AI Avatar Based On Photo

AI Avatar Based On Photo — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Statistical learning theory

    Statistical learning theory

    Statistical learning theory is a framework for machine learning drawing from the fields of statistics and functional analysis. Statistical learning theory deals with the statistical inference problem of finding a predictive function based on data. Statistical learning theory has led to successful applications in fields such as computer vision, speech recognition, and bioinformatics. == Introduction == The goals of learning are understanding and prediction. Learning falls into many categories, including supervised learning, unsupervised learning, online learning, and reinforcement learning. From the perspective of statistical learning theory, supervised learning is best understood. Supervised learning involves learning from a training set of data. Every point in the training is an input–output pair, where the input maps to an output. The learning problem consists of inferring the function that maps between the input and the output, such that the learned function can be used to predict the output from future input. Depending on the type of output, supervised learning problems are either problems of regression or problems of classification. If the output takes a continuous range of values, it is a regression problem. Using Ohm's law as an example, a regression could be performed with voltage as input and current as an output. The regression would find the functional relationship between voltage and current to be R {\displaystyle R} , such that V = I R {\displaystyle V=IR} Classification problems are those for which the output will be an element from a discrete set of labels. Classification is very common for machine learning applications. In facial recognition, for instance, a picture of a person's face would be the input, and the output label would be that person's name. The input would be represented by a large multidimensional vector whose elements represent pixels in the picture. After learning a function based on the training set data, that function is validated on a test set of data, data that did not appear in the training set. == Formal description == Take X {\displaystyle X} to be the vector space of all possible inputs, and Y {\displaystyle Y} to be the vector space of all possible outputs. Statistical learning theory takes the perspective that there is some unknown probability distribution over the product space Z = X × Y {\displaystyle Z=X\times Y} , i.e. there exists some unknown p ( z ) = p ( x , y ) {\displaystyle p(z)=p(\mathbf {x} ,y)} . The training set is made up of n {\displaystyle n} samples from this probability distribution, and is notated S = { ( x 1 , y 1 ) , … , ( x n , y n ) } = { z 1 , … , z n } {\displaystyle S=\{(\mathbf {x} _{1},y_{1}),\dots ,(\mathbf {x} _{n},y_{n})\}=\{\mathbf {z} _{1},\dots ,\mathbf {z} _{n}\}} Every x i {\displaystyle \mathbf {x} _{i}} is an input vector from the training data, and y i {\displaystyle y_{i}} is the output that corresponds to it. In this formalism, the inference problem consists of finding a function f : X → Y {\displaystyle f:X\to Y} such that f ( x ) ∼ y {\displaystyle f(\mathbf {x} )\sim y} . Let H {\displaystyle {\mathcal {H}}} be a space of functions f : X → Y {\displaystyle f:X\to Y} called the hypothesis space. The hypothesis space is the space of functions the algorithm will search through. Let V ( f ( x ) , y ) {\displaystyle V(f(\mathbf {x} ),y)} be the loss function, a metric for the difference between the predicted value f ( x ) {\displaystyle f(\mathbf {x} )} and the actual value y {\displaystyle y} . The expected risk is defined to be I [ f ] = ∫ X × Y V ( f ( x ) , y ) p ( x , y ) d x d y {\displaystyle I[f]=\int _{X\times Y}V(f(\mathbf {x} ),y)\,p(\mathbf {x} ,y)\,d\mathbf {x} \,dy} The target function, the best possible function f {\displaystyle f} that can be chosen, is given by the f {\displaystyle f} that satisfies f = argmin h ∈ H ⁡ I [ h ] {\displaystyle f=\mathop {\operatorname {argmin} } _{h\in {\mathcal {H}}}I[h]} Because the probability distribution p ( x , y ) {\displaystyle p(\mathbf {x} ,y)} is unknown, a proxy measure for the expected risk must be used. This measure is based on the training set, a sample from this unknown probability distribution. It is called the empirical risk I S [ f ] = 1 n ∑ i = 1 n V ( f ( x i ) , y i ) {\displaystyle I_{S}[f]={\frac {1}{n}}\sum _{i=1}^{n}V(f(\mathbf {x} _{i}),y_{i})} A learning algorithm that chooses the function f S {\displaystyle f_{S}} that minimizes the empirical risk is called empirical risk minimization. == Loss functions == The choice of loss function is a determining factor on the function f S {\displaystyle f_{S}} that will be chosen by the learning algorithm. The loss function also affects the convergence rate for an algorithm. It is important for the loss function to be convex. Different loss functions are used depending on whether the problem is one of regression or one of classification. === Regression === The most common loss function for regression is the square loss function (also known as the L2-norm). This familiar loss function is used in Ordinary Least Squares regression. The form is: V ( f ( x ) , y ) = ( y − f ( x ) ) 2 {\displaystyle V(f(\mathbf {x} ),y)=(y-f(\mathbf {x} ))^{2}} The absolute value loss (also known as the L1-norm) is also sometimes used: V ( f ( x ) , y ) = | y − f ( x ) | {\displaystyle V(f(\mathbf {x} ),y)=|y-f(\mathbf {x} )|} === Classification === In some sense the 0-1 indicator function is the most natural loss function for classification. It takes the value 0 if the predicted output is the same as the actual output, and it takes the value 1 if the predicted output is different from the actual output. For binary classification with Y = { − 1 , 1 } {\displaystyle Y=\{-1,1\}} , this is: V ( f ( x ) , y ) = θ ( − y f ( x ) ) {\displaystyle V(f(\mathbf {x} ),y)=\theta (-yf(\mathbf {x} ))} where θ {\displaystyle \theta } is the Heaviside step function. == Regularization == In machine learning problems, a major problem that arises is that of overfitting. Because learning is a prediction problem, the goal is not to find a function that most closely fits the (previously observed) data, but to find one that will most accurately predict output from future input. Empirical risk minimization runs this risk of overfitting: finding a function that matches the data exactly but does not predict future output well. Overfitting is symptomatic of unstable solutions; a small perturbation in the training set data would cause a large variation in the learned function. It can be shown that if the stability for the solution can be guaranteed, generalization and consistency are guaranteed as well. Regularization can solve the overfitting problem and give the problem stability. Regularization can be accomplished by restricting the hypothesis space H {\displaystyle {\mathcal {H}}} . A common example would be restricting H {\displaystyle {\mathcal {H}}} to linear functions: this can be seen as a reduction to the standard problem of linear regression. H {\displaystyle {\mathcal {H}}} could also be restricted to polynomial of degree p {\displaystyle p} , exponentials, or bounded functions on L1. Restriction of the hypothesis space avoids overfitting because the form of the potential functions are limited, and so does not allow for the choice of a function that gives empirical risk arbitrarily close to zero. One example of regularization is Tikhonov regularization. This consists of minimizing 1 n ∑ i = 1 n V ( f ( x i ) , y i ) + γ ‖ f ‖ H 2 {\displaystyle {\frac {1}{n}}\sum _{i=1}^{n}V(f(\mathbf {x} _{i}),y_{i})+\gamma \left\|f\right\|_{\mathcal {H}}^{2}} where γ {\displaystyle \gamma } is a fixed and positive parameter, the regularization parameter. Tikhonov regularization ensures existence, uniqueness, and stability of the solution. == Bounding empirical risk == Consider a binary classifier f : X → { 0 , 1 } {\displaystyle f:{\mathcal {X}}\to \{0,1\}} . We can apply Hoeffding's inequality to bound the probability that the empirical risk deviates from the true risk to be a Sub-Gaussian distribution. P ( | R ^ ( f ) − R ( f ) | ≥ ϵ ) ≤ 2 e − 2 n ϵ 2 {\displaystyle \mathbb {P} (|{\hat {R}}(f)-R(f)|\geq \epsilon )\leq 2e^{-2n\epsilon ^{2}}} But generally, when we do empirical risk minimization, we are not given a classifier; we must choose it. Therefore, a more useful result is to bound the probability of the supremum of the difference over the whole class. P ( sup f ∈ F | R ^ ( f ) − R ( f ) | ≥ ϵ ) ≤ 2 S ( F , n ) e − n ϵ 2 / 8 ≈ n d e − n ϵ 2 / 8 {\displaystyle \mathbb {P} {\bigg (}\sup _{f\in {\mathcal {F}}}|{\hat {R}}(f)-R(f)|\geq \epsilon {\bigg )}\leq 2S({\mathcal {F}},n)e^{-n\epsilon ^{2}/8}\approx n^{d}e^{-n\epsilon ^{2}/8}} where S ( F , n ) {\displaystyle S({\mathcal {F}},n)} is the shattering number and n {\displaystyle n} is the number of samples in your dataset. The exponential term comes from Hoeffding but there is an extra cost of taking the supremum over the whole cla

    Read more →
  • Deepset

    Deepset

    deepset is an enterprise software vendor that provides developers with the tools to build production-ready Artificial Intelligence (AI) and natural language processing (NLP) systems, using architectures such as agents, retrieval augmented generation (RAG) and multimodal AI. It was founded in 2018 in Berlin by Milos Rusic, Malte Pietsch, and Timo Möller. deepset authored and maintains the open source software Haystack and its commercial SaaS and self-hosted (VPC, on-prem, air gapped) offering, Haystack Enterprise Platform. (formerly known as deepset Cloud and deepset AI Platform) == History == In June 2018, Milos Rusic, Malte Pietsch, and Timo Möller co-founded deepset in Berlin, Germany. In the same year, the company served first customers who wanted to implement NLP services by tailoring BERT language models to their domain. In July 2019, the company released the initial version of the open source software FARM. In November 2019, the company released the initial version of the open source software Haystack. Throughout 2020 and 2021 deepset published several applied research papers at EMNLP, COLING and ACL, the leading conferences in the area of NLP. In 2020, the research contributions comprised German language models named GBERT and GELECTRA, and a question answering dataset addressing the COVID-19 pandemic called COVID-QA, which was created in collaboration with Intel and has been annotated by biomedical experts. In 2021, the research contributions comprised German models and datasets for question answering and passage retrieval named GermanQuAD and GermanDPR, a semantic answer similarity metric, and an approach for multimodal retrieval of texts and tables to enable question answering on tabular data. Haystack contains implementations of all three contributions, enabling the use of the research through the open source framework. In November 2021, the development of the FARM framework was discontinued and its main features were integrated into the Haystack framework. In April 2022, the company announced its commercial SaaS offering deepset Cloud, which was rebranded in 2025 as Haystack Enterprise Platform supporting SaaS and on-premise deployment options. As of August 2023, the most popular finetuned language model created by deepset was downloaded more than 52 million times. In 2024, deepset was named a Gartner Cool Vendor in AI Engineering. In 2025, deepset was recognized for its growth by WirtschaftsWoche and Sifted and shared partnership integrations and announcements with Meta Llama Stack, MongoDB, NVIDIA, Amazon Web Services (AWS), and PwC. As of September 2025, the Haystack open source AI orchestration framework has more than 24,000 GitHub stars. == Products and applications == Haystack is an open source Python AI Orchestration framework for building custom AI agents and applications with large language models. With its modular building block components, software developers and AI engineers can implement pipelines to build and customize various AI architectures over large document and multimodal data collections, such as agents, retrieval augmented generation (RAG), intelligent document processing (IDP), text-to-SQL as well as document retrieval, semantic search, text generation, question answering, or summarization. Haystack emphasizes context engineering, an approach to AI system design that focuses on explicit control over how contextual information is retrieved, structured, routed to language models, and evaluated after generation. This allows developers to build AI systems with transparent data flow, tool usage, and configurable reasoning processes. Haystack integrates with 90+ model and technology providers including Hugging Face Transformers, Elasticsearch, OpenSearch, OpenAI, Cohere, Anthropic, Mistral and others. Developers can extend these integrations with their own custom components. The framework has an active community on Discord with more than 4k members and GitHub, where so far more than 300 people have contributed to its continuous development, and engage on Meetup. Thousands of organizations use the framework, including public sector leaders like the European Commission and Global 500 enterprises like Airbus, Intel, NVIDIA, Lufthansa, Netflix, Apple, Infineon, Alcatel-Lucent Enterprise, BetterUp, Etalab, Sooth.ai, and Lego. On top of the Haystack open source framework, deepset offers two enterprise offerings to organizations. Haystack Enterprise Starter provides enterprise support on the open source framework from the Haystack engineering team as well as a private GitHub repository with production use case templates and Kubernetes deployment guides. The Haystack Enterprise Platform supports customers at building scalable AI applications by covering the entire process of prototyping, experimentation, deployment, monitoring, and governance. It is built on the Haystack open source framework and is available for hosting in the cloud and self-hosted via VPC, on-premise, or air gapped environments. deepset's enterprise tools are used by organizations including The European Commission, The Economist, Oxford University Press, the German Federal Ministry of Research, Technology, and Space (BMFTR), Manz Verlag, and the German Armed Forces. FARM was an earlier framework for adapting representation models. One of its core concepts was the implementation of adaptive models, which comprised language models and an arbitrary number of prediction heads. FARM supported domain-adaptation and finetuning of these models with advanced options, for example gradient accumulation, cross-validation or automatic mixed-precision training. Its main features were integrated into Haystack in November 2021, and its development was discontinued at that time. == Funding == On August 9, 2023, deepset announced a Series B investment round of $30 million led by Balderton Capital and including participation from existing investors GV, System.One, Lunar Ventures and Harpoon Ventures. On April 28, 2022, deepset announced a Series A investment round of $14 million led by GV, with the participation of Harpoon Ventures, Acequia Capital and a team of experienced commercial open source software and machine learning founders, such as Alex Ratner (Snorkel AI), Mustafa Suleyman (Deepmind), Spencer Kimball (Cockroach Labs), Jeff Hammerbacher (Cloudera) and Emil Eifrem (Neo4j). A previous pre-seed investment round of $1.6 million on March 8, 2021, was led by System.One and Lunar Ventures, who also participated in the subsequent Series A round.

    Read more →
  • The Best Free AI Paraphrasing Tool for Beginners

    The Best Free AI Paraphrasing Tool for Beginners

    Trying to pick the best AI paraphrasing tool? An AI paraphrasing tool is software that uses machine learning to help you get more done — it scales effortlessly from a single task to thousands. The best picks balance beginner-friendly simplicity with the depth power users need, and they ship updates often. Whether you are a beginner or a pro, the right AI paraphrasing tool slots into your workflow and pays for itself fast. Read on for hands-on impressions, pricing tiers, and the standout features that matter.

    Read more →
  • Dialogflow

    Dialogflow

    Dialogflow is a natural language understanding platform used to design and integrate a conversational user interface into mobile apps, web applications, devices, bots, interactive voice response systems and related uses. == History == In May 2012, Speaktoit received a venture round (funding terms undisclosed) from Intel Capital. In July 2014, Speaktoit closed their Series B funding led by Motorola Solutions Venture Capital with participation from new investor Plug and Play Ventures and existing backers Intel Capital and Alpine Technology Fund. In September 2014, Speaktoit released api.ai (the voice-enabling engine that powers Assistant) to third-party developers, allowing the addition of voice interfaces to apps based on Android, iOS, HTML5, and Cordova. The SDK's contain voice recognition, natural language understanding, and text-to-speech. api.ai offers a web interface to build and test conversation scenarios. The platform is based on the natural language processing engine built by Speaktoit for its Assistant application. Api.ai allows Internet of Things developers to include natural language voice interfaces in their products. Assistant and Speaktoit's websites now redirect to api.ai's website Archived 2017-10-10 at the Wayback Machine, which redirects to the Dialogflow website. Google bought the company in September 2016 and was initially known as API.AI; it provides tools to developers building apps ("Actions") for the Google Assistant virtual assistant. The organization discontinued the Assistant app on December 15, 2016. In October 2017, it was renamed as Dialogflow. In November 2017, Dialogflow became part of Google Cloud Platform.

    Read more →
  • ISSCO Graphics

    ISSCO Graphics

    Integrated Software Systems Corporation (ISSCO), doing business as ISSCO Graphics, was an American software developer and publisher based in San Diego, California, and active from 1970 to 1986. They were best known for their enterprise graphics software packages, including Tellagraf, CueChart and Disspla. == History == ISSCO Graphics had considered acquiring Breakthrough Software, whose software focus involved PC DOS, as a means of getting into the PC arena, but backed off when Computer Associates made an offer to acquire ISSCO. By early 1987 it was reported that "Issco users breathe sigh of relief" that all was well. The ISSCO User's Group was founded in 1976. ISSCO, which was founded in 1970 by Peter Preuss, was acquired by Computer Associates in 1986. == Notable products == === Tellagraf === ISSCO's Tellagraf is an early software package designed to allow end-users to "turn out full color, professional quality charts" with initial results displayed on a screen, modified as needed, and then "a final 'hard-copy' can be made .. or made into 35mm color transparencies for projection onto a screen." Users of Tellagraf often had access to CueChart and Disspla software. Often computer sites having one had all three. Terminals with varying degrees of graphics, such as the DEC's VT100 and Tektronix's Tektronix 4xxx family of text and graphics terminals. were supported, and the software ran on popular computing platforms. Four years are important to Tellagraf's early history: 1978: ease of use 1980: graphic-artist quality 1982: introduction of CueChart, and recognition by IEEE. 1983: "quality graphics enters the mainstream of data processing with ..." Tellegraf was eventually acquired by Computer Associates and renamed CA-Tellegraf. SAS users found it helpful. Universities, research institutes and financial services firms were among early users. === Disspla === Disspla is a package of data plotting subroutines that can be used from high level languages. It was also acquired by Computer Associates. === Tellaplan === In 1983 ISSCO introduced Tellaplan, "a project planning, report and schedule charting system for Tell-A- Graf users in IBM MVS or CMS or Digital Equipment Corp. VAX computers" atop which they built "two visual project management software packages" three years later.

    Read more →
  • Bibliotheca Polyglotta

    Bibliotheca Polyglotta

    The Bibliotheca Polyglotta is a Norwegian database for Multilingualism project, lingua franca and science per global history at the University of Oslo. The aim of the project is according to pages is "producing a web corpus of Buddhist texts for using in multilingual lexicography. More generally, will the texts used for the study Sanskrit, Chinese and Tibetan."

    Read more →
  • Supervised learning

    Supervised learning

    In machine learning, supervised learning (SL) is a type of machine learning paradigm where an algorithm learns to map input data to a specific output based on example input-output pairs. This process involves training a statistical model using labeled data, meaning each piece of input data is provided with the correct output. The term "supervised" refers to the role of a teacher or supervisor who provides this training data, guiding the algorithm towards correct predictions. For instance, if you want a model to identify cats in images, supervised learning would involve feeding it many images of cats (inputs) that are explicitly labeled "cat" (outputs). The goal of supervised learning is for the trained model to accurately predict the output for new, unseen data. This requires the algorithm to effectively generalize from the training examples, a quality measured by its generalization error. Supervised learning is commonly used for tasks like classification (predicting a category, e.g., spam or not spam) and regression (predicting a continuous value, e.g., house prices). == Steps to follow == To solve a given problem of supervised learning, the following steps must be performed: Determine the type of training samples. Before doing anything else, the user should decide what kind of data is to be used as a training set. In the case of handwriting analysis, for example, this might be a single handwritten character, an entire handwritten word, an entire sentence of handwriting, or a full paragraph of handwriting. Gather a training set. The training set needs to be representative of the real-world use of the function. Thus, a set of input objects is gathered together with corresponding outputs, either from human experts or from measurements. Determine the input feature representation of the learned function. The accuracy of the learned function depends strongly on how the input object is represented. Typically, the input object is transformed into a feature vector, which contains a number of features that are descriptive of the object. The number of features should not be too large, because of the curse of dimensionality; but should contain enough information to accurately predict the output. Determine the structure of the learned function and corresponding learning algorithm. For example, one may choose to use support-vector machines or decision trees. Complete the design. Run the learning algorithm on the gathered training set. Some supervised learning algorithms require the user to determine certain control parameters. These parameters may be adjusted by optimizing performance on a subset (called a validation set) of the training set, or via cross-validation. Evaluate the accuracy of the learned function. After parameter adjustment and learning, the performance of the resulting function should be measured on a test set that is separate from the training set. == Algorithm choice == A wide range of supervised learning algorithms are available, each with its strengths and weaknesses. There is no single learning algorithm that works best on all supervised learning problems (see the No free lunch theorem). There are four major issues to consider in supervised learning: === Bias–variance tradeoff === A first issue is the tradeoff between bias and variance. Imagine that we have available several different, but equally good, training data sets. A learning algorithm is biased for a particular input x {\displaystyle x} if, when trained on each of these data sets, it is systematically incorrect when predicting the correct output for x {\displaystyle x} . A learning algorithm has high variance for a particular input x {\displaystyle x} if it predicts different output values when trained on different training sets. The prediction error of a learned classifier is related to the sum of the bias and the variance of the learning algorithm. Generally, there is a tradeoff between bias and variance. A learning algorithm with low bias must be "flexible" so that it can fit the data well. But if the learning algorithm is too flexible, it will fit each training data set differently, and hence have high variance. A key aspect of many supervised learning methods is that they are able to adjust this tradeoff between bias and variance (either automatically or by providing a bias/variance parameter that the user can adjust). === Function complexity and amount of training data === The second issue is of the amount of training data available relative to the complexity of the "true" function (classifier or regression function). If the true function is simple, then an "inflexible" learning algorithm with high bias and low variance will be able to learn it from a small amount of data. But if the true function is highly complex (e.g., because it involves complex interactions among many different input features and behaves differently in different parts of the input space), then the function will only be able to learn with a large amount of training data paired with a "flexible" learning algorithm with low bias and high variance. === Dimensionality of the input space === A third issue is the dimensionality of the input space. If the input feature vectors have large dimensions, learning the function can be difficult even if the true function only depends on a small number of those features. This is because the many "extra" dimensions can confuse the learning algorithm and cause it to have high variance. Hence, input data of large dimensions typically requires tuning the classifier to have low variance and high bias. In practice, if the engineer can manually remove irrelevant features from the input data, it will likely improve the accuracy of the learned function. In addition, there are many algorithms for feature selection that seek to identify the relevant features and discard the irrelevant ones. This is an instance of the more general strategy of dimensionality reduction, which seeks to map the input data into a lower-dimensional space prior to running the supervised learning algorithm. === Noise in the output values === A fourth issue is the degree of noise in the desired output values (the supervisory target variables). If the desired output values are often incorrect (because of human error or sensor errors), then the learning algorithm should not attempt to find a function that exactly matches the training examples. Attempting to fit the data too carefully leads to overfitting. You can overfit even when there are no measurement errors (stochastic noise) if the function you are trying to learn is too complex for your learning model. In such a situation, the part of the target function that cannot be modeled "corrupts" your training data – this phenomenon has been called deterministic noise. When either type of noise is present, it is better to go with a higher bias, lower variance estimator. In practice, there are several approaches to alleviate noise in the output values such as early stopping to prevent overfitting as well as detecting and removing the noisy training examples prior to training the supervised learning algorithm. There are several algorithms that identify noisy training examples and removing the suspected noisy training examples prior to training has decreased generalization error with statistical significance. === Other factors to consider === Other factors to consider when choosing and applying a learning algorithm include the following: Heterogeneity of the data. If the feature vectors include features of many different kinds (discrete, discrete ordered, counts, continuous values), some algorithms are easier to apply than others. Many algorithms, including support-vector machines, linear regression, logistic regression, neural networks, and nearest neighbor methods, require that the input features be numerical and scaled to similar ranges (e.g., to the [-1,1] interval). Methods that employ a distance function, such as nearest neighbor methods and support-vector machines with Gaussian kernels, are particularly sensitive to this. An advantage of decision trees is that they easily handle heterogeneous data. Redundancy in the data. If the input features contain redundant information (e.g., highly correlated features), some learning algorithms (e.g., linear regression, logistic regression, and distance-based methods) will perform poorly because of numerical instabilities. These problems can often be solved by imposing some form of regularization. Presence of interactions and non-linearities. If each of the features makes an independent contribution to the output, then algorithms based on linear functions (e.g., linear regression, logistic regression, support-vector machines, naive Bayes) and distance functions (e.g., nearest neighbor methods, support-vector machines with Gaussian kernels) generally perform well. However, if there are complex interactions among features, then algorithms such as decision trees and neural networks work better, becaus

    Read more →
  • Weighted automaton

    Weighted automaton

    In theoretical computer science and formal language theory, a weighted automaton or weighted finite-state machine is a generalization of a finite-state machine in which the edges have weights, for example real numbers or integers. Finite-state machines are only capable of answering decision problems; they take as input a string and produce a Boolean output, i.e. either "accept" or "reject". In contrast, weighted automata produce a quantitative output, for example a count of how many answers are possible on a given input string, or a probability of how likely the input string is according to a probability distribution. They are one of the simplest studied models of quantitative automata. The definition of a weighted automaton is generally given over an arbitrary semiring R {\displaystyle R} , an abstract set with an addition operation + {\displaystyle +} and a multiplication operation × {\displaystyle \times } . The automaton consists of a finite set of states, a finite input alphabet of characters Σ {\displaystyle \Sigma } and edges which are labeled with both a character in Σ {\displaystyle \Sigma } and a weight in R {\displaystyle R} . The weight of any path in the automaton is defined to be the product of weights along the path, and the weight of a string is the sum of the weights of all paths which are labeled with that string. The weighted automaton thus defines a function from Σ ∗ {\displaystyle \Sigma ^{}} to R {\displaystyle R} . Weighted automata generalize deterministic finite automata (DFAs) and nondeterministic finite automata (NFAs), which correspond to weighted automata over the Boolean semiring, where addition is logical disjunction and multiplication is logical conjunction. In the DFA case, there is only one accepting path for any input string, so disjunction is not applied. When the weights are real numbers and the outgoing weights for each state add to one, weighted automata can be considered a probabilistic model and are also known as probabilistic automata. These machines define a probability distribution over all strings, and are related to other probabilistic models such as Markov decision processes and Markov chains. Weighted automata have applications in natural language processing where they are used to assign weights to words and sentences, as well as in image compression. They were first introduced by Marcel-Paul Schützenberger in his 1961 paper On the definition of a family of automata. Since their introduction, many extensions have been proposed, for example nested weighted automata, cost register automata, and weighted finite-state transducers. Researchers have studied weighted automata from the perspective of learning a machine from its input-output behavior (see computational learning theory) and studying decidability questions. == Definition == A commutative semiring (or rig) is a set R equipped with two distinguished elements 0 ≠ 1 {\displaystyle 0\neq 1} and addition and multiplication operations ⊕ {\displaystyle \oplus } and ⊗ {\displaystyle \otimes } such that ⊕ {\displaystyle \oplus } is commutative and associative with identity 0 {\displaystyle 0} , ⊗ {\displaystyle \otimes } is commutative and associative with identity 1 {\displaystyle 1} , ⊗ {\displaystyle \otimes } distributes over ⊕ {\displaystyle \oplus } , and 0 is an absorbing element for ⊗ {\displaystyle \otimes } . A weighted automaton over R {\displaystyle R} is a tuple A = ( Q , Σ , Δ , I , F ) {\displaystyle {\mathcal {A}}=(Q,\Sigma ,\Delta ,I,F)} where: Q {\displaystyle Q} is a finite set of states. Σ {\displaystyle \Sigma } is a finite alphabet. Δ ⊆ Q × Σ × R × Q {\displaystyle \Delta \subseteq Q\times \Sigma \times R\times Q} is a finite set of transitions ( q , σ , w , q ′ ) {\displaystyle (q,\sigma ,w,q')} , where σ {\displaystyle \sigma } is called a character and w {\displaystyle w} is called a weight. I : Q → R {\displaystyle I:Q\to R} is an initial weight function. F : Q → R {\displaystyle F:Q\to R} is a final weight function. A path on input w ∈ Σ ∗ {\displaystyle w\in \Sigma ^{}} is a finite path in the graph, where the concatenation of the character labels equals w {\displaystyle w} . The weight of the path q 0 , q 1 , … , q n {\displaystyle q_{0},q_{1},\ldots ,q_{n}} is the product ( ⊗ {\displaystyle \otimes } ) of the weights along the path, additionally multiplied by the initial and final weights I ( q 0 ) ⊗ F ( q n ) {\displaystyle I(q_{0})\otimes F(q_{n})} . The weight of the word w {\displaystyle w} is the sum ( ⊕ {\displaystyle \oplus } ) of the weights of all paths on input w {\displaystyle w} (or 0 if there are no accepting paths). In this way the machine defines a function [ [ A ] ] : Σ ∗ → R {\displaystyle [\![{\mathcal {A}}]\!]:\Sigma ^{}\to R} . == Ambiguity and determinism == Since Δ {\displaystyle \Delta } is a set of transitions, weighted automata allow multiple transitions (or paths) on a single input string. Therefore a weighted automaton can be considered analogous to a nondeterministic finite automaton (NFA). As is the case with NFAs, restrictions of weighted automata are considered that correspond to the concepts of deterministic finite automaton and unambiguous finite automaton (deterministic weighted automata and unambiguous weighted automata, respectively). First, a preliminary definition: the underlying NFA of A {\displaystyle {\mathcal {A}}} is an NFA formed by removing all transitions with weight 0 {\displaystyle 0} and then erasing all of the weights on the transitions Δ {\displaystyle \Delta } , so that the new transition set lies in Q × Σ × Q {\displaystyle Q\times \Sigma \times Q} . The initial states and final states are the set of states q {\displaystyle q} such that I ( q ) ≠ 0 {\displaystyle I(q)\neq 0} and F ( q ) ≠ 0 {\displaystyle F(q)\neq 0} , respectively. A weighted automaton is deterministic if the underlying NFA is deterministic and unambiguous if the underlying NFA is unambiguous. Every deterministic weighted automaton is unambiguous. In both the deterministic and unambiguous cases, there is always at most one accepting path, so the ⊕ {\displaystyle \oplus } operation is never applied and can be omitted from the definition. == Variations == The requirement that there is a zero element for ⊕ {\displaystyle \oplus } is sometimes omitted; in this case the machine defines a partial function from Σ ∗ {\displaystyle \Sigma ^{}} to R {\displaystyle R} rather than a total function. It is possible to extend the definition to allow epsilon transitions ( q , ϵ , w , q ′ ) {\displaystyle (q,\epsilon ,w,q')} , where ϵ {\displaystyle \epsilon } is the empty string. In this case, one must then require that there are no cycles of epsilon transitions. This does not increase the expressiveness of weighted automata. If epsilon transitions are allowed, the initial weights and final weights can be replaced by initial and final sets of states without loss of expressiveness. Some authors omit the initial and final weight functions I {\displaystyle I} and F {\displaystyle F} . Instead, I {\displaystyle I} and F {\displaystyle F} are replaced by a set of initial and final states. If epsilon transitions are not present, this technically decreases expressiveness as it forces [ [ A ] ] ( ε ) {\displaystyle [\![{\mathcal {A}}]\!](\varepsilon )} to depend only on the number of states that are both initial and final. The transition function can be given as a matrix Δ σ ∈ R Q × Q {\displaystyle \Delta _{\sigma }\in R^{Q\times Q}} with entries in R {\displaystyle R} for each σ {\displaystyle \sigma } , rather than a set of transitions. The entry of the matrix at ( q , q ′ ) {\displaystyle (q,q')} is the sum of all transitions labeled ( q , σ , q ′ ) {\displaystyle (q,\sigma ,q')} . Some authors restrict to specific semirings, such as N {\displaystyle \mathbb {N} } or Z {\displaystyle \mathbb {Z} } , particularly when studying decidability results.

    Read more →
  • Developmental robotics

    Developmental robotics

    Developmental robotics (DevRob), sometimes called epigenetic robotics, is a scientific field which aims at studying the developmental mechanisms, architectures and constraints that allow lifelong and open-ended learning of new skills and new knowledge in embodied machines. As in human children, learning is expected to be cumulative and of progressively increasing complexity, and to result from self-exploration of the world in combination with social interaction. The typical methodological approach consists in starting from theories of human and animal development elaborated in fields such as developmental psychology, neuroscience, developmental and evolutionary biology, and linguistics, then to formalize and implement them in robots, sometimes exploring extensions or variants of them. The experimentation of those models in robots allows researchers to confront them with reality, and as a consequence, developmental robotics also provides feedback and novel hypotheses on theories of human and animal development. Developmental robotics is related to but differs from evolutionary robotics (ER). ER uses populations of robots that evolve over time, whereas DevRob is interested in how the organization of a single robot's control system develops through experience, over time. DevRob is also related to work done in the domains of robotics and artificial life. == Background == Can a robot learn like a child? Can it learn a variety of new skills and new knowledge unspecified at design time and in a partially unknown and changing environment? How can it discover its body and its relationships with the physical and social environment? How can its cognitive capacities continuously develop without the intervention of an engineer once it is "out of the factory"? What can it learn through natural social interactions with humans? These are the questions at the center of developmental robotics. Alan Turing, as well as a number of other pioneers of cybernetics, already formulated those questions and the general approach in 1950, but it is only since the end of the 20th century that they began to be investigated systematically. Because the concept of adaptive intelligent machines is central to developmental robotics, it has relationships with fields such as artificial intelligence, machine learning, cognitive robotics or computational neuroscience. Yet, while it may reuse some of the techniques elaborated in these fields, it differs from them from many perspectives. It differs from classical artificial intelligence because it does not assume the capability of advanced symbolic reasoning and focuses on embodied and situated sensorimotor and social skills rather than on abstract symbolic problems. It differs from cognitive robotics because it focuses on the processes that allow the formation of cognitive capabilities rather than these capabilities themselves. It differs from computational neuroscience because it focuses on functional modeling of integrated architectures of development and learning. More generally, developmental robotics is uniquely characterized by the following three features: It targets task-independent architectures and learning mechanisms, i.e. the machine/robot has to be able to learn new tasks that are unknown by the engineer; It emphasizes open-ended development and lifelong learning, i.e. the capacity of an organism to acquire continuously novel skills. This should not be understood as a capacity for learning "anything" or even “everything”, but just that the set of skills that is acquired can be infinitely extended at least in some (not all) directions; The complexity of acquired knowledge and skills shall increase (and the increase be controlled) progressively. Developmental robotics emerged at the crossroads of several research communities including embodied artificial intelligence, enactive and dynamical systems cognitive science, connectionism. Starting from the essential idea that learning and development happen as the self-organized result of the dynamical interactions among brains, bodies and their physical and social environment, and trying to understand how this self-organization can be harnessed to provide task-independent lifelong learning of skills of increasing complexity, developmental robotics strongly interacts with fields such as developmental psychology, developmental and cognitive neuroscience, developmental biology (embryology), evolutionary biology, and cognitive linguistics. As many of the theories coming from these sciences are verbal and/or descriptive, this implies a crucial formalization and computational modeling activity in developmental robotics. These computational models are then not only used as ways to explore how to build more versatile and adaptive machines but also as a way to evaluate their coherence and possibly explore alternative explanations for understanding biological development. == Research directions == === Skill domains === Due to the general approach and methodology, developmental robotics projects typically focus on having robots develop the same types of skills as human infants. A first category that is important being investigated is the acquisition of sensorimotor skills. These include the discovery of one's own body, including its structure and dynamics such as hand-eye coordination, locomotion, and interaction with objects as well as tool use, with a particular focus on the discovery and learning of affordances. A second category of skills targeted by developmental robots are social and linguistic skills: the acquisition of simple social behavioural games such as turn-taking, coordinated interaction, lexicons, syntax and grammar, and the grounding of these linguistic skills into sensorimotor skills (sometimes referred as symbol grounding). In parallel, the acquisition of associated cognitive skills are being investigated such as the emergence of the self/non-self distinction, the development of attentional capabilities, of categorization systems and higher-level representations of affordances or social constructs, of the emergence of values, empathy, or theories of mind. === Mechanisms and constraints === The sensorimotor and social spaces in which humans and robot live are so large and complex that only a small part of potentially learnable skills can actually be explored and learnt within a life-time. Thus, mechanisms and constraints are necessary to guide developmental organisms in their development and control of the growth of complexity. There are several important families of these guiding mechanisms and constraints which are studied in developmental robotics, all inspired by human development: Motivational systems, generating internal reward signals that drive exploration and learning, which can be of two main types: extrinsic motivations push robots/organisms to maintain basic specific internal properties such as food and water level, physical integrity, or light (e.g. in phototropic systems); intrinsic motivations push robot to search for novelty, challenge, compression or learning progress per se, thus generating what is sometimes called curiosity-driven learning and exploration, or alternatively active learning and exploration; Social guidance: as humans learn a lot by interacting with their peers, developmental robotics investigates mechanisms that can allow robots to participate to human-like social interaction. By perceiving and interpreting social cues, this may allow robots both to learn from humans (through diverse means such as imitation, emulation, stimulus enhancement, demonstration, etc. ...) and to trigger natural human pedagogy. Thus, social acceptance of developmental robots is also investigated; Statistical inference biases and cumulative knowledge/skill reuse: biases characterizing both representations/encodings and inference mechanisms can typically allow considerable improvement of the efficiency of learning and are thus studied. Related to this, mechanisms allowing to infer new knowledge and acquire new skills by reusing previously learnt structures is also an essential field of study; The properties of embodiment, including geometry, materials, or innate motor primitives/synergies often encoded as dynamical systems, can considerably simplify the acquisition of sensorimotor or social skills, and is sometimes referred as morphological computation. The interaction of these constraints with other constraints is an important axis of investigation; Maturational constraints: In human infants, both the body and the neural system grow progressively, rather than being full-fledged already at birth. This implies, for example, that new degrees of freedom, as well as increases of the volume and resolution of available sensorimotor signals, may appear as learning and development unfold. Transposing these mechanisms in developmental robots, and understanding how it may hinder or on the contrary ease the acquisition of novel complex skills is a central questi

    Read more →
  • Is an AI Blog Writer Worth It in 2026?

    Is an AI Blog Writer Worth It in 2026?

    Trying to pick the best AI blog writer? An AI blog writer is software that uses machine learning to help you get more done — it scales effortlessly from a single task to thousands. The best picks balance beginner-friendly simplicity with the depth power users need, and they ship updates often. Whether you are a beginner or a pro, the right AI blog writer slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

    Read more →
  • Multiple sequence alignment

    Multiple sequence alignment

    Multiple sequence alignment (MSA) is the process or the result of sequence alignment of three or more biological sequences, generally protein, DNA, or RNA. These alignments are used to infer evolutionary relationships via phylogenetic analysis and can highlight homologous features between sequences. Alignments highlight mutation events such as point mutations (single amino acid or nucleotide changes), insertion mutations and deletion mutations, and alignments are used to assess sequence conservation and infer the presence and activity of protein domains, tertiary structures, secondary structures, and individual amino acids or nucleotides. Multiple sequence alignments require more sophisticated methodologies than pairwise alignments, as they are more computationally complex. Most multiple sequence alignment programs use heuristic methods rather than global optimization because identifying the optimal alignment between more than a few sequences of moderate length is prohibitively computationally expensive. However, heuristic methods generally cannot guarantee high-quality solutions and have been shown to fail to yield near-optimal solutions on benchmark test cases. == Problem statement == Given m {\displaystyle m} sequences S i {\displaystyle S_{i}} , i = 1 , ⋯ , m {\displaystyle i=1,\cdots ,m} similar to the form below: S := { S 1 = ( S 11 , S 12 , … , S 1 n 1 ) S 2 = ( S 21 , S 22 , ⋯ , S 2 n 2 ) ⋮ S m = ( S m 1 , S m 2 , … , S m n m ) {\displaystyle S:={\begin{cases}S_{1}=(S_{11},S_{12},\ldots ,S_{1n_{1}})\\S_{2}=(S_{21},S_{22},\cdots ,S_{2n_{2}})\\\,\,\,\,\,\,\,\,\,\,\vdots \\S_{m}=(S_{m1},S_{m2},\ldots ,S_{mn_{m}})\end{cases}}} A multiple sequence alignment is taken of this set of sequences S {\displaystyle S} by inserting any amount of gaps needed into each of the S i {\displaystyle S_{i}} sequences of S {\displaystyle S} until the modified sequences, S i ′ {\displaystyle S'_{i}} , all conform to length L ≥ max { n i ∣ i = 1 , … , m } {\displaystyle L\geq \max\{n_{i}\mid i=1,\ldots ,m\}} and no values in the sequences of S {\displaystyle S} of the same column consists of only gaps. The mathematical form of an MSA of the above sequence set is shown below: S ′ := { S 1 ′ = ( S 11 ′ , S 12 ′ , … , S 1 L ′ ) S 2 ′ = ( S 21 ′ , S 22 ′ , … , S 2 L ′ ) ⋮ S m ′ = ( S m 1 ′ , S m 2 ′ , … , S m L ′ ) {\displaystyle S':={\begin{cases}S'_{1}=(S'_{11},S'_{12},\ldots ,S'_{1L})\\S'_{2}=(S'_{21},S'_{22},\ldots ,S'_{2L})\\\,\,\,\,\,\,\,\,\,\,\vdots \\S'_{m}=(S'_{m1},S'_{m2},\ldots ,S'_{mL})\end{cases}}} To return from each particular sequence S i ′ {\displaystyle S'_{i}} to S i {\displaystyle S_{i}} , remove all gaps. == Graphing approach == A general approach when calculating multiple sequence alignments is to use graphs to identify all of the different alignments. When finding alignments via graph, a complete alignment is created in a weighted graph that contains a set of vertices and a set of edges. Each of the graph edges has a weight based on a certain heuristic that helps to score each alignment or subset of the original graph. === Tracing alignments === When determining the best suited alignments for each MSA, a trace is usually generated. A trace is a set of realized, or corresponding and aligned, vertices that has a specific weight based on the edges that are selected between corresponding vertices. When choosing traces for a set of sequences it is necessary to choose a trace with a maximum weight to get the best alignment of the sequences. == Alignment methods == There are various alignment methods used within multiple sequence to maximize scores and correctness of alignments. Each is usually based on a certain heuristic with an insight into the evolutionary process. Most try to replicate evolution to get the most realistic alignment possible to best predict relations between sequences. === Dynamic programming === A direct method for producing an MSA uses the dynamic programming technique to identify the globally optimal alignment solution. For proteins, this method usually involves two sets of parameters: a gap penalty and a substitution matrix assigning scores or probabilities to the alignment of each possible pair of amino acids based on the similarity of the amino acids' chemical properties and the evolutionary probability of the mutation. For nucleotide sequences, a similar gap penalty is used, but a much simpler substitution matrix, wherein only identical matches and mismatches are considered, is typical. The scores in the substitution matrix may be either all positive or a mix of positive and negative in the case of a global alignment, but must be both positive and negative, in the case of a local alignment. For n individual sequences, the naive method requires constructing the n-dimensional equivalent of the matrix formed in standard pairwise sequence alignment. The search space thus increases exponentially with increasing n and is also strongly dependent on sequence length. Expressed with the big O notation commonly used to measure computational complexity, a naïve MSA takes O(LengthNseqs) time to produce. To find the global optimum for n sequences this way has been shown to be an NP-complete problem. In 1989, based on Carrillo-Lipman Algorithm, Altschul introduced a practical method that uses pairwise alignments to constrain the n-dimensional search space. In this approach pairwise dynamic programming alignments are performed on each pair of sequences in the query set, and only the space near the n-dimensional intersection of these alignments is searched for the n-way alignment. The MSA program optimizes the sum of all of the pairs of characters at each position in the alignment (the so-called sum of pair score) and has been implemented in a software program for constructing multiple sequence alignments. In 2019, Hosseininasab and van Hoeve showed that by using decision diagrams, MSA may be modeled in polynomial space complexity. === Progressive alignment construction === The most widely used approach to multiple sequence alignments uses a heuristic search known as progressive technique (also known as the hierarchical or tree method) developed by Da-Fei Feng and Doolittle in 1987. Progressive alignment builds up a final MSA by combining pairwise alignments beginning with the most similar pair and progressing to the most distantly related. All progressive alignment methods require two stages: a first stage in which the relationships between the sequences are represented as a phylogenetic tree, called a guide tree, and a second step in which the MSA is built by adding the sequences sequentially to the growing MSA according to the guide tree. The initial guide tree is determined by an efficient clustering method such as neighbor-joining or unweighted pair group method with arithmetic mean (UPGMA), and may use distances based on the number of identical two-letter sub-sequences (as in FASTA rather than a dynamic programming alignment). Progressive alignments are not guaranteed to be globally optimal. The primary problem is that when errors are made at any stage in growing the MSA, these errors are then propagated through to the final result. Performance is also particularly bad when all of the sequences in the set are rather distantly related. Most modern progressive methods modify their scoring function with a secondary weighting function that assigns scaling factors to individual members of the query set in a nonlinear fashion based on their phylogenetic distance from their nearest neighbors. This corrects for non-random selection of the sequences given to the alignment program. Progressive alignment methods are efficient enough to implement on a large scale for many (100s to 1000s) sequences. A popular progressive alignment method has been the Clustal family. ClustalW is used extensively for phylogenetic tree construction, in spite of the author's explicit warnings that unedited alignments should not be used in such studies and as input for protein structure prediction by homology modeling. European Bioinformatics Institute (EMBL-EBI) announced that CLustalW2 will expire in August 2015. They recommend Clustal Omega which performs based on seeded guide trees and HMM profile-profile techniques for protein alignments. An alternative tool for progressive DNA alignments is multiple alignment using fast Fourier transform (MAFFT). Another common progressive alignment method named T-Coffee is slower than Clustal and its derivatives but generally produces more accurate alignments for distantly related sequence sets. T-Coffee calculates pairwise alignments by combining the direct alignment of the pair with indirect alignments that aligns each sequence of the pair to a third sequence. It uses the output from Clustal as well as another local alignment program LALIGN, which finds multiple regions of local alignment between two sequences. The resulting alignment and phylogenetic tree are used as a guide to produce new and more accurate w

    Read more →
  • Optical Character Recognition (Unicode block)

    Optical Character Recognition (Unicode block)

    Optical Character Recognition is a Unicode block containing signal characters for OCR and MICR standards. == Block == == Subheadings == The Optical Character Recognition block has three informal subheadings (groupings) within its character collection: OCR-A, MICR, and OCR. === OCR-A === The OCR-A subheading contains six characters taken from the OCR-A font described in the ISO 1073-1:1976 standard: U+2440 ⑀ OCR HOOK, U+2441 ⑁ OCR CHAIR, U+2442 ⑂ OCR FORK, U+2443 ⑃ OCR INVERTED FORK, U+2444 ⑄ OCR BELT BUCKLE, and U+2445 ⑅ OCR BOW TIE. The OCR bow tie is given the informative alias "unique asterisk". The hook, chair and fork, in addition to a long vertical bar, are included in the most basic "numeric" implementation level of OCR-A, which includes digits but excludes letters and conventional punctuation. By contrast, the most basic implementation level of OCR-B instead includes the digits, plus sign, less-than sign, greater-than sign, long vertical bar and seven of the capital letters; as such, there are no characters specific to OCR-B in the Optical Character Recognition block. === MICR === The MICR subheading contains four punctuation characters for bank cheque identifiers, taken from the magnetic ink character recognition E-13B font (codified in the ISO 1004:1995 standard): U+2446 ⑆ OCR BRANCH BANK IDENTIFICATION, U+2447 ⑇ OCR AMOUNT OF CHECK, U+2448 ⑈ OCR DASH, and U+2449 ⑉ OCR CUSTOMER ACCOUNT NUMBER. The latter two characters are misnamed: their names were inadvertently switched when they were named in the 1993 (first) edition of ISO/IEC 10646, a mistake which had been present since Unicode 1.0.0. Although their formal names remain unchanged due to the Unicode stability policy, they both have corrected normative aliases: U+2448 ⑈ is MICR ON US SYMBOL, and U+2449 ⑉ is MICR DASH SYMBOL (the standard notes that "the Unicode character names include several misnomers"). These symbols had previously been encoded by the ISO-IR-98 encoding defined by ISO 2033:1983, in which they were simply named SYMBOL ONE through SYMBOL FOUR. All four characters have informative aliases in the Unicode charts: "transit", "amount", "on us", and "dash" respectively. === OCR === The OCR subheading consists of a single character: U+244A ⑊ OCR DOUBLE BACKSLASH. == History == The following Unicode-related documents record the purpose and process of defining specific characters in the Optical Character Recognition block:

    Read more →
  • Fyuse

    Fyuse

    Fyuse is a spatial photography app which lets users capture and share interactive 3D images. By tilting or swiping one's smartphone, one can view such "fyuses" from various angles — as if one were walking around an object or subject. The app blends photography and video to create an interactive medium and was first published for iOS in April 2014. The Android version was released at the end of 2014. == The app == Fyuse lets users capture panoramas, selfies, and full 360° views of objects and allows one to view captured moments from different angles. It has its own personal gallery, social network and standalone web integration. With the app, Fyusion also created a social networking platform similar to Instagram. Fyuses can be shared, commented on, liked and re-shared to one's followers (called Echoes). One can build a network of followers and with engagement tracking, one can see how many times an image has been interacted with The images can also be saved for private, offline view, or shared to other social networks, like Facebook or Twitter, or embedded on a website where the images can be interacted with by desktop users via dragging the mouse. Furthermore, in the compass tab other fyuses can be discovered using the app's system of tags and categories. One's Fyuse feed is prepopulated with top users, and one can follow people to see when they post a new fyuse. The app will also find one's friends if one signs up with Facebook or connects it with one's Twitter account. To create a fyuse one moves around a person or object with one's phone's camera in one direction or moving/tilting one's phone around while holding one's finger on the screen. By combining photography and video the app allows one to capture moments that one may not have otherwise been able to capture by recording not one moment in time but stitched together little moments. According to Fyusion CEO Radu Rusu, a photo freezes a moment in time, while a video captures moments in a linear timeline — both still flat, when viewed. A fyuse image captures a moment in space, where one can not only see one side of something, but also around it. When it is done rendering, fyuses can also be edited – one can trim the fyuse for length and edit the brightness, contrast, exposure, saturation and sharpness. One can also add a vignette and apply a filters, with options to adjust their intensity. After editing, one can write a description, add hashtags, and tag parts of the fyuse before one can (voluntarily) publish and share it. Version 1.0 has been described as "alpha prototype" and version 2.0 was released on 17 December 2014. Version 3.0 introduced 3D tagging by which users can layer 3D graphic that animate accordingly with each interaction to add some context to the content. Version 4.0 was released on December 21, 2016 for iOS. Since January 2016 (v3.2) the app allows the export of fyuses as Live Photos. The app has also been described as a more sophisticated version of 3D stickers and flip images. == Applications == The app has many applications for e-commerce such as for fashion designers who want to showcase a garment from every angle, or real estate listings and Airbnb-type sites that want to make their rental properties seem as enticing as possible. The app can also be used for interactive art, 360° panoramas and selfies. == History == San Francisco-based Fyusion Inc.'s three founders — Radu B. Rusu, CTO Stefan Holzer, and VP of Engineering Stephen Miller — worked together at Willow Garage, the robotics research lab started by early Google employee Scott Hassan in the area of "personal robotics" — Hassan decided to turn the lab into more of an incubator, suggesting that the members spin off their technologies into consumer-facing enterprises. Rusu first set out with an open-source 3D perception software startup called Open Perception. Fyusion was officially founded in 2013, and soon after Rusu and his cofounders patented the technology for spatial photography. The company closed a seed funding round at the end of May, raising $3.35 million from investors, including an angel investment from Sun Microsystems cofounder Andreas Bechtolsheim. In 2014 the Fyuse team consisted of 13 employees, mostly engineers and designers, recruited from around the globe. In March 2015 the team displayed their app at Katy Perry's premiere for the movie "Prismatic World Tour on Epix" where Perry also took Fyuse for a test run. == Augmented reality == In September 2016 Fyusion unveiled its platform for creating augmented reality content using ones smartphone. It takes the images from ones smartphone and converts them into 3D holographic images, which one can then view on an AR headset. According to Rusu "by making it easy for people to capture their surroundings on any mobile device, [Fyusion is] revolutionizing the way that people view the world around them" and also states that for "AR to be successful, anyone should be able to create content for it" opposed to the current "small number of content creators and an even smaller number of hardware players". According to him "the applications of [Fyusion's] technology for consumers and businesses are incredibly limitless". The platform uses the company's patented 3D spatio-temporal platform that uses advanced sensor fusion, machine learning and computer vision algorithms and part of the platform is built into the Fyuse app. Before committing to releasing a separate consumer product the company intends to wait until the HoloLens device becomes available to the public. Until then any Fyuse representation created using Fyuse is AR ready and will be able to be shown in HoloLens in the future. == Fyuse - Point of No Return == Fyuse - Point of No Return is a science fiction short advert for Fyuse 3.0 in which Fyuse's digital medium is extrapolated into the future. In the film a woman uses a mini scanning-drone to 3D scan a tree with Fyuse and later recreate it as an augmented reality object at another place.

    Read more →
  • The Best Free AI Analytics Tool for Beginners

    The Best Free AI Analytics Tool for Beginners

    Trying to pick the best AI analytics tool? An AI analytics tool is software that uses machine learning to help you get more done — it scales effortlessly from a single task to thousands. The best picks balance beginner-friendly simplicity with the depth power users need, and they ship updates often. Whether you are a beginner or a pro, the right AI analytics tool slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

    Read more →
  • How to Choose an AI Paraphrasing Tool

    How to Choose an AI Paraphrasing Tool

    Looking for the best AI paraphrasing tool? An AI paraphrasing tool is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI paraphrasing tool slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

    Read more →