language to another. The first workshop on CLIR was held in Zürich during the SIGIR-96 conference. Workshops have been held yearly since 2000 at the meetings of the Cross Language Evaluation Forum (CLEF). Researchers also convene at the annual Text Retrieval Conference (TREC) to discuss their findings regarding different systems and methods of information retrieval, and the conference has served as a point of reference for the CLIR subfield. Early CLIR experiments were conducted at TREC-6, held at the National Institute of Standards and Technology (NIST) on November 19–21, 1997. Google Search had a cross-language search feature that was removed in 2013.

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  • NetOwl

    NetOwl

    NetOwl is a suite of multilingual text and identity analytics products that analyze big data in the form of text data – reports, web, social media, etc. – as well as structured entity data about people, organizations, places, and things. NetOwl utilizes artificial intelligence (AI)-based approaches, including natural language processing (NLP), machine learning (ML), and computational linguistics, to extract entities, relationships, and events; to perform sentiment analysis; to assign latitude/longitude to geographical references in text; to translate names written in foreign languages; and to perform name matching and identity resolution. NetOwl's uses include semantic search and discovery, geospatial analysis, intelligence analysis, content enrichment, compliance monitoring, cyber threat monitoring, risk management, and bioinformatics. == History == The first NetOwl product was NetOwl Extractor, which was initially released in 1996. Since then, Extractor has added many new capabilities, including relationship and event extraction, categorization, name translation, geotagging, and sentiment analysis, as well as entity extraction in other languages. Other products were added later to the NetOwl suite, namely TextMiner, NameMatcher, and EntityMatcher. NetOwl has participated in several 3rd party-sponsored text and entity analytics software benchmarking events. NetOwl Extractor was the top-scoring named entity extraction system at the DARPA-sponsored Message Understanding Conference MUC-6 and the top-scoring link and event extraction system in MUC-7. It was also the top-scoring system at several of the NIST-sponsored Automatic Content Extraction (ACE) evaluation tasks. NetOwl NameMatcher was the top-scoring system at the MITRE Challenge for Multicultural Person Name Matching. == Products == The NetOwl suite includes, among others, the following text and entity analytics products: === Text Analytics === NetOwl Extractor performs entity extraction from unstructured texts using natural language processing (NLP), machine learning (ML), and computational linguistics. Extractor also performs semantic relationship and event extraction as well as geotagging of text. It is used for a variety of data sources including both traditional sources (e.g., news, reports, web pages, email) and social media (e.g., Twitter, Facebook, chats, blogs). It runs on a variety of Big Data analytics platforms, including Apache Hadoop and LexisNexis’s High-Performance Computer Cluster (HPCC) technology. It has been integrated with a number of 3rd party analytical tools such as Esri ArcGIS and Google Earth/Maps. === Identity Analytics === NetOwl NameMatcher and EntityMatcher perform name matching and identity resolution for large multicultural and multilingual entity databases using machine learning (ML) and computational linguistics approaches. They are used for applications such as anti–money laundering (AML), watch lists, regulatory compliance, fraud detection, etc.

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