AI Avatar Generator From Photo

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

  • Cloud-based quantum computing

    Cloud-based quantum computing

    Cloud-based quantum computing refers to the remote access of quantum computing resources—such as quantum emulators, simulators, or processors—via the internet. Cloud access enables users to develop, test, and execute quantum algorithms without the need for direct interaction with specialized hardware, facilitating broader participation in quantum software development and experimentation. In 2016, IBM launched the IBM Quantum Experience, one of the first publicly accessible quantum processors connected to the cloud. In early 2017, researchers at Rigetti Computing demonstrated programmable quantum cloud access through their software platform Forest, which included the pyQuil Python library. Since the early-2020s, cloud-based quantum computing has grown significantly, with multiple providers offering access to a variety of quantum hardware modalities, including superconducting qubits, trapped ions, neutral atoms, and photonic systems. Major platforms such as Amazon Braket, Azure Quantum, and qBraid aggregate quantum devices from hardware developers like IonQ, Rigetti Computing, QuEra, Pasqal, Oxford Quantum Circuits, and IBM Quantum. These platforms provide unified interfaces for users to write and execute quantum algorithms across diverse backends, often supporting open-source SDKs such as Qiskit, Cirq, and PennyLane. The proliferation of cloud-based access has played a key role in accelerating quantum education, algorithm research, and early-stage application development by lowering the barrier to experimentation with real quantum hardware. Cloud-based quantum computing has expanded access to quantum hardware and tools beyond traditional research laboratories. These platforms support educational initiatives, algorithm development, and early-stage commercial applications. == Applications == Cloud-based quantum computing is used across education, research, and software development, offering remote access to quantum systems without the need for on-site infrastructure. === Education === Quantum cloud platforms have become valuable tools in education, allowing students and instructors to engage with real quantum processors through user-friendly interfaces. Educators use these platforms to teach foundational concepts in quantum mechanics and quantum computing, as well as to demonstrate and implement quantum algorithms in a classroom or laboratory setting. === Scientific Research === Cloud-based access to quantum hardware has enabled researchers to conduct experiments in quantum information, test quantum algorithms, and compare quantum hardware platforms. Experiments such as testing Bell's theorem or evaluating quantum teleportation protocols have been performed on publicly available quantum processors. === Software Development and Prototyping === Developers use cloud-based platforms to prototype quantum software applications across fields such as optimization, machine learning, and chemistry. These platforms offer SDKs and APIs that integrate classical and quantum workflows, enabling experimentation with quantum algorithms in real-world or simulated environments. === Public Engagement and Games === Quantum cloud tools have also been used to create educational games and interactive applications aimed at increasing public understanding of quantum concepts. These efforts help bridge the gap between theoretical content and intuitive learning. == Existing platforms == qBraid Lab by qBraid is a cloud-based platform for quantum computing. It provides software tools for researchers and developers in quantum, as well as access to quantum hardware. qBraid provides cloud based access to Microsoft Azure Quantum and Amazon Braket devices including IQM, QuEra, Pasqal, Rigetti, IonQ, QIR simulators, Amazon Braket simulators, and the NEC Vector Annealer, as of August 2025. qBraid's base version is free, where unlimited hardware and simulator access is available with the purchase of credits. Quandela Cloud by Quandela is the platform to access first cloud-accessible European photonic quantum computer. The computer is interfaced using the Perceval scripting language, with tutorials and documentation available online for free. Xanadu Quantum Cloud by Xanadu is a platform with cloud-based access to three fully programmable photonic quantum computers. Forest by Rigetti Computing is a tool suite for cloud-based quantum computing. It includes a programming language, development tools and example algorithms. LIQUi> by Microsoft is a software architecture and tool suite for quantum computing. It includes a programming language, example optimization and scheduling algorithms, and quantum simulators. Q#, a quantum programming language by Microsoft on the .NET Framework seen as a successor to LIQUi|>. IBM Quantum Platform by IBM, providing access to quantum hardware as well as HPC simulators. These can be accessed programmatically using the Python-based Qiskit framework, or via graphical interface with the IBM Q Experience GUI. Both are based on the OpenQASM standard for representing quantum operations. There is also a tutorial and online community. Quantum in the Cloud by The University of Bristol, which consists of a quantum simulator and a four qubit optical quantum system. Quantum Playground by Google is an educational resource which features a simulator with a simple interface, and a scripting language and 3D quantum state visualization. Quantum in the Cloud is an experimental quantum cloud platform for access to a four-qubit nuclear magnetic resonance-NMRCloudQ computer, managed by Tsinghua University. Quantum Inspire by Qutech is the first platform in Europe providing cloud-based quantum computing to two hardware chips. Next to a 5-qubit transmon processor, Quantum Inspire is the first platform in the world to provide online access to a fully programmable 2-qubit electron spin quantum processor. Amazon Braket is a cloud-based quantum computing platform hosted by AWS which, as of June 2025, provides access to quantum computers built by IonQ, Rigetti, IQM, and QuEra. Braket also provides a quantum algorithm development environment and simulator. Forge by QC Ware is a cloud-based quantum computing platform that provides access to D-Wave hardware, as well as Google and IBM simulators. The platform offers a 30-day free trial, including one minute of quantum computing time. Quantum-as-a-Service by Scaleway is a cloud-based platform created in 2022 to access to real quantum hardware from IQM Quantum Computers, Alpine Quantum Technologies, Quandela and Pasqal. It also include access to GPU-powered emulators such as Aer, Qsim and Quandela proprietary emulation.

    Read more →
  • Time-inhomogeneous hidden Bernoulli model

    Time-inhomogeneous hidden Bernoulli model

    Time-inhomogeneous hidden Bernoulli model (TI-HBM) is an alternative to hidden Markov model (HMM) for automatic speech recognition. Contrary to HMM, the state transition process in TI-HBM is not a Markov-dependent process, rather it is a generalized Bernoulli (an independent) process. This difference leads to elimination of dynamic programming at state-level in TI-HBM decoding process. Thus, the computational complexity of TI-HBM for probability evaluation and state estimation is O ( N L ) {\displaystyle O(NL)} (instead of O ( N 2 L ) {\displaystyle O(N^{2}L)} in the HMM case, where N {\displaystyle N} and L {\displaystyle L} are number of states and observation sequence length respectively). The TI-HBM is able to model acoustic-unit duration (e.g. phone/word duration) by using a built-in parameter named survival probability. The TI-HBM is simpler and faster than HMM in a phoneme recognition task, but its performance is comparable to HMM. For details, see [1] or [2].

    Read more →
  • Imix video cube

    Imix video cube

    The Imix (also known as ImMix) Video Cube is one of the first computer non-linear editing systems that was a full broadcast quality online video finishing machine. After its release in 1994, Imix released a more advanced version, the Imix Turbo Cube, which boasted 4 channels of real time layered visual effects. It was a hardware computer system controlled by an Apple Macintosh computer.

    Read more →
  • Supersampling

    Supersampling

    Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery. Aliasing occurs because unlike real-world objects, which have continuous smooth curves and lines, a computer screen shows the viewer a large number of small squares. These pixels all have the same size, and each one has a single color. A line can only be shown as a collection of pixels, and therefore appears jagged unless it is perfectly horizontal or vertical. The aim of supersampling is to reduce this effect. Color samples are taken at several instances inside the pixel (not just at the center as normal)—hence the term "supersampling"—and an average color value is calculated. This can for example be achieved by rendering the image at a much higher resolution than the one being displayed, then shrinking it to the desired size, using the extra pixels for calculation, with the result being a downsampled image with smoother transitions from one line of pixels to another along the edges of objects, but each pixel could also be supersampled using other strategies (see the Supersampling patterns section). The number of samples determines the quality of the output. == Motivation == Aliasing is manifested in the case of 2D images as moiré pattern and pixelated edges, colloquially known as "jaggies". Common signal processing and image processing knowledge suggests that to achieve perfect elimination of aliasing, proper spatial sampling at the Nyquist rate (or higher) after applying a 2D Anti-aliasing filter is required. As this approach would require a forward and inverse fourier transformation, computationally less demanding approximations like supersampling were developed to avoid domain switches by staying in the spatial domain ("image domain"). == Method == === Computational cost and adaptive supersampling === Supersampling is computationally expensive because it requires much greater video card memory and memory bandwidth, since the amount of buffer used is several times larger. A way around this problem is to use a technique known as adaptive supersampling, where only pixels at the edges of objects are supersampled. Initially only a few samples are taken within each pixel. If these values are very similar, only these samples are used to determine the color. If not, more are used. The result of this method is that a higher number of samples are calculated only where necessary, thus improving performance. === Supersampling patterns === When taking samples within a pixel, the sample positions have to be determined in some way. Although the number of ways in which this can be done is infinite, there are a few ways which are commonly used. ==== Grid ==== The simplest algorithm. The pixel is split into several sub-pixels, and a sample is taken from the center of each. It is fast and easy to implement. Although, due to the regular nature of sampling, aliasing can still occur if a low number of sub-pixels is used. ==== Random ==== Also known as stochastic sampling, it avoids the regularity of grid supersampling. However, due to the irregularity of the pattern, samples end up being unnecessary in some areas of the pixel and lacking in others. ==== Poisson disk ==== The Poisson disk sampling algorithm places the samples randomly, but then checks that any two are not too close. The end result is an even but random distribution of samples. The naive "dart throwing" algorithm is extremely slow for large data sets, which once limited its applications for real-time rendering. However, many fast algorithms now exist to generate Poisson disk noise, even those with variable density. The Delone set provides a mathematical description of such sampling. ==== Jittered ==== A modification of the grid algorithm to approximate the Poisson disk. A pixel is split into several sub-pixels, but a sample is not taken from the center of each, but from a random point within the sub-pixel. Congregation can still occur, but to a lesser degree. ==== Rotated grid ==== A 2×2 grid layout is used but the sample pattern is rotated to avoid samples aligning on the horizontal or vertical axis, greatly improving antialiasing quality for the most commonly encountered cases. For an optimal pattern, the rotation angle is arctan (⁠1/2⁠) (about 26.6°) and the square is stretched by a factor of ⁠√5/2⁠, making it also a 4-queens solution.

    Read more →
  • National Cyber Security Policy 2013

    National Cyber Security Policy 2013

    National Cyber Security Policy is a policy framework by Department of Electronics and Information Technology (DeitY) It aims at protecting the public and private infrastructure from cyber attacks. The policy also intends to safeguard "information, such as personal information (of web users), financial and banking information and sovereign data". This was particularly relevant in the wake of US National Security Agency (NSA) leaks that suggested the US government agencies are spying on Indian users, who have no legal or technical safeguards against it. Ministry of Communications and Information Technology (India) defines Cyberspace as a complex environment consisting of interactions between people, software services supported by worldwide distribution of information and communication technology. == Reason for Cyber Security policies == India had no Cyber security policy before 2013. In 2013, The Hindu newspaper, citing documents leaked by NSA whistle-blower Edward Snowden, has alleged that much of the NSA surveillance was focused on India's domestic politics and its strategic and commercial interests. This sparked a furore among people. Under pressure, the government unveiled a National Cyber Security Policy 2013 on 2 July 2013. == Vision == To build a secure and resilient cyberspace for citizens, business, and government and also to protect anyone from intervening in user's privacy.It mentioned a five year target of training five lakh cyber security personnel by 2018. == Mission == To protect information and information infrastructure in cyberspace, build capabilities to prevent and respond to cyber threat, reduce vulnerabilities and minimize damage from cyber incidents through a combination of institutional structures, people, processes, technology, and cooperation. == Objective == Ministry of Communications and Information Technology (India) define objectives as follows: To create a secure cyber ecosystem in the country, generate adequate trust and confidence in IT system and transactions in cyberspace and thereby enhance adoption of IT in all sectors of the economy. To create an assurance framework for the design of security policies and promotion and enabling actions for compliance to global security standards and best practices by way of conformity assessment (Product, process, technology & people). To strengthen the Regulatory Framework for ensuring a SECURE CYBERSPACE ECOSYSTEM. To enhance and create National and Sectoral level 24x7 mechanism for obtaining strategic information regarding threats to ICT infrastructure, creating scenarios for response, resolution and crisis management through effective predictive, preventive, protective response and recovery actions. -To improve visibility of integrity of ICT products and services by establishing infrastructure for testing & validation of security of such product. To create workforce for 500,000 professionals skilled in next 5 years through capacity building skill development and training. To provide fiscal benefit to businesses for adoption of standard security practices and processes. To enable Protection of information while in process, handling, storage & transit so as to safeguard privacy of citizen's data and reducing economic losses due to cyber crime or data theft. To enable effective prevention, investigation and prosecution of cybercrime and enhancement of law enforcement capabilities through appropriate legislative intervention. == Strategies == Creating a secured Ecosystem. Creating an assurance framework. Encouraging Open Standards. Strengthening The regulatory Framework. Creating a mechanism for Security Threats Early Warning, Vulnerability management, and response to security threats. Securing E-Governance services. Protection and resilience of Critical Information Infrastructure. Promotion of Research and Development in cyber security. Reducing supply chain risks Human Resource Development (fostering education and training programs both in formal and informal sectors to Support the Nation's cyber security needs and build capacity. Creating cyber security awareness. Developing effective Public-Private partnerships. To develop bilateral and multilateral relationships in the area of cyber security with another country. (Information sharing and cooperation) a Prioritized approach for implementation.

    Read more →
  • Pulse-coupled networks

    Pulse-coupled networks

    Pulse-coupled networks or pulse-coupled neural networks (PCNNs) are neural models proposed by modeling a cat's visual cortex, and developed for high-performance biomimetic image processing. In 1989, Eckhorn introduced a neural model to emulate the mechanism of cat's visual cortex. The Eckhorn model provided a simple and effective tool for studying small mammal’s visual cortex, and was soon recognized as having significant application potential in image processing. In 1994, Johnson adapted the Eckhorn model to an image processing algorithm, calling this algorithm a pulse-coupled neural network. The basic property of the Eckhorn's linking-field model (LFM) is the coupling term. LFM is a modulation of the primary input by a biased offset factor driven by the linking input. These drive a threshold variable that decays from an initial high value. When the threshold drops below zero it is reset to a high value and the process starts over. This is different than the standard integrate-and-fire neural model, which accumulates the input until it passes an upper limit and effectively "shorts out" to cause the pulse. LFM uses this difference to sustain pulse bursts, something the standard model does not do on a single neuron level. It is valuable to understand, however, that a detailed analysis of the standard model must include a shunting term, due to the floating voltages level in the dendritic compartment(s), and in turn this causes an elegant multiple modulation effect that enables a true higher-order network (HON). A PCNN is a two-dimensional neural network. Each neuron in the network corresponds to one pixel in an input image, receiving its corresponding pixel's color information (e.g. intensity) as an external stimulus. Each neuron also connects with its neighboring neurons, receiving local stimuli from them. The external and local stimuli are combined in an internal activation system, which accumulates the stimuli until it exceeds a dynamic threshold, resulting in a pulse output. Through iterative computation, PCNN neurons produce temporal series of pulse outputs. The temporal series of pulse outputs contain information of input images and can be used for various image processing applications, such as image segmentation and feature generation. Compared with conventional image processing means, PCNNs have several significant merits, including robustness against noise, independence of geometric variations in input patterns, capability of bridging minor intensity variations in input patterns, etc. A simplified PCNN called a spiking cortical model was developed in 2009. == Applications == PCNNs are useful for image processing, as discussed in a book by Thomas Lindblad and Jason M. Kinser. PCNNs have been used in a variety of image processing applications, including: image segmentation, pattern recognition, feature generation, face extraction, motion detection, region growing, image denoising and image enhancement Multidimensional pulse image processing of chemical structure data using PCNN has been discussed by Kinser, et al. They have also been applied to an all pairs shortest path problem.

    Read more →
  • Desktop Window Manager

    Desktop Window Manager

    Desktop Window Manager (DWM, previously Desktop Compositing Engine or DCE in builds of pre-reset Windows Longhorn) is the compositing window manager in Microsoft Windows since Windows Vista that enables the use of hardware acceleration to render the graphical user interface of Windows. It was originally created to enable portions of the new "Windows Aero" user experience, which allowed for effects such as transparency, 3D window switching and more. It is also included with Windows Server 2008, but requires the "Desktop Experience" feature and compatible graphics drivers to be installed. == Architecture == The Desktop Window Manager is a compositing window manager, meaning that each program has a buffer that it writes data to; DWM then composites each program's buffer into a final image. By comparison, the stacking window manager in Windows XP and earlier (and also Windows Vista and Windows 7 with Windows Aero disabled) comprises a single display buffer to which all programs write. DWM works in different ways depending on the operating system (Windows 7 or Windows Vista) and on the version of the graphics drivers it uses (WDDM 1.0 or 1.1). Under Windows 7 and with WDDM 1.1 drivers, DWM only writes the program's buffer to the video RAM, even if it is a graphics device interface (GDI) program. This is because Windows 7 supports (limited) hardware acceleration for GDI and in doing so does not need to keep a copy of the buffer in system RAM so that the CPU can write to it. Because the compositor has access to the graphics of all applications, it easily allows visual effects that string together visuals from multiple applications, such as transparency. DWM uses DirectX to perform the function of compositing and rendering in the GPU, freeing the CPU of the task of managing the rendering from the off-screen buffers to the display. However, it does not affect applications painting to the off-screen buffers – depending on the technologies used for that, this might still be CPU-bound. DWM-agnostic rendering techniques like GDI are redirected to the buffers by rendering the user interface (UI) as bitmaps. DWM-aware rendering technologies like WPF directly make the internal data structures available in a DWM-compatible format. The window contents in the buffers are then converted to DirectX textures. The desktop itself is a full-screen Direct3D surface, with windows being represented as a mesh consisting of two adjacent (and mutually inverted) triangles, which are transformed to represent a 2D rectangle. The texture, representing the UI chrome, is then mapped onto these rectangles. Window transitions are implemented as transformations of the meshes, using shader programs. With Windows Vista, the transitions are limited to the set of built-in shaders that implement the transformations. Greg Schechter, a developer at Microsoft has suggested that this might be opened up for developers and users to plug in their own effects in a future release. DWM only maps the primary desktop object as a 3D surface; other desktop objects, including virtual desktops as well as the secure desktop used by User Account Control are not. Because all applications render to an off-screen buffer, they can be read off the buffer embedded in other applications as well. Since the off-screen buffer is constantly updated by the application, the embedded rendering will be a dynamic representation of the application window and not a static rendering. This is how the live thumbnail previews and Windows Flip work in Windows Vista and Windows 7. DWM exposes a public API that allows applications to access these thumbnail representations. The size of the thumbnail is not fixed; applications can request the thumbnails at any size - smaller than the original window, at the same size or even larger - and DWM will scale them properly before returning. Aero Flip does not use the public thumbnail APIs as they do not allow for directly accessing the Direct3D textures. Instead, Aero Flip is implemented directly in the DWM engine. The Desktop Window Manager uses Media Integration Layer (MIL), the unmanaged compositor which it shares with Windows Presentation Foundation, to represent the windows as composition nodes in a composition tree. The composition tree represents the desktop and all the windows hosted in it, which are then rendered by MIL from the back of the scene to the front. Since all the windows contribute to the final image, the color of a resultant pixel can be decided by more than one window. This is used to implement effects such as per-pixel transparency. DWM allows custom shaders to be invoked to control how pixels from multiple applications are used to create the displayed pixel. The DWM includes built-in Pixel Shader 2.0 programs which compute the color of a pixel in a window by averaging the color of the pixel as determined by the window behind it and its neighboring pixels. These shaders are used by DWM to achieve the blur effect in the window borders of windows managed by DWM, and optionally for the areas where it is requested by the application. Since MIL provides a retained mode graphics system by caching the composition trees, the job of repainting and refreshing the screen when windows are moved is handled by DWM and MIL, freeing the application of the responsibility. The background data is already in the composition tree and the off-screen buffers and is directly used to render the background. In pre-Vista Windows OSs, background applications had to be requested to re-render themselves by sending them the WM_PAINT message. DWM uses double-buffered graphics to prevent flickering and tearing when moving windows. The compositing engine uses optimizations such as culling to improve performance, as well as not redrawing areas that have not changed. Because the compositor is multi-monitor aware, DWM natively supports this too. During full-screen applications, such as games, DWM does not perform window compositing and therefore performance will not appreciably decrease. On Windows 8 and Windows Server 2012, DWM is used at all times and cannot be disabled, due to the new "start screen experience" implemented. Since the DWM process is usually required to run at all times on Windows 8, users experiencing an issue with the process are seeing memory usage decrease after a system reboot. This is often the first step in a long list of troubleshooting tasks that can help. It is possible to prevent DWM from restarting temporarily in Windows 8, which causes the desktop to turn black, the taskbar grey, and break the start screen/modern apps, but desktop apps will continue to function and appear just like Windows 7 and Vista's Basic theme, based on the single-buffer renderer used by XP. They also use Windows 8's centered title bar, visible within Windows PreInstallation Environment. Starting up Windows without DWM will not work because the default lock screen requires DWM unlike the fallback lockscreen that appears as a command line interface program when Windows.UI.Logon.dll isn't present on Windows versions such as 1507 and later, so it can only be done on the fly, and does not have any practical purposes. Starting with Windows 10, disabling DWM in such a way will cause the entire compositing engine to break, even traditional desktop apps, due to Universal App implementations in the taskbar and new start menu. Windows can still be partially usable without the presence of DWM but requires Sihost.exe to not be present due to it relying on DWM. Most of the applications in Windows 11 require DWM to render UI elements and transparency, Windows 11's new task manager requires dwm to render menus unlike the fallback -d version. Unlike its predecessors, Windows 8 supports basic display adapters through Windows Advanced Rasterization Platform (WARP), which uses software rendering and the CPU to render the interface rather than the graphics card. This allows DWM to function without compatible drivers, but not at the same level of performance as with a normal graphics card. DWM on Windows 8 also adds support for stereoscopic 3D. == Redirection == For rendering techniques that are not DWM-aware, output must be redirected to the DWM buffers. With Windows, either GDI or DirectX can be used for rendering. To make these two work with DWM, redirection techniques for both are provided. With GDI, which is the most used UI rendering technique in Microsoft Windows, each application window is notified when it or a part of it comes in view and it is the job of the application to render itself. Without DWM, the rendering rasterizes the UI in a buffer in video memory, from where it is rendered to the screen. Under DWM, GDI calls are redirected to use the Canonical Display Driver (cdd.dll), a software renderer. A buffer equal to the size of the window is allocated in system memory and CDD.DLL outputs to this buffer rather than the video memory. Another buffer is allocated in the video memory to represent t

    Read more →
  • Shearlet

    Shearlet

    In applied mathematical analysis, shearlets are a multiscale framework which allows efficient encoding of anisotropic features in multivariate problem classes. Originally, shearlets were introduced in 2006 for the analysis and sparse approximation of functions f ∈ L 2 ( R 2 ) {\displaystyle f\in L^{2}(\mathbb {R} ^{2})} . They are a natural extension of wavelets, to accommodate the fact that multivariate functions are typically governed by anisotropic features such as edges in images, since wavelets, as isotropic objects, are not capable of capturing such phenomena. Shearlets are constructed by parabolic scaling, shearing, and translation applied to a few generating functions. At fine scales, they are essentially supported within skinny and directional ridges following the parabolic scaling law, which reads length² ≈ width. Similar to wavelets, shearlets arise from the affine group and allow a unified treatment of the continuum and digital situation leading to faithful implementations. Although they do not constitute an orthonormal basis for L 2 ( R 2 ) {\displaystyle L^{2}(\mathbb {R} ^{2})} , they still form a frame allowing stable expansions of arbitrary functions f ∈ L 2 ( R 2 ) {\displaystyle f\in L^{2}(\mathbb {R} ^{2})} . One of the most important properties of shearlets is their ability to provide optimally sparse approximations (in the sense of optimality in ) for cartoon-like functions f {\displaystyle f} . In imaging sciences, cartoon-like functions serve as a model for anisotropic features and are compactly supported in [ 0 , 1 ] 2 {\displaystyle [0,1]^{2}} while being C 2 {\displaystyle C^{2}} apart from a closed piecewise C 2 {\displaystyle C^{2}} singularity curve with bounded curvature. The decay rate of the L 2 {\displaystyle L^{2}} -error of the N {\displaystyle N} -term shearlet approximation obtained by taking the N {\displaystyle N} largest coefficients from the shearlet expansion is in fact optimal up to a log-factor: ‖ f − f N ‖ L 2 2 ≤ C N − 2 ( log ⁡ N ) 3 , N → ∞ , {\displaystyle \|f-f_{N}\|_{L^{2}}^{2}\leq CN^{-2}(\log N)^{3},\quad N\to \infty ,} where the constant C {\displaystyle C} depends only on the maximum curvature of the singularity curve and the maximum magnitudes of f {\displaystyle f} , f ′ {\displaystyle f'} and f ″ . {\displaystyle f''.} This approximation rate significantly improves the best N {\displaystyle N} -term approximation rate of wavelets providing only O ( N − 1 ) {\displaystyle O(N^{-1})} for such class of functions. Shearlets are to date the only directional representation system that provides sparse approximation of anisotropic features while providing a unified treatment of the continuum and digital realm that allows faithful implementation. Extensions of shearlet systems to L 2 ( R d ) , d ≥ 2 {\displaystyle L^{2}(\mathbb {R} ^{d}),d\geq 2} are also available. A comprehensive presentation of the theory and applications of shearlets can be found in. == Definition == === Continuous shearlet systems === The construction of continuous shearlet systems is based on parabolic scaling matrices A a = [ a 0 0 a 1 / 2 ] , a > 0 {\displaystyle A_{a}={\begin{bmatrix}a&0\\0&a^{1/2}\end{bmatrix}},\quad a>0} as a means to change the resolution, on shear matrices S s = [ 1 s 0 1 ] , s ∈ R {\displaystyle S_{s}={\begin{bmatrix}1&s\\0&1\end{bmatrix}},\quad s\in \mathbb {R} } as a means to change the orientation, and finally on translations to change the positioning. In comparison to curvelets, shearlets use shearings instead of rotations, the advantage being that the shear operator S s {\displaystyle S_{s}} leaves the integer lattice invariant in case s ∈ Z {\displaystyle s\in \mathbb {Z} } , i.e., S s Z 2 ⊆ Z 2 . {\displaystyle S_{s}\mathbb {Z} ^{2}\subseteq \mathbb {Z} ^{2}.} This indeed allows a unified treatment of the continuum and digital realm, thereby guaranteeing a faithful digital implementation. For ψ ∈ L 2 ( R 2 ) {\displaystyle \psi \in L^{2}(\mathbb {R} ^{2})} the continuous shearlet system generated by ψ {\displaystyle \psi } is then defined as SH c o n t ⁡ ( ψ ) = { ψ a , s , t = a 3 / 4 ψ ( S s A a ( ⋅ − t ) ) ∣ a > 0 , s ∈ R , t ∈ R 2 } , {\displaystyle \operatorname {SH} _{\mathrm {cont} }(\psi )=\{\psi _{a,s,t}=a^{3/4}\psi (S_{s}A_{a}(\cdot -t))\mid a>0,s\in \mathbb {R} ,t\in \mathbb {R} ^{2}\},} and the corresponding continuous shearlet transform is given by the map f ↦ S H ψ f ( a , s , t ) = ⟨ f , ψ a , s , t ⟩ , f ∈ L 2 ( R 2 ) , ( a , s , t ) ∈ R > 0 × R × R 2 . {\displaystyle f\mapsto {\mathcal {SH}}_{\psi }f(a,s,t)=\langle f,\psi _{a,s,t}\rangle ,\quad f\in L^{2}(\mathbb {R} ^{2}),\quad (a,s,t)\in \mathbb {R} _{>0}\times \mathbb {R} \times \mathbb {R} ^{2}.} === Discrete shearlet systems === A discrete version of shearlet systems can be directly obtained from SH c o n t ⁡ ( ψ ) {\displaystyle \operatorname {SH} _{\mathrm {cont} }(\psi )} by discretizing the parameter set R > 0 × R × R 2 . {\displaystyle \mathbb {R} _{>0}\times \mathbb {R} \times \mathbb {R} ^{2}.} There are numerous approaches for this but the most popular one is given by { ( 2 j , k , A 2 j − 1 S k − 1 m ) ∣ j ∈ Z , k ∈ Z , m ∈ Z 2 } ⊆ R > 0 × R × R 2 . {\displaystyle \{(2^{j},k,A_{2^{j}}^{-1}S_{k}^{-1}m)\mid j\in \mathbb {Z} ,k\in \mathbb {Z} ,m\in \mathbb {Z} ^{2}\}\subseteq \mathbb {R} _{>0}\times \mathbb {R} \times \mathbb {R} ^{2}.} From this, the discrete shearlet system associated with the shearlet generator ψ {\displaystyle \psi } is defined by SH ⁡ ( ψ ) = { ψ j , k , m = 2 3 j / 4 ψ ( S k A 2 j ⋅ − m ) ∣ j ∈ Z , k ∈ Z , m ∈ Z 2 } , {\displaystyle \operatorname {SH} (\psi )=\{\psi _{j,k,m}=2^{3j/4}\psi (S_{k}A_{2^{j}}\cdot {}-m)\mid j\in \mathbb {Z} ,k\in \mathbb {Z} ,m\in \mathbb {Z} ^{2}\},} and the associated discrete shearlet transform is defined by f ↦ S H ψ f ( j , k , m ) = ⟨ f , ψ j , k , m ⟩ , f ∈ L 2 ( R 2 ) , ( j , k , m ) ∈ Z × Z × Z 2 . {\displaystyle f\mapsto {\mathcal {SH}}_{\psi }f(j,k,m)=\langle f,\psi _{j,k,m}\rangle ,\quad f\in L^{2}(\mathbb {R} ^{2}),\quad (j,k,m)\in \mathbb {Z} \times \mathbb {Z} \times \mathbb {Z} ^{2}.} == Examples == Let ψ 1 ∈ L 2 ( R ) {\displaystyle \psi _{1}\in L^{2}(\mathbb {R} )} be a function satisfying the discrete Calderón condition, i.e., ∑ j ∈ Z | ψ ^ 1 ( 2 − j ξ ) | 2 = 1 , for a.e. ξ ∈ R , {\displaystyle \sum _{j\in \mathbb {Z} }|{\hat {\psi }}_{1}(2^{-j}\xi )|^{2}=1,{\text{for a.e. }}\xi \in \mathbb {R} ,} with ψ ^ 1 ∈ C ∞ ( R ) {\displaystyle {\hat {\psi }}_{1}\in C^{\infty }(\mathbb {R} )} and supp ⁡ ψ ^ 1 ⊆ [ − 1 2 , − 1 16 ] ∪ [ 1 16 , 1 2 ] , {\displaystyle \operatorname {supp} {\hat {\psi }}_{1}\subseteq [-{\tfrac {1}{2}},-{\tfrac {1}{16}}]\cup [{\tfrac {1}{16}},{\tfrac {1}{2}}],} where ψ ^ 1 {\displaystyle {\hat {\psi }}_{1}} denotes the Fourier transform of ψ 1 . {\displaystyle \psi _{1}.} For instance, one can choose ψ 1 {\displaystyle \psi _{1}} to be a Meyer wavelet. Furthermore, let ψ 2 ∈ L 2 ( R ) {\displaystyle \psi _{2}\in L^{2}(\mathbb {R} )} be such that ψ ^ 2 ∈ C ∞ ( R ) , {\displaystyle {\hat {\psi }}_{2}\in C^{\infty }(\mathbb {R} ),} supp ⁡ ψ ^ 2 ⊆ [ − 1 , 1 ] {\displaystyle \operatorname {supp} {\hat {\psi }}_{2}\subseteq [-1,1]} and ∑ k = − 1 1 | ψ ^ 2 ( ξ + k ) | 2 = 1 , for a.e. ξ ∈ [ − 1 , 1 ] . {\displaystyle \sum _{k=-1}^{1}|{\hat {\psi }}_{2}(\xi +k)|^{2}=1,{\text{for a.e. }}\xi \in \left[-1,1\right].} One typically chooses ψ ^ 2 {\displaystyle {\hat {\psi }}_{2}} to be a smooth bump function. Then ψ ∈ L 2 ( R 2 ) {\displaystyle \psi \in L^{2}(\mathbb {R} ^{2})} given by ψ ^ ( ξ ) = ψ ^ 1 ( ξ 1 ) ψ ^ 2 ( ξ 2 ξ 1 ) , ξ = ( ξ 1 , ξ 2 ) ∈ R 2 , {\displaystyle {\hat {\psi }}(\xi )={\hat {\psi }}_{1}(\xi _{1}){\hat {\psi }}_{2}\left({\tfrac {\xi _{2}}{\xi _{1}}}\right),\quad \xi =(\xi _{1},\xi _{2})\in \mathbb {R} ^{2},} is called a classical shearlet. It can be shown that the corresponding discrete shearlet system SH ⁡ ( ψ ) {\displaystyle \operatorname {SH} (\psi )} constitutes a Parseval frame for L 2 ( R 2 ) {\displaystyle L^{2}(\mathbb {R} ^{2})} consisting of bandlimited functions. Another example are compactly supported shearlet systems, where a compactly supported function ψ ∈ L 2 ( R 2 ) {\displaystyle \psi \in L^{2}(\mathbb {R} ^{2})} can be chosen so that SH ⁡ ( ψ ) {\displaystyle \operatorname {SH} (\psi )} forms a frame for L 2 ( R 2 ) {\displaystyle L^{2}(\mathbb {R} ^{2})} . In this case, all shearlet elements in SH ⁡ ( ψ ) {\displaystyle \operatorname {SH} (\psi )} are compactly supported providing superior spatial localization compared to the classical shearlets, which are bandlimited. Although a compactly supported shearlet system does not generally form a Parseval frame, any function f ∈ L 2 ( R 2 ) {\displaystyle f\in L^{2}(\mathbb {R} ^{2})} can be represented by the shearlet expansion due to its frame property. == Cone-adapted shearlets == One drawback of shearlets defined as above is the directional bias of shearlet elements associated with large shearing parameters. This effect is already r

    Read more →
  • Organoid intelligence

    Organoid intelligence

    Organoid intelligence (OI) is an emerging field of study in computer science and biology that develops and studies biological wetware computing using 3D cultures of human brain cells (or brain organoids) and brain-machine interface technologies. Such technologies may be referred to as OIs or the nervous filesystem. Organoid intelligent computer systems can be an example of biohybrid systems. == Differences with non-organic computing == As opposed to traditional non-organic silicon-based approaches, OI seeks to use lab-grown cerebral organoids to serve as "biological hardware". While these structures are still far from being able to think like a regular human brain and do not yet possess strong computing capabilities, OI research currently offers the potential to improve the understanding of brain development, learning and memory, potentially finding treatments for neurological disorders such as dementia. Thomas Hartung, a professor from Johns Hopkins University, argued in 2023 that "while silicon-based computers are certainly better with numbers, brains are better at learning." He noted that transistor density in computer chip may be approaching its limits, whereas brains, being wired differently, are more energy-efficient and can store large amounts of information. Some researchers claim that even though human brains are slower than machines at processing simple information, they are far better at processing complex information as brains can deal with fewer and more uncertain data, perform both sequential and parallel processing, being highly heterogenous, use incomplete datasets, and is said to outperform non-organic machines in decision-making. Training OIs involve the process of biological learning (BL) as opposed to machine learning (ML) for AIs. == Bioinformatics in OI == OI generates complex biological data, necessitating sophisticated methods for processing and analysis. Bioinformatics provides the tools and techniques to decipher raw data, uncovering the patterns and insights. Researchers have developed a platform named Neuroplatform for experimenting remotely with brain organoids via an API. == Intended functions == Brain-inspired computing hardware aims to emulate the structure and working principles of the brain and could be used to address current limitations in AI technologies. However, brain-inspired silicon chips are still limited in their ability to fully mimic brain function, as most examples are built on digital electronic principles. One study performed OI computation (which they termed Brainoware) by sending and receiving information from the brain organoid using a high-density multielectrode array. By applying spatiotemporal electrical stimulation, nonlinear dynamics, and fading memory properties, as well as unsupervised learning from training data by reshaping the organoid functional connectivity, the study showed the potential of this technology by using it for speech recognition and nonlinear equation prediction in a reservoir computing framework. == Ethical concerns == While researchers are hoping to use OI and biological computing to complement traditional silicon-based computing, there are also questions about the ethics of such an approach. Concerns include the possibility that an organoid could develop sentience or consciousness, and the question of the relationship between a stem cell donor (for growing the organoid) and the respective OI system.

    Read more →
  • Customer support

    Customer support

    Customer support is a range of services to assist customers in making cost effective and correct use of a product. It includes assistance in planning, installation, training, troubleshooting, maintenance, upgrading, and disposal of a product. Regarding technology products such as mobile phones, televisions, computers, software products or other electronic or mechanical goods, it is termed technical support. It aims to ensure users can effectively operate the product and resolve any issues that may arise throughout its lifecycle. Support is delivered through various channels, including telephone, email, live chat, self-service knowledge bases, and social media. Research indicates that most customers attempt to resolve issues through self-service before contacting a representative. For products sold across multiple regions, support may be provided in several languages, as consumers tend to prefer assistance in their native language. Requirements for customer contact centres are defined in international standards such as ISO 18295.

    Read more →
  • Signal transfer function

    Signal transfer function

    The signal transfer function (SiTF) is a measure of the signal output versus the signal input of a system such as an infrared system or sensor. There are many general applications of the SiTF. Specifically, in the field of image analysis, it gives a measure of the noise of an imaging system, and thus yields one assessment of its performance. == SiTF evaluation == In evaluating the SiTF curve, the signal input and signal output are measured differentially; meaning, the differential of the input signal and differential of the output signal are calculated and plotted against each other. An operator, using computer software, defines an arbitrary area, with a given set of data points, within the signal and background regions of the output image of the infrared sensor, i.e. of the unit under test (UUT), (see "Half Moon" image below). The average signal and background are calculated by averaging the data of each arbitrarily defined region. A second order polynomial curve is fitted to the data of each line. Then, the polynomial is subtracted from the average signal and background data to yield the new signal and background. The difference of the new signal and background data is taken to yield the net signal. Finally, the net signal is plotted versus the signal input. The signal input of the UUT is within its own spectral response. (e.g. color-correlated temperature, pixel intensity, etc.). The slope of the linear portion of this curve is then found using the method of least squares. == SiTF curve == The net signal is calculated from the average signal and background, as in signal to noise ratio (imaging)#Calculations. The SiTF curve is then given by the signal output data, (net signal data), plotted against the signal input data (see graph of SiTF to the right). All the data points in the linear region of the SiTF curve can be used in the method of least squares to find a linear approximation. Given n {\displaystyle n\,} data points ( x i , y i ) {\displaystyle (x_{i}\,,y_{i}\,)} a best fit line parameterized as y = m x + b {\displaystyle y=mx+b\,} is given by: m = ∑ x i y i n − ∑ x i n ∑ y i n ∑ x i 2 n − ( ∑ x i n ) 2 b = ∑ y i n − m ∑ x i n {\displaystyle m={\frac {{\frac {\sum x_{i}y_{i}}{n}}-{\frac {\sum x_{i}}{n}}{\frac {\sum y_{i}}{n}}}{{\frac {\sum x_{i}^{2}}{n}}-({\frac {\sum x_{i}}{n}})^{2}}}\qquad \qquad b={\frac {\sum y_{i}}{n}}-m{\frac {\sum x_{i}}{n}}}

    Read more →
  • Smoothing

    Smoothing

    In statistics and image processing, to smooth a data set is to create an approximating function that attempts to capture important patterns in the data, while leaving out noise or other fine-scale structures/rapid phenomena. In smoothing, the data points of a signal are modified so individual points higher than the adjacent points (presumably because of noise) are reduced, and points that are lower than the adjacent points are increased, leading to a smoother signal. Reducing noise by smoothing may aid in data analysis in two notable ways: Help uncover more meaningful information from the underlying data, such as trends. Provide analyses that are both flexible and robust. Many different algorithms are used in smoothing, most commonly binning, kernels, and local weighted regression. == Compared to curve fitting == Smoothing may be distinguished from the related and partially overlapping concept of curve fitting in the following ways: curve fitting often involves the use of an explicit function form for the result, whereas the immediate results from smoothing are the "smoothed" values with no later use made of a functional form if there is one; the aim of smoothing is to give a general idea of relatively slow changes of value with little attention paid to the close matching of data values, while curve fitting concentrates on achieving as close a match as possible. smoothing methods often have an associated tuning parameter which is used to control the extent of smoothing. Curve fitting will adjust any number of parameters of the function to obtain the 'best' fit. == Linear smoothers == In the case that the smoothed values can be written as a linear transformation of the observed values, the smoothing operation is known as a linear smoother; the matrix representing the transformation is known as a smoother matrix or hat matrix. The operation of applying such a matrix transformation is called convolution. Thus the matrix is also called convolution matrix or a convolution kernel. In the case of simple series of data points (rather than a multi-dimensional image), the convolution kernel is a one-dimensional vector. == Algorithms == One of the most common algorithms is the "moving average", often used to try to capture important trends in repeated statistical surveys. In image processing and computer vision, smoothing ideas are used in scale space representations. The simplest smoothing algorithm is the "rectangular" or "unweighted sliding-average smooth". This method replaces each point in the signal with the average of "m" adjacent points, where "m" is a positive integer called the "smooth width". Usually m is an odd number. The triangular smooth is like the rectangular smooth except that it implements a weighted smoothing function. Some specific smoothing and filter types, with their respective uses, pros and cons are:

    Read more →
  • Outline of machine learning

    Outline of machine learning

    The following outline is provided as an overview of, and topical guide to, machine learning: Machine learning (ML) is a subfield of artificial intelligence within computer science that evolved from the study of pattern recognition and computational learning theory. In 1959, Arthur Samuel defined machine learning as a "field of study that gives computers the ability to learn without being explicitly programmed". ML involves the study and construction of algorithms that can learn from and make predictions on data. These algorithms operate by building a model from a training set of example observations to make data-driven predictions or decisions expressed as outputs, rather than following strictly static program instructions. == How can machine learning be categorized? == An academic discipline A branch of science An applied science A subfield of computer science A branch of artificial intelligence A subfield of soft computing Application of statistics === Paradigms of machine learning === Supervised learning, where the model is trained on labeled data Unsupervised learning, where the model tries to identify patterns in unlabeled data Reinforcement learning, where the model learns to make decisions by receiving rewards or penalties. == Applications of machine learning == Applications of machine learning Bioinformatics Biomedical informatics Computer vision Customer relationship management Data mining Earth sciences Email filtering Inverted pendulum (balance and equilibrium system) Natural language processing Named Entity Recognition Automatic summarization Automatic taxonomy construction Dialog system Grammar checker Language recognition Handwriting recognition Optical character recognition Speech recognition Text to Speech Synthesis Speech Emotion Recognition Machine translation Question answering Speech synthesis Text mining Term frequency–inverse document frequency Text simplification Pattern recognition Facial recognition system Handwriting recognition Image recognition Optical character recognition Speech recognition Recommendation system Collaborative filtering Content-based filtering Hybrid recommender systems Search engine Search engine optimization Social engineering == Machine learning hardware == Graphics processing unit Tensor processing unit Vision processing unit == Machine learning tools == Comparison of machine learning software Comparison of deep learning software === Machine learning frameworks === ==== Proprietary machine learning frameworks ==== Amazon Machine Learning Microsoft Azure Machine Learning Studio DistBelief (replaced by TensorFlow) ==== Open source machine learning frameworks ==== Apache Singa Apache MXNet Caffe PyTorch mlpack TensorFlow Torch CNTK Accord.Net Jax MLJ.jl – A machine learning framework for Julia === Machine learning libraries === Deeplearning4j Theano scikit-learn Keras === Machine learning algorithms === == Machine learning methods == === Instance-based algorithm === K-nearest neighbors algorithm (KNN) Learning vector quantization (LVQ) Self-organizing map (SOM) === Regression analysis === Logistic regression Ordinary least squares regression (OLSR) Linear regression Stepwise regression Multivariate adaptive regression splines (MARS) Regularization algorithm Ridge regression Least Absolute Shrinkage and Selection Operator (LASSO) Elastic net Least-angle regression (LARS) Classifiers Probabilistic classifier Naive Bayes classifier Binary classifier Linear classifier Hierarchical classifier === Dimensionality reduction === Dimensionality reduction Canonical correlation analysis (CCA) Factor analysis Feature extraction Feature selection Independent component analysis (ICA) Linear discriminant analysis (LDA) Multidimensional scaling (MDS) Non-negative matrix factorization (NMF) Partial least squares regression (PLSR) Principal component analysis (PCA) Principal component regression (PCR) Projection pursuit Sammon mapping t-distributed stochastic neighbor embedding (t-SNE) === Ensemble learning === Ensemble learning AdaBoost Boosting Bootstrap aggregating (also "bagging" or "bootstrapping") Ensemble averaging Gradient boosted decision tree (GBDT) Gradient boosting Random Forest Stacked Generalization === Meta-learning === Meta-learning Inductive bias Metadata === Reinforcement learning === Reinforcement learning Q-learning State–action–reward–state–action (SARSA) Temporal difference learning (TD) Learning Automata === Supervised learning === Supervised learning Averaged one-dependence estimators (AODE) Artificial neural network Case-based reasoning Gaussian process regression Gene expression programming Group method of data handling (GMDH) Inductive logic programming Instance-based learning Lazy learning Learning Automata Learning Vector Quantization Logistic Model Tree Minimum message length (decision trees, decision graphs, etc.) Nearest Neighbor Algorithm Analogical modeling Probably approximately correct learning (PAC) learning Ripple down rules, a knowledge acquisition methodology Symbolic machine learning algorithms Support vector machines Random Forests Ensembles of classifiers Bootstrap aggregating (bagging) Boosting (meta-algorithm) Ordinal classification Conditional Random Field ANOVA Quadratic classifiers k-nearest neighbor Boosting SPRINT Bayesian networks Naive Bayes Hidden Markov models Hierarchical hidden Markov model ==== Bayesian ==== Bayesian statistics Bayesian knowledge base Naive Bayes Gaussian Naive Bayes Multinomial Naive Bayes Averaged One-Dependence Estimators (AODE) Bayesian Belief Network (BBN) Bayesian Network (BN) ==== Decision tree algorithms ==== Decision tree algorithm Decision tree Classification and regression tree (CART) Iterative Dichotomiser 3 (ID3) C4.5 algorithm C5.0 algorithm Chi-squared Automatic Interaction Detection (CHAID) Decision stump Conditional decision tree ID3 algorithm Random forest SLIQ ==== Linear classifier ==== Linear classifier Fisher's linear discriminant Linear regression Logistic regression Multinomial logistic regression Naive Bayes classifier Perceptron Support vector machine === Unsupervised learning === Unsupervised learning Expectation-maximization algorithm Vector Quantization Generative topographic map Information bottleneck method Association rule learning algorithms Apriori algorithm Eclat algorithm ==== Artificial neural networks ==== Artificial neural network Feedforward neural network Extreme learning machine Convolutional neural network Recurrent neural network Long short-term memory (LSTM) Logic learning machine Self-organizing map ==== Association rule learning ==== Association rule learning Apriori algorithm Eclat algorithm FP-growth algorithm ==== Hierarchical clustering ==== Hierarchical clustering Single-linkage clustering Conceptual clustering ==== Cluster analysis ==== Cluster analysis BIRCH DBSCAN Expectation–maximization (EM) Fuzzy clustering Hierarchical clustering k-means clustering k-medians Mean-shift OPTICS algorithm ==== Anomaly detection ==== Anomaly detection k-nearest neighbors algorithm (k-NN) Local outlier factor === Semi-supervised learning === Semi-supervised learning Active learning Generative models Low-density separation Graph-based methods Co-training Transduction === Deep learning === Deep learning Deep belief networks Deep Boltzmann machines Deep Convolutional neural networks Deep Recurrent neural networks Hierarchical temporal memory Generative Adversarial Network Style transfer Transformer Stacked Auto-Encoders === Other machine learning methods and problems === Anomaly detection Association rules Bias-variance dilemma Classification Multi-label classification Clustering Data Pre-processing Empirical risk minimization Feature engineering Feature learning Learning to rank Occam learning Online machine learning PAC learning Regression Reinforcement Learning Semi-supervised learning Statistical learning Structured prediction Graphical models Bayesian network Conditional random field (CRF) Hidden Markov model (HMM) Unsupervised learning VC theory == Machine learning research == List of artificial intelligence projects List of datasets for machine learning research == History of machine learning == History of machine learning Timeline of machine learning == Machine learning projects == Machine learning projects: DeepMind Google Brain OpenAI Meta AI Hugging Face == Machine learning organizations == === Machine learning conferences and workshops === Artificial Intelligence and Security (AISec) (co-located workshop with CCS) Conference on Neural Information Processing Systems (NIPS) ECML PKDD International Conference on Machine Learning (ICML) ML4ALL (Machine Learning For All) == Machine learning publications == === Books on machine learning === Mathematics for Machine Learning Hands-On Machine Learning Scikit-Learn, Keras, and TensorFlow The Hundred-Page Machine Learning Book === Machine learning journals === Machine Learning Journal of Machine Learning Research (JMLR) Neural Computation == Pe

    Read more →
  • Apptek

    Apptek

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

    Read more →
  • Autonomous logistics

    Autonomous logistics

    Autonomous logistics describes systems that provide unmanned, autonomous transfer of equipment, baggage, people, information or resources from point-to-point with minimal human intervention. Autonomous logistics is a new area being researched and currently there are few papers on the topic, with even fewer systems developed or deployed. With web enabled cloud software there are companies focused on developing and deploying such systems which will begin coming online in 2018. == Autonomous logistics vehicles == There are several subclasses of autonomous logistics vehicles: Ground autonomous logistics Based on Unmanned ground vehicle technology, a large autonomous logistics tracked carrier, which can be deployed in a tropical forest for day and night, has been developed. Another example is the TerraMax autonomous truck based on Oshkosh's Medium Tactical Vehicle Replacement (MTVR) military truck platform. Most recently, TerraMax competed in the 2007 Darpa Urban Challenge. The MTVR was designed for the U.S. Marine Corps with a 70% off-road mission profile. TerraMax's unmanned ground vehicle kit does not interfere with the conventional operation of the vehicle. A robust sensor suite allows for 360-degree situational awareness around TerraMax. Elements of the autonomous navigation kit could be used to enhance driver awareness. The complete kit could be used in applications such as snow removal on airport runways. Aerial autonomous logistics Based on unmanned aerial vehicle technology, aerial autonomous logistics (or logistics UAVs) provides transfer of resources and equipment in disaster relief situations, replenishment operations, reconnaissance operations where information is gathered, and general parcel or package delivery. Space autonomous logistics Describes the ability to provide logistics to and from space, be that orbital, lunar or beyond. Current space logistics vehicle examples are the Progress spacecraft, Russian expendable freighter uncrewed resupply spacecraft and the Automated Transfer Vehicle, expendable uncrewed resupply spacecraft developed by the European Space Agency. Above Water autonomous logistics Based on unmanned surface vehicle technology, this class of vehicles provides a range of surface fleet replenishment and equipment transfer capabilities. Subsea autonomous logistics Using autonomous underwater vehicle technology, these vehicles provide re-supply to underwater facilities, reconnaissance of underwater structures, emergency recovery capability, and so on. == Agent-based logistics == Shipping containers handle most of today's intercontinental transport of packaged goods. Managing them in terms of planning and scheduling is a challenging task due to the complexity and dynamics of the involved processes. Hence, recent developments show an increasing trend towards autonomous control with software agents acting on behalf of the logistic objects. Despite the high degree of autonomy it is still necessary to cooperate in order to achieve certain goals. The current trends and recent changes in logistics lead to new, complex and partially conflicting requirements for logistic planning and control systems. Due to the distributed nature of logistics, the usage of agent technology is promising. Due to the mobile nature of logistics, the usage of mobile agent technology is promising as well. Scenarios of usage of mobile agents in logistics has been envisioned.

    Read more →