AI Email Blueprint

AI Email Blueprint — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • PCPaint

    PCPaint

    PCPaint was one of the first IBM PC-based mouse-driven GUI paint programs, released in 1984. It followed after Microsoft Doodle, released in 1983 with the Microsoft Mouse version 1 drivers for DOS, and around the same time as Digital Research’s Draw program. It was developed and created by John Bridges and Doug Wolfgram. It was later developed into Pictor Paint. The hardware manufacturer Mouse Systems bundled PCPaint with millions of computer mice that they sold, making PCPaint one of the best-selling DOS-based paint programs of the mid 1980s. == History == In 1983, Doug Wolfgram bought a Microsoft Mouse and decided to write a drawing program for it. They named it “Mouse Draw”. The interface was primitive but the program functioned well. Wolfgram traveled to SoftCon in New Orleans where he demonstrated the program to Mouse Systems. Mouse Systems was developing an optical mouse and they wanted to bundle a painting program so they agreed to publish Mouse Draw. The original program was written entirely in assembly language with primitive graphics routines developed by Wolfgram. John Bridges worked for an educational software company, Classroom Consortia Media, Inc., developing and writing Apple and IBM graphics libraries for CCM's software. Bridges and Wolfgram were friends who had been connected through a bulletin board system developed and run by Wolfgram. The two collaborated cross country via the BBS, Wolfram in California and Bridges in New York. Mouse Systems wanted the paint program to capture the look and feel of MacPaint. John Bridges and Doug Wolfgram started reworking Mouse Draw into what became PCPaint. The program was completely re-written using Bridge's graphics library and the top-level elements were written in C rather than assembly language. Bridges developed the core graphics code for the first version of PCPaint while Wolfgram worked on the user interface and top-level code. Mouse Systems signed an exclusive agreement with Wolfgram's company, Microtex Industries, Inc., to bundle PCPaint with every mouse they sold. They began publishing PCPaint with their mice in 1984. Microsoft responded in 1985 by bundling a competing product, PC Paintbrush, with version 4 of its DOS drivers for the Microsoft Mouse, replacing its in-house Microsoft Doodle program which it published with version 1 of the DOS drivers in mid-1983. Microsoft’s mouse began to outsell Mouse Systems mouse. In November 1985 Microsoft bundled a cut-down version of PC Paintbrush with Windows 1.0 (called Microsoft Paint), later bundling an updated version of PC Paintbrush with Windows 3.0 (as Paintbrush), impacting PCPaint’s marketshare. In early 1987, Mouse Systems decided that PCPaint wasn't helping to sell mice any longer so they discontinued the bundle deal and returned rights to the code to MicroTex Industries, but retained rights to the name, PCPaint. Wolfgram then combined the paint program with a new animation system he was developing (called GRASP) and Paul Mace Software bought publishing rights to the animation system and PCPaint, which was to be renamed Pictor. Bridges again got involved and took over programming responsibilities for GRASP as well as PCPaint while Wolfgram focused on more of the business details. In creating the first version of PCPaint, Doug had a dual-floppy machine with a Computer Innovations compiler on one disk and source code on the other. John had the "luxury" of a 10MB hard disk in his XT. Data was exchanged daily via 1200, then 2400 baud modems. === Authorship and Ownership === John Bridges and Wolfgram continued to work on PCPaint and GRASP on behalf of Paul Mace Software until 1990. Also in that year, Doug Wolfgram sold his remaining rights to PCPaint (and its animation system, GRASP) to John Bridges. In 1994, GRASP development stopped and so did development of Pictor Paint. John Bridges terminated his GRASP publishing contract with Paul Mace Software, and went off to create GLPro (the next generation of GRASP) with GMEDIA. Along with GLPro, came GLPaint, the successor to PCPaint and Pictor Paint. == Versions == In June 1984, Mouse Systems shipped PCPaint 1.0, the first GUI based Paint program for the IBM PC family of computers. John Bridges and Doug Wolfgram, were the co-authors of PCPaint 1.0. PCPaint 1.0 saved its graphics in a modified BSaved image format with the extension of ".PIC". The release of PCPaint Version 1.5 followed in late 1984, with the additions of graphics image compression for the .PIC format and support for "larger-than-screen" images. PCjr support was also added in this version after overcoming severe memory shortage problems getting PCPaint to run on the 128k PCjr. October 1985 saw the release of PCPaint 2.0. EGA support and publishing features were added to this version. The .PIC format was further refined, offering support for the rapidly expanding graphics capabilities of the PC and efficient image compression. PCPaint 3.1 was released in 1989. Unlike previous versions, it was not bundled with mice but was sold as a stand-alone software product. PCPaint 3.1 offered improved text and image handling, provided 36 types of flood and fill, worked with VGA adapters in hi-res 16-color and 256-color modes, allowed the user to save and retrieve files in a variety of intercompatible formats (.PIC, .GIF, .PCX, .IMG), and printed selected portions of images on color or black-and-white dot matrix, ink jet, and laser printers such as PostScript and HP Laser Jet. PCPaint 3.1 is still in use today by some users of DOS emulation programs like DOSBox and available for free download. Pictor Paint was an improved version, written by John Bridges, and bundled with GRASP GRaphical System for Presentation also written by John Bridges. It was also called "The Painter's Easel". GLPaint, released in 1995, was the last in this series of paint programs written by John Bridges. By 1998 version 7.0 provided support for TrueColor images and the Pictor PIC format was expanded to handle these. == Pictor PIC Image Format == PCPaint 1.0 saved its graphics in a modified BSAVE image format (which was popular at the time) with the file type (extension) of ".PIC". By PCPaint 1.5 this format was extended further to accommodate image compression. With the release of version 2.0 the PICtor PIC image format was developed almost to its present state, with no similarity to the BSAVE format used by earlier versions. Pictor Paint saved its files in a compressed format with the file extension PIC, which was the same format used by PCPaint.

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  • Landmark point

    Landmark point

    In morphometrics, landmark point or shortly landmark is a point in a shape object in which correspondences between and within the populations of the object are preserved. In other disciplines, landmarks may be known as vertices, anchor points, control points, sites, profile points, 'sampling' points, nodes, markers, fiducial markers, etc. Landmarks can be defined either manually by experts or automatically by a computer program. There are three basic types of landmarks: anatomical landmarks, mathematical landmarks or pseudo-landmarks. An anatomical landmark is a biologically-meaningful point in an organism. Usually experts define anatomical points to ensure their correspondences within the same species. Examples of anatomical landmark in shape of a skull are the eye corner, tip of the nose, jaw, etc. Anatomical landmarks determine homologous parts of an organism, which share a common ancestry. Mathematical landmarks are points in a shape that are located according to some mathematical or geometrical property, for instance, a high curvature point or an extreme point. A computer program usually determines mathematical landmarks used for an automatic pattern recognition. Pseudo-landmarks are constructed points located between anatomical or mathematical landmarks. A typical example is an equally spaced set of points between two anatomical landmarks to get more sample points from a shape. Pseudo-landmarks are useful during shape matching, when the matching process requires a large number of points.

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  • Kuki AI

    Kuki AI

    Kuki is an embodied AI bot designed for usage in the metaverse. Formerly known as Mitsuku, Kuki is a chatbot created from the Pandorabots framework. The bot has won the Loebner Prize 5 times. == Features == Kuki claims to be an 18-year-old female chatbot from the Metaverse, and the developers have stated she has been worked on since 2005. Early work by one of the company's co-founders inspired the Spike Jonze movie Her. As of 2015, she conversed, on average, in excess of a quarter of a million times daily, and it was estimated 5 million unique users had interacted with her between 2016 and 2020. == Virtual talent, model, and influencer == Kuki has appeared as a Virtual Model in Vogue Business and at Crypto Fashion Week where she modelled NFTs and spoke about the future of digital fashion. In 2021, Kuki modelled five digital looks from emerging Vogue Talents designers for Italian Vogue, that sold out as NFTs in under an hour. Kuki has also modeled for H&M on Instagram in a digital campaign that resulted in an "11x increase in ad recall" per a case study by Meta. == Awards == As of 2019, Kuki had been awarded the Loebner Prize five times, more than any other entrant. In 2020, Kuki competed against Facebook AI's Blenderbot in a 24/7 verbal sparring match called "Bot Battle", winning 79% of the audience vote.

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  • Seq2seq

    Seq2seq

    Seq2seq is a family of machine learning approaches used for natural language processing. Originally developed by Lê Viết Quốc, a Vietnamese computer scientist and a machine learning pioneer at Google Brain, this framework has become foundational in many modern AI systems. Applications include language translation, image captioning, conversational models, speech recognition, and text summarization. Seq2seq uses sequence transformation: it turns one sequence into another sequence. == History == One naturally wonders if the problem of translation could conceivably be treated as a problem in cryptography. When I look at an article in Russian, I say: 'This is really written in English, but it has been coded in some strange symbols. I will now proceed to decode. seq2seq is an approach to machine translation (or more generally, sequence transduction) with roots in information theory, where communication is understood as an encode-transmit-decode process, and machine translation can be studied as a special case of communication. This viewpoint was elaborated, for example, in the noisy channel model of machine translation. In practice, seq2seq maps an input sequence into a real-numerical vector by using a neural network (the encoder), and then maps it back to an output sequence using another neural network (the decoder). The idea of encoder-decoder sequence transduction had been developed in the early 2010s. The papers most commonly cited as the originators that produced seq2seq are two papers from 2014. In the seq2seq as proposed by them, both the encoder and the decoder were LSTMs. This had the "bottleneck" problem, since the encoding vector has a fixed size, so for long input sequences, information would tend to be lost, as they are difficult to fit into the fixed-length encoding vector. The attention mechanism, proposed in 2014, resolved the bottleneck problem. They called their model RNNsearch, as it "emulates searching through a source sentence during decoding a translation". A problem with seq2seq models at this point was that recurrent neural networks are difficult to parallelize. The 2017 publication of Transformers resolved the problem by replacing the encoding RNN with self-attention Transformer blocks ("encoder blocks"), and the decoding RNN with cross-attention causally-masked Transformer blocks ("decoder blocks"). === Priority dispute === One of the papers cited as the originator for seq2seq is (Sutskever et al 2014), published at Google Brain while they were on Google's machine translation project. The research allowed Google to overhaul Google Translate into Google Neural Machine Translation in 2016. Tomáš Mikolov claims to have developed the idea (before joining Google Brain) of using a "neural language model on pairs of sentences... and then [generating] translation after seeing the first sentence"—which he equates with seq2seq machine translation, and to have mentioned the idea to Ilya Sutskever and Quoc Le (while at Google Brain), who failed to acknowledge him in their paper. Mikolov had worked on RNNLM (using RNN for language modelling) for his PhD thesis, and is more notable for developing word2vec. == Architecture == The main reference for this section is. === Encoder === The encoder is responsible for processing the input sequence and capturing its essential information, which is stored as the hidden state of the network and, in a model with attention mechanism, a context vector. The context vector is the weighted sum of the input hidden states and is generated for every time instance in the output sequences. === Decoder === The decoder takes the context vector and hidden states from the encoder and generates the final output sequence. The decoder operates in an autoregressive manner, producing one element of the output sequence at a time. At each step, it considers the previously generated elements, the context vector, and the input sequence information to make predictions for the next element in the output sequence. Specifically, in a model with attention mechanism, the context vector and the hidden state are concatenated together to form an attention hidden vector, which is used as an input for the decoder. The seq2seq method developed in the early 2010s uses two neural networks: an encoder network converts an input sentence into numerical vectors, and a decoder network converts those vectors to sentences in the target language. The Attention mechanism was grafted onto this structure in 2014 and is shown below. Later it was refined into the encoder-decoder Transformer architecture of 2017. === Training vs prediction === There is a subtle difference between training and prediction. During training time, both the input and the output sequences are known. During prediction time, only the input sequence is known, and the output sequence must be decoded by the network itself. Specifically, consider an input sequence x 1 : n {\displaystyle x_{1:n}} and output sequence y 1 : m {\displaystyle y_{1:m}} . The encoder would process the input x 1 : n {\displaystyle x_{1:n}} step by step. After that, the decoder would take the output from the encoder, as well as the as input, and produce a prediction y ^ 1 {\displaystyle {\hat {y}}_{1}} . Now, the question is: what should be input to the decoder in the next step? A standard method for training is "teacher forcing". In teacher forcing, no matter what is output by the decoder, the next input to the decoder is always the reference. That is, even if y ^ 1 ≠ y 1 {\displaystyle {\hat {y}}_{1}\neq y_{1}} , the next input to the decoder is still y 1 {\displaystyle y_{1}} , and so on. During prediction time, the "teacher" y 1 : m {\displaystyle y_{1:m}} would be unavailable. Therefore, the input to the decoder must be y ^ 1 {\displaystyle {\hat {y}}_{1}} , then y ^ 2 {\displaystyle {\hat {y}}_{2}} , and so on. It is found that if a model is trained purely by teacher forcing, its performance would degrade during prediction time, since generation based on the model's own output is different from generation based on the teacher's output. This is called exposure bias or a train/test distribution shift. A 2015 paper recommends that, during training, randomly switch between teacher forcing and no teacher forcing. === Attention for seq2seq === The attention mechanism is an enhancement introduced by Bahdanau et al. in 2014 to address limitations in the basic Seq2Seq architecture where a longer input sequence results in the hidden state output of the encoder becoming irrelevant for the decoder. It enables the model to selectively focus on different parts of the input sequence during the decoding process. At each decoder step, an alignment model calculates the attention score using the current decoder state and all of the attention hidden vectors as input. An alignment model is another neural network model that is trained jointly with the seq2seq model used to calculate how well an input, represented by the hidden state, matches with the previous output, represented by attention hidden state. A softmax function is then applied to the attention score to get the attention weight. In some models, the encoder states are directly fed into an activation function, removing the need for alignment model. An activation function receives one decoder state and one encoder state and returns a scalar value of their relevance. Consider the seq2seq language English-to-French translation task. To be concrete, let us consider the translation of "the zone of international control ", which should translate to "la zone de contrôle international ". Here, we use the special token as a control character to delimit the end of input for both the encoder and the decoder. An input sequence of text x 0 , x 1 , … {\displaystyle x_{0},x_{1},\dots } is processed by a neural network (which can be an LSTM, a Transformer encoder, or some other network) into a sequence of real-valued vectors h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , where h {\displaystyle h} stands for "hidden vector". After the encoder has finished processing, the decoder starts operating over the hidden vectors, to produce an output sequence y 0 , y 1 , … {\displaystyle y_{0},y_{1},\dots } , autoregressively. That is, it always takes as input both the hidden vectors produced by the encoder, and what the decoder itself has produced before, to produce the next output word: ( h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , "") → "la" ( h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , " la") → "la zone" ( h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , " la zone") → "la zone de" ... ( h 0 , h 1 , … {\displaystyle h_{0},h_{1},\dots } , " la zone de contrôle international") → "la zone de contrôle international " Here, we use the special token as a control character to delimit the start of input for the decoder. The decoding terminates as soon as "" appears in the decoder output. ==

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  • Weak supervision

    Weak supervision

    Weak supervision (also known as semi-supervised learning) is a paradigm in machine learning, the relevance and notability of which increased with the advent of large language models due to the large amount of data required to train them. It is characterized by using a combination of a small amount of human-labeled data (exclusively used in more expensive and time-consuming supervised learning paradigm), followed by a large amount of unlabeled data (used exclusively in unsupervised learning paradigm). In other words, the desired output values are provided only for a subset of the training data. The remaining data is unlabeled or imprecisely labeled. Intuitively, it can be seen as an exam and labeled data as sample problems that the teacher solves for the class as an aid in solving another set of problems. In the transductive setting, these unsolved problems act as exam questions. In the inductive setting, they become practice problems of the sort that will make up the exam. == Problem == The acquisition of labeled data for a learning problem often requires a skilled human agent (e.g. to transcribe an audio segment) or a physical experiment (e.g. determining the 3D structure of a protein or determining whether there is oil at a particular location). The cost associated with the labeling process thus may render large, fully labeled training sets infeasible, whereas acquisition of unlabeled data is relatively inexpensive. In such situations, semi-supervised learning can be of great practical value. Semi-supervised learning is also of theoretical interest in machine learning and as a model for human learning. == Technique == More formally, semi-supervised learning assumes a set of l {\displaystyle l} independently identically distributed examples x 1 , … , x l ∈ X {\displaystyle x_{1},\dots ,x_{l}\in X} with corresponding labels y 1 , … , y l ∈ Y {\displaystyle y_{1},\dots ,y_{l}\in Y} and u {\displaystyle u} unlabeled examples x l + 1 , … , x l + u ∈ X {\displaystyle x_{l+1},\dots ,x_{l+u}\in X} are processed. Semi-supervised learning combines this information to surpass the classification performance that can be obtained either by discarding the unlabeled data and doing supervised learning or by discarding the labels and doing unsupervised learning. Semi-supervised learning may refer to either transductive learning or inductive learning. The goal of transductive learning is to infer the correct labels for the given unlabeled data x l + 1 , … , x l + u {\displaystyle x_{l+1},\dots ,x_{l+u}} only. The goal of inductive learning is to infer the correct mapping from X {\displaystyle X} to Y {\displaystyle Y} . It is unnecessary (and, according to Vapnik's principle, imprudent) to perform transductive learning by way of inferring a classification rule over the entire input space; however, in practice, algorithms formally designed for transduction or induction are often used interchangeably. == Assumptions == In order to make any use of unlabeled data, some relationship to the underlying distribution of data must exist. Semi-supervised learning algorithms make use of at least one of the following assumptions: === Continuity / smoothness assumption === Points that are close to each other are more likely to share a label. This is also generally assumed in supervised learning and yields a preference for geometrically simple decision boundaries. In the case of semi-supervised learning, the smoothness assumption additionally yields a preference for decision boundaries in low-density regions, so few points are close to each other but in different classes. === Cluster assumption === The data tend to form discrete clusters, and points in the same cluster are more likely to share a label (although data that shares a label may spread across multiple clusters). This is a special case of the smoothness assumption and gives rise to feature learning with clustering algorithms. === Manifold assumption === The data lie approximately on a manifold of much lower dimension than the input space. In this case learning the manifold using both the labeled and unlabeled data can avoid the curse of dimensionality. Then learning can proceed using distances and densities defined on the manifold. The manifold assumption is practical when high-dimensional data are generated by some process that may be hard to model directly, but which has only a few degrees of freedom. For instance, human voice is controlled by a few vocal folds, and images of various facial expressions are controlled by a few muscles. In these cases, it is better to consider distances and smoothness in the natural space of the generating problem, rather than in the space of all possible acoustic waves or images, respectively. == History == The heuristic approach of self-training (also known as self-learning or self-labeling) is historically the oldest approach to semi-supervised learning, with examples of applications starting in the 1960s. The transductive learning framework was formally introduced by Vladimir Vapnik in the 1970s. Interest in inductive learning using generative models also began in the 1970s. A probably approximately correct learning bound for semi-supervised learning of a Gaussian mixture was demonstrated by Ratsaby and Venkatesh in 1995. == Methods == === Generative models === Generative approaches to statistical learning first seek to estimate p ( x | y ) {\displaystyle p(x|y)} , the distribution of data points belonging to each class. The probability p ( y | x ) {\displaystyle p(y|x)} that a given point x {\displaystyle x} has label y {\displaystyle y} is then proportional to p ( x | y ) p ( y ) {\displaystyle p(x|y)p(y)} by Bayes' rule. Semi-supervised learning with generative models can be viewed either as an extension of supervised learning (classification plus information about p ( x ) {\displaystyle p(x)} ) or as an extension of unsupervised learning (clustering plus some labels). Generative models assume that the distributions take some particular form p ( x | y , θ ) {\displaystyle p(x|y,\theta )} parameterized by the vector θ {\displaystyle \theta } . If these assumptions are incorrect, the unlabeled data may actually decrease the accuracy of the solution relative to what would have been obtained from labeled data alone. However, if the assumptions are correct, then the unlabeled data necessarily improves performance. The unlabeled data are distributed according to a mixture of individual-class distributions. In order to learn the mixture distribution from the unlabeled data, it must be identifiable, that is, different parameters must yield different summed distributions. Gaussian mixture distributions are identifiable and commonly used for generative models. The parameterized joint distribution can be written as p ( x , y | θ ) = p ( y | θ ) p ( x | y , θ ) {\displaystyle p(x,y|\theta )=p(y|\theta )p(x|y,\theta )} by using the chain rule. Each parameter vector θ {\displaystyle \theta } is associated with a decision function f θ ( x ) = argmax y p ( y | x , θ ) {\displaystyle f_{\theta }(x)={\underset {y}{\operatorname {argmax} }}\ p(y|x,\theta )} . The parameter is then chosen based on fit to both the labeled and unlabeled data, weighted by λ {\displaystyle \lambda } : argmax Θ ( log ⁡ p ( { x i , y i } i = 1 l | θ ) + λ log ⁡ p ( { x i } i = l + 1 l + u | θ ) ) {\displaystyle {\underset {\Theta }{\operatorname {argmax} }}\left(\log p(\{x_{i},y_{i}\}_{i=1}^{l}|\theta )+\lambda \log p(\{x_{i}\}_{i=l+1}^{l+u}|\theta )\right)} === Low-density separation === Another major class of methods attempts to place boundaries in regions with few data points (labeled or unlabeled). One of the most commonly used algorithms is the transductive support vector machine, or TSVM (which, despite its name, may be used for inductive learning as well). Whereas support vector machines for supervised learning seek a decision boundary with maximal margin over the labeled data, the goal of TSVM is a labeling of the unlabeled data such that the decision boundary has maximal margin over all of the data. In addition to the standard hinge loss ( 1 − y f ( x ) ) + {\displaystyle (1-yf(x))_{+}} for labeled data, a loss function ( 1 − | f ( x ) | ) + {\displaystyle (1-|f(x)|)_{+}} is introduced over the unlabeled data by letting y = sign ⁡ f ( x ) {\displaystyle y=\operatorname {sign} {f(x)}} . TSVM then selects f ∗ ( x ) = h ∗ ( x ) + b {\displaystyle f^{}(x)=h^{}(x)+b} from a reproducing kernel Hilbert space H {\displaystyle {\mathcal {H}}} by minimizing the regularized empirical risk: f ∗ = argmin f ( ∑ i = 1 l ( 1 − y i f ( x i ) ) + + λ 1 ‖ h ‖ H 2 + λ 2 ∑ i = l + 1 l + u ( 1 − | f ( x i ) | ) + ) {\displaystyle f^{}={\underset {f}{\operatorname {argmin} }}\left(\displaystyle \sum _{i=1}^{l}(1-y_{i}f(x_{i}))_{+}+\lambda _{1}\|h\|_{\mathcal {H}}^{2}+\lambda _{2}\sum _{i=l+1}^{l+u}(1-|f(x_{i})|)_{+}\right)} An exact solution is intractable due to the non-convex term ( 1 − | f ( x ) | ) + {\displayst

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  • Confusion network

    Confusion network

    A confusion network (sometimes called a word confusion network or informally known as a sausage) is a natural language processing method that combines outputs from multiple automatic speech recognition or machine translation systems. Confusion networks are simple linear directed acyclic graphs with the property that each a path from the start node to the end node goes through all the other nodes. The set of words represented by edges between two nodes is called a confusion set. In machine translation, the defining characteristic of confusion networks is that they allow multiple ambiguous inputs, deferring committal translation decisions until later stages of processing. This approach is used in the open source machine translation software Moses and the proprietary translation API in IBM Bluemix Watson.

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  • Geometric hashing

    Geometric hashing

    In computer science, geometric hashing is a method for efficiently finding two-dimensional objects represented by discrete points that have undergone an affine transformation, though extensions exist to other object representations and transformations. In an off-line step, the objects are encoded by treating each pair of points as a geometric basis. The remaining points can be represented in an invariant fashion with respect to this basis using two parameters. For each point, its quantized transformed coordinates are stored in the hash table as a key, and indices of the basis points as a value. Then a new pair of basis points is selected, and the process is repeated. In the on-line (recognition) step, randomly selected pairs of data points are considered as candidate bases. For each candidate basis, the remaining data points are encoded according to the basis and possible correspondences from the object are found in the previously constructed table. The candidate basis is accepted if a sufficiently large number of the data points index a consistent object basis. Geometric hashing was originally suggested in computer vision for object recognition in 2D and 3D, but later was applied to different problems such as structural alignment of proteins. == Geometric hashing in computer vision == Geometric hashing is a method used for object recognition. Let’s say that we want to check if a model image can be seen in an input image. This can be accomplished with geometric hashing. The method could be used to recognize one of the multiple objects in a base, in this case the hash table should store not only the pose information but also the index of object model in the base. === Example === For simplicity, this example will not use too many point features and assume that their descriptors are given by their coordinates only (in practice local descriptors such as SIFT could be used for indexing). ==== Training Phase ==== Find the model's feature points. Assume that 5 feature points are found in the model image with the coordinates ( 12 , 17 ) ; {\displaystyle (12,17);} ( 45 , 13 ) ; {\displaystyle (45,13);} ( 40 , 46 ) ; {\displaystyle (40,46);} ( 20 , 35 ) ; {\displaystyle (20,35);} ( 35 , 25 ) {\displaystyle (35,25)} , see the picture. Introduce a basis to describe the locations of the feature points. For 2D space and similarity transformation the basis is defined by a pair of points. The point of origin is placed in the middle of the segment connecting the two points (P2, P4 in our example), the x ′ {\displaystyle x'} axis is directed towards one of them, the y ′ {\displaystyle y'} is orthogonal and goes through the origin. The scale is selected such that absolute value of x ′ {\displaystyle x'} for both basis points is 1. Describe feature locations with respect to that basis, i.e. compute the projections to the new coordinate axes. The coordinates should be discretised to make recognition robust to noise, we take the bin size 0.25. We thus get the coordinates ( − 0.75 , − 1.25 ) ; {\displaystyle (-0.75,-1.25);} ( 1.00 , 0.00 ) ; {\displaystyle (1.00,0.00);} ( − 0.50 , 1.25 ) ; {\displaystyle (-0.50,1.25);} ( − 1.00 , 0.00 ) ; {\displaystyle (-1.00,0.00);} ( 0.00 , 0.25 ) {\displaystyle (0.00,0.25)} Store the basis in a hash table indexed by the features (only transformed coordinates in this case). If there were more objects to match with, we should also store the object number along with the basis pair. Repeat the process for a different basis pair (Step 2). It is needed to handle occlusions. Ideally, all the non-colinear pairs should be enumerated. We provide the hash table after two iterations, the pair (P1, P3) is selected for the second one. Hash Table: Most hash tables cannot have identical keys mapped to different values. So in real life one won’t encode basis keys (1.0, 0.0) and (-1.0, 0.0) in a hash table. ==== Recognition Phase ==== Find interesting feature points in the input image. Choose an arbitrary basis. If there isn't a suitable arbitrary basis, then it is likely that the input image does not contain the target object. Describe coordinates of the feature points in the new basis. Quantize obtained coordinates as it was done before. Compare all the transformed point features in the input image with the hash table. If the point features are identical or similar, then increase the count for the corresponding basis (and the type of object, if any). For each basis such that the count exceeds a certain threshold, verify the hypothesis that it corresponds to an image basis chosen in Step 2. Transfer the image coordinate system to the model one (for the supposed object) and try to match them. If successful, the object is found. Otherwise, go back to Step 2. === Finding mirrored pattern === It seems that this method is only capable of handling scaling, translation, and rotation. However, the input image may contain the object in mirror transform. Therefore, geometric hashing should be able to find the object, too. There are two ways to detect mirrored objects. For the vector graph, make the left side positive, and the right side negative. Multiplying the x position by -1 will give the same result. Use 3 points for the basis. This allows detecting mirror images (or objects). Actually, using 3 points for the basis is another approach for geometric hashing. === Geometric hashing in higher-dimensions === Similar to the example above, hashing applies to higher-dimensional data. For three-dimensional data points, three points are also needed for the basis. The first two points define the x-axis, and the third point defines the y-axis (with the first point). The z-axis is perpendicular to the created axis using the right-hand rule. Notice that the order of the points affects the resulting basis

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  • Image formation

    Image formation

    The study of image formation encompasses the radiometric and geometric processes by which 2D images of 3D objects are formed. In the case of digital images, the image formation process also includes analog to digital conversion and sampling. == Imaging == The imaging process is a mapping of an object to an image plane. Each point on the image corresponds to a point on the object. An illuminated object will scatter light toward a lens and the lens will collect and focus the light to create the image. The ratio of the height of the image to the height of the object is the magnification. The spatial extent of the image surface and the focal length of the lens determines the field of view of the lens. Image formation of mirror these have a center of curvature and its focal length of the mirror is half of the center of curvature. == Illumination == An object may be illuminated by the light from an emitting source such as the sun, a light bulb or a Light Emitting Diode. The light incident on the object is reflected in a manner dependent on the surface properties of the object. For rough surfaces, the reflected light is scattered in a manner described by the Bi-directional Reflectance Distribution Function (BRDF) of the surface. The BRDF of a surface is the ratio of the exiting power per square meter per steradian (radiance) to the incident power per square meter (irradiance). The BRDF typically varies with angle and may vary with wavelength, but a specific important case is a surface that has constant BRDF. This surface type is referred to as Lambertian and the magnitude of the BRDF is R/π, where R is the reflectivity of the surface. The portion of scattered light that propagates toward the lens is collected by the entrance pupil of the imaging lens over the field of view. == Field of view and imagery == The Field of view of a lens is limited by the size of the image plane and the focal length of the lens. The relationship between a location on the image and a location on the object is y = ftan(θ), where y is the max extent of the image plane, f is the focal length of the lens and θ is the field of view. If y is the max radial size of the image then θ is the field of view of the lens. While the image created by a lens is continuous, it can be modeled as a set of discrete field points, each representing a point on the object. The quality of the image is limited by the aberrations in the lens and the diffraction created by the finite aperture stop. == Pupils and stops == The aperture stop of a lens is a mechanical aperture which limits the light collection for each field point. The entrance pupil is the image of the aperture stop created by the optical elements on the object side of the lens. The light scattered by an object is collected by the entrance pupil and focused onto the image plane via a series of refractive elements. The cone of the focused light at the image plane is set by the size of the entrance pupil and the focal length of the lens. This is often referred to as the f-stop or f-number of the lens. f/# = f/D where D is the diameter of the entrance pupil. == Pixelation and color vs. monochrome == In typical digital imaging systems, a sensor is placed at the image plane. The light is focused on to the sensor and the continuous image is pixelated. The light incident on each pixel in the sensor will be integrated within the pixel and a proportional electronic signal will be generated. The angular geometric resolution of a pixel is given by atan(p/f), where p is the pitch of the pixel. This is also called the pixel field of view. The sensor may be monochrome or color. In the case of a monochrome sensor, the light incident on each pixel is integrated and the resulting image is a grayscale like picture. For color images, a mosaic color filter is typically placed over the pixels to create a color image. An example is a Bayer filter. The signal incident on each pixel is then digitized to a bit stream. == Image quality == The quality of an image is dependent upon both geometric and physical items. Geometrically, higher density of pixels across an image will give less blocky pixelation and thus a better geometric image quality. Lens aberrations also contribute to the quality of the image. Physically, diffraction due to the aperture stop will limit the resolvable spatial frequencies as a function of f-number. In the frequency domain, Modulation Transfer Function (MTF) is a measure of the quality of the imaging system. The MTF is a measure of the visibility of a sinusoidal variation in irradiance on the image plane as a function of the frequency of the sinusoid. It includes the effects of diffraction, aberrations and pixelation. For the lens, the MTF is the autocorrelation of the pupil function, so it accounts for the finite pupil extent and the lens aberrations. The sensor MTF is the Fourier Transform of the pixel geometry. For a square pixel, MTF(ξ) = sin(πξp)/πξp where p is the pixel width and ξ is the spatial frequency. The MTF of the combination of the lens and detector is the product of the two component MTFs. == Perception == Color images can be perceived via two means. In the case of computer vision the light incident on the sensor comprises the image. In the case of visual perception, the human eye has a color dependent response to light so this must be accounted for. This is important consideration when converting to grayscale. == Image formation in eye == The principal difference between the lens of the eye and an ordinary optical lens is that the former is flexible. The radius of the curvature of the anterior surface of the lens is greater than the radius of its posterior surface. The shape of the lens is controlled by tension in the fibers of the ciliary body. To focus on distant objects, the controlling muscles cause the lens to be relatively flattened. Similarly, these muscles allow the lens to become thicker in order to focus on objects near the eye. The distance between the center of the lens and the retina (focal length) varies from approximately 17 mm to about 14 mm, as the refractive power of the lens increases from its minimum to its maximum. When the eye focuses on an object farther away than about 3 m, the lens exhibits its lowest refractive power. When the eye focuses on a close object, the lens is most strongly refractive.

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  • ZygoteBody

    ZygoteBody

    ZygoteBody, formerly Google Body, is a web application by Zygote Media Group that renders manipulable 3D anatomical models of the human body. Several layers, from muscle tissues down to blood vessels, can be removed or made transparent to allow better study of individual body parts. Most of the body parts are labelled and are searchable. == Technology == The human models are based on data from the Zygote Media Group. The website uses JavaScript and WebGL technology to display 3D images inside the web browser without requiring the installation of external browser plug-ins. == History == ZygoteBody was launched as Google Body on December 15, 2010. On April Fools' Day 2011, users were greeted with the anatomy of a cow on the home page. The cow model is still available as part of the open-3d-viewer open source project. As part of the wind down on Google Labs, it was announced that Google Body will be shut down but will continue to be maintained by Zygote as ZygoteBody. On October 13, 2011, the Google Body site was shut down. Then, on January 9, 2012, ZygoteBody was launched and core code base (with the Google Cow model as a demo) was made available as an open source project called open-3d-viewer.

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  • Dr. Sbaitso

    Dr. Sbaitso

    Dr. Sbaitso ( SPAYT-soh) is an artificial intelligence speech synthesis program released late in 1991 by Creative Labs in Singapore for MS-DOS-based personal computers. The name is an acronym for "SoundBlaster Acting Intelligent Text-to-Speech Operator." == History == Dr. Sbaitso was distributed with various sound cards manufactured by Creative Technology in the early 1990s. The text-to-speech engine used is a version of Monologue, which was developed by First Byte Software. Monologue is a later release of First Byte's "SmoothTalker" software from 1984. The program "conversed" with the user as if it were a psychologist, though most of its responses were along the lines of "WHY DO YOU FEEL THAT WAY?" rather than any sort of complicated interaction. When confronted with a phrase it could not understand, it would often reply with something such as "THAT'S NOT MY PROBLEM." Dr. Sbaitso repeated text out loud that was typed after the word "SAY." Repeated swearing or abusive behavior on the part of the user caused Dr. Sbaitso to "break down" in a "PARITY ERROR" before resetting itself. The same would happen, if the user types "SAY PARITY." The program introduced itself with the following lines: HELLO [UserName], MY NAME IS DOCTOR SBAITSO. I AM HERE TO HELP YOU. SAY WHATEVER IS IN YOUR MIND FREELY, OUR CONVERSATION WILL BE KEPT IN STRICT CONFIDENCE. MEMORY CONTENTS WILL BE WIPED OFF AFTER YOU LEAVE, SO, TELL ME ABOUT YOUR PROBLEMS. The program was designed to showcase the digitized voices the cards were able to produce, though the quality was far from lifelike. Additionally, there was a version of this program for Microsoft Windows through the use of a program called Prody Parrot; this version of the software featured a more detailed graphical user interface. The text-to-speech was also used as the voice of 1st Prize from the Baldi's Basics series, albeit slowed down. == Commands == If the user submits "HELP", a list of commands will appear. If the user then submits "M", more commands will appear. There are three pages of commands in total, with guidance on how to use each of the features.

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  • Semantic analytics

    Semantic analytics

    Semantic analytics, also termed semantic relatedness, is the use of ontologies to analyze content in web resources. This field of research combines text analytics and Semantic Web technologies like RDF. Semantic analytics measures the relatedness of different ontological concepts. Some academic research groups that have active project in this area include Kno.e.sis Center at Wright State University among others. == History == An important milestone in the beginning of semantic analytics occurred in 1996, although the historical progression of these algorithms is largely subjective. In his seminal study publication, Philip Resnik established that computers have the capacity to emulate human judgement. Spanning the publications of multiple journals, improvements to the accuracy of general semantic analytic computations all claimed to revolutionize the field. However, the lack of a standard terminology throughout the late 1990s was the cause of much miscommunication. This prompted Budanitsky & Hirst to standardize the subject in 2006 with a summary that also set a framework for modern spelling and grammar analysis. In the early days of semantic analytics, obtaining a large enough reliable knowledge bases was difficult. In 2006, Strube & Ponzetto demonstrated that Wikipedia could be used in semantic analytic calculations. The usage of a large knowledge base like Wikipedia allows for an increase in both the accuracy and applicability of semantic analytics. == Methods == Given the subjective nature of the field, different methods used in semantic analytics depend on the domain of application. No singular methods is considered correct, however one of the most generally effective and applicable method is explicit semantic analysis (ESA). ESA was developed by Evgeniy Gabrilovich and Shaul Markovitch in the late 2000s. It uses machine learning techniques to create a semantic interpreter, which extracts text fragments from articles into a sorted list. The fragments are sorted by how related they are to the surrounding text. Latent semantic analysis (LSA) is another common method that does not use ontologies, only considering the text in the input space. == Applications == Entity linking Ontology building / knowledge base population Search and query tasks Natural language processing Spoken dialog systems (e.g., Amazon Alexa, Google Assistant, Microsoft's Cortana) Artificial intelligence Knowledge management The application of semantic analysis methods generally streamlines organizational processes of any knowledge management system. Academic libraries often use a domain-specific application to create a more efficient organizational system. By classifying scientific publications using semantics and Wikipedia, researchers are helping people find resources faster. Search engines like Semantic Scholar provide organized access to millions of articles.

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  • ClearForest

    ClearForest

    ClearForest was an Israeli software company that developed and marketed text analytics and text mining solutions. == History == Founded in 1998, ClearForest had its headquarters just outside Boston and a development center in Or Yehuda. The company was acquired by Reuters in April, 2007. It now markets its services under the names Calais, OpenCalais, and OneCalais. ClearForest was previously venture-backed; its last funding round was led by Greylock Ventures and closed in 2005. Other investors included DB Capital Partners, Pitango, Walden Israel, Booz Allen, JP Morgan Partners and HarbourVest Partners. On February 7, 2008 Reuters announced the launch of Open Calais, a named-entity recognition and semantic analysis service that uses ClearForest technology. On April 30, 2007, Reuters announced that it would acquire ClearForest. Sources estimate the acquisition to be for $25 Million. == Solutions and products == ClearForest offers several hosted solutions, including: OpenCalais, a free web service and open API (for commercial and non-commercial use) that performs named-entity recognition and enables automatic metadata generation using the ClearForest financial module. Semantic Web Services (SWS), an on-demand service that makes ClearForest's natural language processing tools available as a standard web service. A subset of ClearForest's capabilities is available via SWS at no cost. Gnosis, a free Firefox extension that uses SWS to analyze the content of a web page. Gnosis identifies named entities such as people, companies, organizations, geographies and products on the page being viewed. Gnosis also automatically processes pages from Wikipedia, providing additional links for people, geographies and other entities which were not explicitly linked within the subject article. Harvest, a real-time machine-readable news service that uses SWS to process a company's news and document feeds and return machine-readable information about people, companies, locations and over 200 other entities facts and events. ClearForest also offers Text Analytics solutions targeted at specific business problems, including: Equity valuation for hedge funds and alternative investments firms Metadata & database creation for publishers and information providers/services Tapping "voice of customer" for market and survey research firms Quality Early Warning for vehicle, capital equipment & durable goods manufacturers

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  • Harmony (software)

    Harmony (software)

    Harmony is a Java-based software for creating high-definition music videos with 2D and 3D animations. The application was developed by Digital Chaotics, a company based in San Jose, California and established in 2010 by Ken and Leanna Scott. == History == During a March 1, 2011 interview published by The LIST magazine, Ken explained how he initially got into music and digital entertainment. According to Scott: “I came at it from both the art and the technology side. … I built one of the first digital audio synthesizers as an undergrad project back in 1979. It was a short jump from there to creating visuals with computers, too.” Taking inspiration from Fantasia – which Scott calls, “The greatest music video of all time” – he began writing software code for Harmony in late 2009, finishing the project in mid-2010. However, Scott has also said that the idea for Harmony began much earlier: I read a book in 1978 called Digital Harmony, by John H Whitney, Sr. (Interestingly, he was the father of the president of Digital Productions.) He said that there was a kind of visual art based on motion, and proposed theories about the underlying mathematical structure of visual harmony. So there's the book, combined with my desire to create art with computers-add a taste or two of things commonly used by college students during the 70's - and lots of Pink Floyd. Add it all up, and the seeds for Harmony were planted. My friends in school and at Floating Point Systems listened to me ranting about "making music videos with computers" incessantly. I'm sure it was both maddening and fascinating to see. == Features == Harmony runs on Windows 7 and Windows Vista. Currently, Digital Chaotics does not offer a macOS or Linux platform for the software. However, Harmony can be run on these platforms by running it on Windows in a virtual machine. == Harmony 2 == On November 1, 2011, Digital Chaotics released the 2.0 version of the Harmony software. Unlike the original version, the second release featured three product levels: Harmony 2 Express, Harmony 2 Pro, and Harmony 2 Extreme. The "Express" version was positioned as an entry-level, free release to allow users a chance to "test-drive" the software. The "Pro" version currently retails at $197, while the "Extreme" is priced at $397. These two versions, aimed more towards VJ and Fulldome theater usage, featured additional software capability and features such as higher resolution, more video formatting options, and more camera angles.

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  • Sentence extraction

    Sentence extraction

    Sentence extraction is a technique used for automatic summarization of a text. In this shallow approach, statistical heuristics are used to identify the most salient sentences of a text. Sentence extraction is a low-cost approach compared to more knowledge-intensive deeper approaches which require additional knowledge bases such as ontologies or linguistic knowledge. In short, sentence extraction works as a filter that allows only meaningful sentences to pass. The major downside of applying sentence-extraction techniques to the task of summarization is the loss of coherence in the resulting summary. Nevertheless, sentence extraction summaries can give valuable clues to the main points of a document and are frequently sufficiently intelligible to human readers. == Procedure == Usually, a combination of heuristics is used to determine the most important sentences within the document. Each heuristic assigns a (positive or negative) score to the sentence. After all heuristics have been applied, the highest-scoring sentences are included in the summary. The individual heuristics are weighted according to their importance. === Early approaches and some sample heuristics === Seminal papers which laid the foundations for many techniques used today have been published by Hans Peter Luhn in 1958 and H. P Edmundson in 1969. Luhn proposed to assign more weight to sentences at the beginning of the document or a paragraph. Edmundson stressed the importance of title-words for summarization and was the first to employ stop-lists in order to filter uninformative words of low semantic content (e.g. most grammatical words such as of, the, a). He also distinguished between bonus words and stigma words, i.e. words that probably occur together with important (e.g. the word form significant) or unimportant information. His idea of using key-words, i.e. words which occur significantly frequently in the document, is still one of the core heuristics of today's summarizers. With large linguistic corpora available today, the tf–idf value which originated in information retrieval, can be successfully applied to identify the key words of a text: If for example the word cat occurs significantly more often in the text to be summarized (TF = "term frequency") than in the corpus (IDF means "inverse document frequency"; here the corpus is meant by document), then cat is likely to be an important word of the text; the text may in fact be a text about cats.

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  • Microapp

    Microapp

    A microapp is a super-specialized application designed to perform one task or use case with the only objective of doing it well. They follow the single responsibility principle, which states that "a class should have one and only one reason to change." Micro applications help developers create less complex applications while reducing costs by breaking down monolithic systems into groups of independent services acting as one system. A good example of Microapps would be https://docs.citrix.com/en-us/legacy-archive/downloads/microapps.pdfthat provide single purpose action from Salesforce and over 40 applications on its workspace. == Requirements and characteristics == Microapps usually are accessible on any device, display, or operating system without installation on the viewer's device. To qualify as a microapp, the entity must: be built and deployed as an independent software module bring together various media types into a single experience have advanced security and compliance features be functionally-extensible comply with granular data demands be agnostic single use case oriented Microapps differentiate from traditional web or mobile applications by how the end-user interacts with them. Consequently, they can be embedded in websites or viewed online to bypass app stores and are typically built to provide a focused experience to the user. == Usage == Microapps are typically used for commercial purposes to reduce development costs for projects not requiring the large scope of a traditional web or mobile application. In addition, they are often used to showcase in-depth information or enrich marketing material with interactivity. Lately, micro apps are being used to boost productivity by providing quick tools to people to reuse best practices. Users have been interacting with microapps for a while with suites like Microsoft 365 and Google Workspace, where each one of their end-user services could be considered as a microapp. All these microapps share a unique identity manager to provide a unified user experience. == Benefits == Replacing monolith systems with microapps provide several advantages like: Reduce complexity for developers and users. Smaller, more cohesive, and maintainable codebases Scalable organizations with decoupled, autonomous teams Allows for hyper-specialization Independent deployment Multi-stack == Cloud-native microapps == Technologies like Kubernetes, or OpenShift, allow companies to replace their monolith and legacy systems with modular software taking advantage of microapps on reducing costs and improve reliability and security. == Microapps vs. microservices == There is a widespread misunderstanding between these two concepts, which is the key difference. Microservices is an architectural style that is systems-centric, meaning it decouples the presentation and data layer using web services APIs. On the other side, micro apps behave more as a super-architecture style (that embraces microservices among other types), and it is user-centric, meaning they decouple the whole monolith system onto modules that are designed to interact with final users. Both architectural styles rely on modularity to provide high performance, scalability, and resilience. == Considerations == Developing Micro apps requires a different approach than traditional software, and user experience is crucial. The following considerations are essential for switching to microapps. To run multiple microapps is required a single identity management system. Microservices are well suited to make microapps more powerful Apps with different levels of maturity might create a non-unified user experience. Duplication of dependencies can create security issues and inefficiencies. Suitable for well-organized teams

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