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  • Cognitive philology

    Cognitive philology

    Cognitive philology is the science that studies written and oral texts as the product of human mental processes. Studies in cognitive philology compare documentary evidence emerging from textual investigations with results of experimental research, especially in the fields of cognitive and ecological psychology, neurosciences and artificial intelligence. "The point is not the text, but the mind that made it". Cognitive Philology aims to foster communication between literary, textual, philological disciplines on the one hand and researches across the whole range of the cognitive, evolutionary, ecological and human sciences on the other. Cognitive philology: investigates transmission of oral and written text, and categorization processes which lead to classification of knowledge, mostly relying on the information theory; studies how narratives emerge in so called natural conversation and selective process which lead to the rise of literary standards for storytelling, mostly relying on embodied semantics; explores the evolutive and evolutionary role played by rhythm and metre in human ontogenetic and phylogenetic development and the pertinence of the semantic association during processing of cognitive maps; Provides the scientific ground for multimedia critical editions of literary texts. Among the founding thinkers and noteworthy scholars devoted to such investigations are: Alan Richardson: Studies Theory of Mind in early-modern and contemporary literature. Anatole Pierre Fuksas Benoît de Cornulier David Herman: Professor of English at North Carolina State University and an adjunct professor of linguistics at Duke University. He is the author of "Universal Grammar and Narrative Form" and the editor of "Narratologies: New Perspectives on Narrative Analysis". Domenico Fiormonte François Recanati Gilles Fauconnier, a professor in Cognitive science at the University of California, San Diego. He was one of the founders of cognitive linguistics in the 1970s through his work on pragmatic scales and mental spaces. His research explores the areas of conceptual integration and compressions of conceptual mappings in terms of the emergent structure in language. Julián Santano Moreno Luca Nobile Manfred Jahn in Germany Mark Turner Paolo Canettieri

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  • Verbal overshadowing

    Verbal overshadowing

    Verbal overshadowing is a phenomenon where giving a verbal description of sensory input impairs formation of memories of that input. This was first reported by Schooler and Engstler-Schooler (1990) where it was shown that the effects can be observed across multiple domains of cognition which are known to rely on non-verbal knowledge and perceptual expertise. One example of this is memory, which has been known to be influenced by language. Seminal work by Carmichael and collaborators (1932) demonstrated that when verbal labels are connected to non-verbal forms during an individual's encoding process, it could potentially bias the way those forms are reproduced. Because of this, memory performance relying on reportable aspects of memory that encode visual forms should be vulnerable to the effects of verbalization. == Initial findings == Schooler and Engstler-Schooler (1990) were the first to report findings of verbal overshadowing. In their study, participants watched a video of a simulated robbery and were instructed to either verbally describe the robber or engage in a control task. Those who engaged in giving a verbal description were less likely to correctly identify the robber from a test lineup, compared to those who engaged in the control task. A larger effect was detected when the verbal description was provided 20, rather than 5, minutes after the video, and immediately before the test lineup. A meta-analysis by Meissner and Brigham (2001) supported the effects of verbal overshadowing, showing a small but reliably negative effect. == General effects of verbal overshadowing == The effects of verbal overshadowing have been generalized across multiple domains of cognition that are known to rely on non-verbal knowledge and perceptual expertise, such as memory. Memory has been known to be influenced by language. Seminal work by Carmichael and collaborators (1932) demonstrated that labels attached to, or associated with, non-verbal forms during memory encoding can affect the way the forms were subsequently reproduced. Because of this, memory performance that relies on reportable aspects of memory that encode visual forms should be vulnerable to the effects of verbalization. Pelizzon, Brandimonte, and Luccio (2002) found that visual memory representations appear to incorporate visual, spatial, and temporal characteristics. It is explained as follows: With the temporal code (where the only information available is the sequence of the stimuli), performance levels remain high, unless participants are required to retrieve the stimuli in a different order from that used at encoding (visual cue). In this case, performance is significantly impaired, even in the presence of a visual cue. The study showed that order information acts as a link between the two separate representations of figure and background, hence preventing verbal overshadowing at encoding (temporal component) or attenuating its influence at retrieval (spatial component).(p. 960) Hatano, Ueno, Kitagami, and Kawaguchi found that verbal overshadowing is likely to occur when participants verbally described targets in detail. Detailed verbal descriptions resulted in more frequently inaccurate descriptions that in turn created inaccurate representations in the memories of participants. Inaccuracies are also likely to occur when face recognition comes immediately after verbalization. Other forms of non-verbal knowledge affected by verbal overshadowing include the following: [Verbal overshadowing] has also been observed when participants attempt to generate descriptions of other 'difficult-to-describe' stimuli such as colors (Schooler and Engstler-Schooler, 1990) or abstract figures (Brandimonte et al., 1997), or other non-visual tasks such as wine tasting (Melcher and Schooler, 1996), decision making (Wilson and Schooler, 1991), and insight problem-solving. (p. 871) (Schooler et al., 1993) Verbalization of stimuli leads to the disruption of non-reportable processes that are necessary for achieving insight solutions, which are distinct from language processes. Schooler, Ohlsson, and Brooks (1993) found that face recognition requires information that cannot be adequately verbalized, giving rise to difficulty in describing factors in recognition judgments. Subjects were less effective in solving insight problems when compelled to put their thoughts in words, which suggests that language may interfere with thought. The verbal overshadowing effect was not seen when participants engaged in articulatory suppression. Performance was reduced in both the verbal and non-verbal description conditions. This is evidence that verbal encoding plays a role in face recognition. By testing with distracting faces presented between study and test, Lloyd-Jones and Brown (2008) suggested a dual-process approach to recognition memory took place, that verbalization influenced familiarity-based processes at first, but its effects were later seen on recollection, when discrimination between items became more difficult. == Verbal overshadowing in facial recognition == The verbal overshadowing effect can be found for facial recognition because faces are predominately processed in a holistic or configurable manner. (Tanaka & Farah, 1993; Tanaka & Sengco, 1997) Verbalizing one's memory for a face is done using a featural or analytic strategy, leading to a drift from the configurable information about the face and to impaired recognition performance. However, Fallshore & Schooler (1995) found that the verbal overshadowing effect was not found when participants described faces of races different from their own. A study by Brown and Lloyd-Jones (2003) found that there was no verbal overshadowing effect found in car descriptions; it was only seen in facial descriptions. The authors noted that descriptions were no different on any measure including accuracy. It is suggested that less expertise in verbalizing faces rather than cars invokes a stronger shift in verbal and featural processing. This supports the concept of a transfer inappropriate retrieval framework and addresses some limitations of the effect. Wickham and Swift (2006) suggested that the verbal overshadowing effect is not seen in describing all faces, and one aspect that determines this is distinctiveness. Results showed that typical faces produce verbal overshadowing, while distinctive faces did not. In studies of eyewitness reports, variation in response criteria given by participants influenced the quality of the descriptions generated and accuracy on identification task, known as the retrieval-based effect. Face recognition was also impaired when subjects described a familiar face, such as a parent, or when describing a previously seen but novel face. Dodson, Johnson, and Schooler (1997) found that recognition was also impaired when participants were provided with a description of a previously seen face, and they were able to ignore provided versus self-generated descriptions more easily. This finding of verbal overshadowing suggested that eyewitness recognition is not only affected by their own descriptions, but of descriptions heard from others, such other eyewitness testimonies. == Voice recognition == The verbal overshadowing effect has also been found to affect voice identification. Research shows that describing a non-verbal stimuli leads to a decrease in recognition accuracy. In an unpublished study by Schooler, Fiore, Melcher, and Ambadar (1996), participants listened to a tape-recorded voice, after which they were asked either to verbally describe it or to not do so, and then asked to distinguish the voice from 3 similar distractor voices. The results showed that verbal overshadowing impaired accuracy of recognition based on gut feeling, suggesting an overall verbal overshadowing for voice recognition. Due to the forensic relevance of voices heard over the telephone and harassing phone calls that are often a problem for police, Perfect, Hunt, and Harris (2002) examined the influence of three factors on accuracy and confidence in voice recognition from a line-up. They expected to find an effect, because voice represents a class of stimuli that is difficult to describe verbally. This meets Schooler et al.'s (1997) modality mismatch criterion, meaning that describing the speakers age, gender, or accent is difficult, making voice recognition susceptible to the verbal overshadowing phenomenon. It was found that the method of memory encoding had no impact on performance, and that hearing a telephone voice reduced confidence but did not affect accuracy. They also found that providing a verbal description impaired accuracy but had no effect on confidence. The data showed an effect of verbal overshadowing in voice recognition and provided yet another disassociation between confidence and performance. Although there was a difference in confidence level, witnesses were able to identify voices over the telephone as accurately as voices heard direc

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  • Logogen model

    Logogen model

    The logogen model of 1969 is a model of speech recognition that uses units called "logogens" to explain how humans comprehend spoken or written words. Logogens are a vast number of specialized recognition units, each able to recognize one specific word. This model provides for the effects of context on word recognition. == Overview == The word logogen can be traced back to the Greek-language word logos, which means "word", and genus, which means "birth". British scientist John Morton's logogen model was designed to explain word recognition using a new type of unit known as a logogen. A critical element of this theory is the involvement of lexicons, or specialized aspects of memory that include semantic and phonemic information about each item that is contained in memory. A given lexicon consists of many smaller, abstract items known as logogens. Logogens contain a variety of properties about given word such as their appearance, sound, and meaning. Logogens do not store words within themselves, but rather they store information that is specifically necessary for retrieval of whatever word is being searched for. A given logogen will become activated by psychological stimuli or contextual information (words) that is consistent with the properties of that specific logogen and when the logogen's activation level rises to or above its threshold level, the pronunciation of the given word is sent to the output system. Certain stimuli can affect the activation levels of more than one word at a time, usually involving words that are similar to one another. When this occurs, whichever of the words' activation levels reaches the threshold level, it is that word that is then sent to the output system with the subject remaining unaware of any partially excited logogens. This assumption was made by Marslen-Wilson and Welch (1978), who added to the model some assumptions of their own in order to account for their experimental results. They also assumed that the analysis of phonetic input can only become available to other parts of the system by process of how the input affects the logogen system. Finally, Marslen-Wilson and Welch assume that the first syllable of a given word will increase the activation level of a given logogen more than those of the latter syllables, which supported the data found at the time. == Analysis == The logogen model can be used to help linguists explain particular occurrences in the human language. The most-helpful application of the model is to show how one accesses words and their meanings in the lexicon. The word-frequency effect is best explained by the logogen model in that words (or logogens) that have a higher frequency (or are more common) have a lower threshold. This means that they require less perceptual power in the brain to be recognized and decoded from the lexicon and are recognized faster than those words that are less common. Also, with high-frequency words, the recovery from lowering the item's threshold is less fulfilled compared to low-frequency words so less sensory information is needed for that particular item's recognition. There are ways to lower thresholds, such as repetition and semantic priming. Also, each time a word is encountered through these methods, the threshold for that word is temporarily lowered partially because of its recovering ability. This model also conveys that specific concrete words are recalled better because they use images and logogens, whereas abstract words are not as easily recalled well because they only use logogens, hence showing the difference in thresholds between these two types of words. At the time of its conception, Morton's logogen model was one of the most influential models in springing up other parallel word access models and served as the essential basis for these subsequent models. Morton's model also strongly influenced other contemporary theories on lexical access. However, despite the advantages that the logogen theory presents, it also displays some negative facets. First and foremost, the logogen model does not explain all occurrences in language, such as the introduction of new words or non-words into a person's lexicon. Also, because of the distinctive model application, it may vary in its effectiveness in different languages. == Criticisms == While this model does a reasonable job of understanding the underlying semantics of many aspects in psycholinguistics, there are some flaws that have been pointed out in the logogen model. It has been argued that the prior stimulus patterns that have been seen in the logogen theory are not centrally localized in the logogen itself but are actually distributed throughout the different pathways over which the stimulus is being processed. What this directs at is that the notion and proliferation of logogens was due to modality. In essence, the logogen is unnecessary in the idea of attaining the title of being a recognition unit because of the variety of pathways that it is open to, not just logogens. Another criticism has been that this model essentially ignores larger and more critical structures in language and phonetics such as the different syntactic rules or grammatical construction that innately exists in language. Since this model overtly limits itself to the scope of lexical access then this model is seen as biased and misunderstood. To many psychologists, the logogen model does not meet the functional or representational adequacy that a theory should include to sufficiently comprehend language. Also, another criticism is that the logogen theory was supposed to predict that stimulus degradation should affect priming and word frequency in humans. However, many psychologists have conducted studies and researched the model to show that only priming and not word frequency is interacted with stimulus degradation. Priming is supposed to deteriorate a stimulus because it postulates that the semantic characteristics of previously known words are fed back into the detector of a person which in turn raises the threshold of related items. In word frequency, stimulus degradation is supposed to occur because it postulates that familiar words have lower thresholds than their low-frequency counterparts. However, in studies, priming is the only structure that does show observable and notable stimulus decadence. Even though the logogen theory has many unfilled holes, Morton was a revolutionary of his field whose speculation and research has opened up a remarkable era of psycholinguistics. == Other models to consider == cohort model – This model was proposed by Marslen-Wilson and was designed specifically to account for auditory word recognition. It works by breaking the word down and states that when a word is heard all words that begin with the first sound of the target word are activated. This set of words is considered the cohort. Once the first cohort has been activated, the other information, or sounds in the word narrow down the choices. The person recognizes the word when you are left with a single choice; this is considered the "recognition point". checking model – This model was developed by Norris in 1986. In this particular model, he took the approach that any word that partially matches the input is analyzed and checked to see if it fits with the context of the situation. interactive-activation model – This model is considered a connectionist model. Proposed by McClelland and Rumelhart in the 1981 to 1982 period, it is based around nodes, which are visual features, and positions of letters within a given word. They also act as word detectors which have inhibitory and excitatory connections between them. This model starts with first letter and suggests that all the words with that first letter are activated at first and then going through the word one can determine what the word is they are looking at. The main principle is that mental phenomena can be described by interconnected networks of simple units. verification model – The model was developed by Curtis Becker in 1970. The main idea is that a small number of candidates that are activated in parallel are subject to a serial-verification process. This model starts the word-recognition process with a basic representation of the stimulus. Then, sensory trace, consisting of line features is used to activate word detectors. When an acceptable number of detectors are activated these are used to generate a search set. These items are drawn from the lexicon on the basis of similarity to the sensory trace, which help with the identity of the stimulus. Then, in a serial process the candidates are compared to the representation of the sensory-trace input. == Related concepts == word frequency – This is the belief that the speed and accuracy with which a word is recognized is related to how frequently the word occurs in our language. Each logogen has a threshold (for identification) and words with higher frequencies have lower thresholds. Words with higher freq

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  • Group of Governmental Experts on Lethal Autonomous Weapons Systems

    Group of Governmental Experts on Lethal Autonomous Weapons Systems

    The Group of Governmental Experts on Lethal Autonomous Weapons Systems, commonly known as the GGE on LAWS, refers to a group of governmental experts established under the framework of the Convention on Certain Conventional Weapons (CCW), a United Nations arms control framework. The group examines legal, ethical, societal and moral questions that arise from the increased use of autonomous robots to carry weapons and to be programmed to engage in combat in various situations that might arise, including battles between countries, or in patrolling border areas or sensitive areas, or other similar roles. As of 18 March 2025, the Convention on Certain Conventional Weapons had 128 High Contracting Parties. In the Geneva Conventions, the term "High Contracting Parties" refers to the states that have joined the conventions and are therefore bound to uphold them. Among the countries that have joined are states with tense relations or ongoing armed conflict with one another, including Russia and Ukraine, Israel and the State of Palestine, and Pakistan and Afghanistan. == Background == In 2013, the Meeting of State Parties to the Convention on Certain Conventional Weapons agreed on a mandate on lethal autonomous weapon systems and tasked its chairperson with convening an informal Meeting of Experts to discuss issues related to emerging technologies in the area of LAWS. Those informal Meetings of Experts were then held in 2014, 2015 and 2016, and their reports fed into subsequent meetings of the High Contracting Parties. At the Fifth CCW Review Conference in 2016, the High Contracting Parties decided to establish an open-ended Group of Governmental Experts on emerging technologies in the area of LAWS, building on the earlier expert meetings. Since then, the group has been reconvened annually. In 2023, the Meeting of the High Contracting Parties to the CCW decided that the GGE on LAWS would continue its work in 2024 and 2025. The group was tasked with developing, by consensus, elements of a possible instrument, without predetermining its form, as well as other measures addressing lethal autonomous weapon systems, drawing on existing CCW protocols, earlier recommendations, state proposals, and legal, military, and technological expertise. == 2024 == In 2024, the GGE met twice, and the group was chaired by Robert in den Bosch, the Netherlands' disarmament ambassador. The 2024 Meeting of the High Contracting Parties decided that the group would meet for 10 days in 2025, in two five-day sessions, and reaffirmed its mandate to continue work by consensus on possible elements of an instrument and other measures addressing lethal autonomous weapon systems. == 2025 == At its first 2025 session, held in Geneva from 3 to 7 March 2025, the Group of Governmental Experts on Lethal Autonomous Weapon Systems discussed revisions to the chair's rolling text. The text was structured into five sections, or "boxes", though delegates held differing views on whether headings were useful or appropriate. Broadly, the discussions covered the characterization of lethal autonomous weapon systems, the application of international humanitarian law, possible prohibitions and regulations, legal review, and questions of accountability and responsibility. At its second session, held from 1 to 5 September 2025, delegations continued work on the chair's rolling text, which set out elements of a possible instrument and was organized into five thematic "boxes". == 2026 == === Developments before the 2026 session === A few weeks before the meeting, autonomous weapons drew renewed attention when the United States pressured Anthropic to revise the terms of use for its AI model Claude. Anthropic prohibited the model's use for mass domestic surveillance and for fully autonomous weapons operating without human oversight, while reports also emerged that OpenAI had reached an agreement with the U.S. Department of War for the use of its AI models, reportedly stipulating that they would not independently direct autonomous weapons where human control was required. The U.S. military nevertheless continued to use Claude during its war on Iran, and there was increasing alarm about the use of AI-assisted semi-autonomous weapons in conflicts including those in Ukraine, Sudan, Gaza, and Iran. Before the start of the sessions, Robert in den Bosch, as chair, warned that progress was urgent because technological developments were moving quickly. At the same time, although states agreed that international humanitarian law applied to LAWS, specific internationally binding standards governing such systems remained largely absent. A key divide before the session was that Russia and the United States opposed new legally binding instruments, while other states argued that new rules were necessary. According to Robert in den Bosch, the talks could lead to new rules, amendments to an existing convention, or a new treaty. === First session === From 2 to 6 March 2026, the group held its penultimate session under the group's three-year mandate. Delegations discussed the chair's rolling draft text, circulated in December 2025, on elements of a possible instrument or other measures concerning lethal autonomous weapon systems. In revised text circulated by the chair on 5 March 2026, a lethal autonomous weapon system was characterized as "a functionally integrated combination of one or more weapons and technological components, that can identify, select, and engage a target, without intervention by a human operator in the execution of these tasks". The text was divided into five boxes to structure discussion. During the session, delegates conducted a first reading of the draft text, and the chair later circulated revised language for several sections. Informal consultations were also held. According to campaign groups and participating observers, support grew during the week for moving to negotiations on the basis of the rolling text, with more than 70 states said to support that step by the end of the session, though some participants warned that attempts to bridge differences risked blurring the group's core purpose. The International Committee of the Red Cross argued that the text should not only restate existing international humanitarian law, but also clarify how those rules apply to autonomous weapons and set out additional measures tailored to the specific challenges such systems raise. Stop Killer Robots likewise emphasized the need to preserve meaningful human judgment and control over increasingly autonomous systems. During the discussions, the U.S. delegation opposed the term "human control" and reportedly proposed the alternative phrase "good faith human judgment and care". Other delegations rejected that wording as too weak, while many states continued to insist that meaningful human control over weapon systems remained essential.

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  • Example-based machine translation

    Example-based machine translation

    Example-based machine translation (EBMT) is a method of machine translation often characterized by its use of a bilingual corpus with parallel texts as its main knowledge base at run-time. It is essentially a translation by analogy and can be viewed as an implementation of a case-based reasoning approach to machine learning. == Translation by analogy == At the foundation of example-based machine translation is the idea of translation by analogy. When applied to the process of human translation, the idea that translation takes place by analogy is a rejection of the idea that people translate sentences by doing deep linguistic analysis. Instead, it is founded on the belief that people translate by first decomposing a sentence into certain phrases, then by translating these phrases, and finally by properly composing these fragments into one long sentence. Phrasal translations are translated by analogy to previous translations. The principle of translation by analogy is encoded to example-based machine translation through the example translations that are used to train such a system. Other approaches to machine translation, including statistical machine translation, also use bilingual corpora to learn the process of translation. == History == Example-based machine translation was first suggested by Makoto Nagao in 1984. He pointed out that it is especially adapted to translation between two totally different languages, such as English and Japanese. In this case, one sentence can be translated into several well-structured sentences in another language, therefore, it is no use to do the deep linguistic analysis characteristic of rule-based machine translation. == Example == Example-based machine translation systems are trained from bilingual parallel corpora containing sentence pairs like the example shown in the table above. Sentence pairs contain sentences in one language with their translations into another. The particular example shows an example of a minimal pair, meaning that the sentences vary by just one element. These sentences make it simple to learn translations of portions of a sentence. For example, an example-based machine translation system would learn three units of translation from the above example: How much is that X ? corresponds to Ano X wa ikura desu ka. red umbrella corresponds to akai kasa small camera corresponds to chiisai kamera Composing these units can be used to produce novel translations in the future. For example, if we have been trained using some text containing the sentences: President Kennedy was shot dead during the parade. and The convict escaped on July 15th., then we could translate the sentence The convict was shot dead during the parade. by substituting the appropriate parts of the sentences. == Phrasal verbs == Example-based machine translation is best suited for sub-language phenomena like phrasal verbs. Phrasal verbs have highly context-dependent meanings. They are common in English, where they comprise a verb followed by an adverb and/or a preposition, which are called the particle to the verb. Phrasal verbs produce specialized context-specific meanings that may not be derived from the meaning of the constituents. There is almost always an ambiguity during word-to-word translation from source to the target language. As an example, consider the phrasal verb "put on" and its Hindustani translation. It may be used in any of the following ways: Ram put on the lights. (Switched on) (Hindustani translation: Jalana) Ram put on a cap. (Wear) (Hindustani translation: Pahenna)

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  • ArcSoft ShowBiz

    ArcSoft ShowBiz

    ShowBiz is a video editor by ArcSoft for the Windows operating system. It can create VCD and DVDs and can also export to the formats AVI, MPEG, WMV, and MOV. ShowBiz also contains a DVD burning and menu building feature. As of 2003, it was one of the three most dominant bundled titles. == Reception == PC Magazine reviewer Jan Ozer states: "ArcSoft's ShowBiz has evolved into a competent editor that's generally more usable than Dazzle's MovieStar program, providing more configuration controls, better preview features, and a much greater range of fun effects." John Virata, senior editor of Digital Media Online, says in his three page review of ShowBiz DVD 2, "It is an easy editor to work with and has a logically laid out interface that takes you step by step through the video creation and DVD creation process"

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  • EditDV

    EditDV

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

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  • Apptek

    Apptek

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

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  • Knowledge integration

    Knowledge integration

    Knowledge integration is the process of synthesizing multiple knowledge models (or representations) into a common model (representation). Compared to information integration, which involves merging information having different schemas and representation models, knowledge integration focuses more on synthesizing the understanding of a given subject from different perspectives. For example, multiple interpretations are possible of a set of student grades, typically each from a certain perspective. An overall, integrated view and understanding of this information can be achieved if these interpretations can be put under a common model, say, a student performance index. The Web-based Inquiry Science Environment (WISE), from the University of California at Berkeley has been developed along the lines of knowledge integration theory. Knowledge integration has also been studied as the process of incorporating new information into a body of existing knowledge with an interdisciplinary approach. This process involves determining how the new information and the existing knowledge interact, how existing knowledge should be modified to accommodate the new information, and how the new information should be modified in light of the existing knowledge. A learning agent that actively investigates the consequences of new information can detect and exploit a variety of learning opportunities; e.g., to resolve knowledge conflicts and to fill knowledge gaps. By exploiting these learning opportunities the learning agent is able to learn beyond the explicit content of the new information. The machine learning program KI, developed by Murray and Porter at the University of Texas at Austin, was created to study the use of automated and semi-automated knowledge integration to assist knowledge engineers constructing a large knowledge base. A possible technique which can be used is semantic matching. More recently, a technique useful to minimize the effort in mapping validation and visualization has been presented which is based on Minimal Mappings. Minimal mappings are high quality mappings such that i) all the other mappings can be computed from them in time linear in the size of the input graphs, and ii) none of them can be dropped without losing property i). The University of Waterloo operates a Bachelor of Knowledge Integration undergraduate degree program as an academic major or minor. The program started in 2008.

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  • Amira (software)

    Amira (software)

    Amira (ah-MEER-ah) is a software platform for visualization, processing, and analysis of 3D and 4D data. It is being actively developed by Thermo Fisher Scientific in collaboration with the Zuse Institute Berlin (ZIB), and commercially distributed by Thermo Fisher Scientific — together with its sister software Avizo. == Overview == Amira is an extendable software system for scientific visualization, data analysis, and presentation of 3D and 4D data. It is used by researchers and engineers in academia and industry. It is a tool for processing, analysis and visualization of data from various modalities; e.g. micro-CT, PET, Ultrasound. It is used in many fields, such as microscopy in biology and materials science, molecular biology, quantum physics, astrophysics, computational fluid dynamics (CFD), finite element modeling (FEM), non-destructive testing (NDT), and many more. One of the key features, besides data visualization, is Amira's set of tools for image segmentation and geometry reconstruction. This allows the user to mark (or segment) structures and regions of interest in 3D image volumes using automatic, semi-automatic, and manual tools. The segmentation can then be used for a variety of subsequent tasks, such as volumetric analysis, density analysis, shape analysis, or the generation of 3D computer models for visualization, numerical simulations, or rapid prototyping or 3D printing. Other key Amira features are multi-planar and volume visualization, image registration, filament tracing, cell separation and analysis, tetrahedral mesh generation, fiber-tracking from diffusion tensor imaging (DTI) data, skeletonization, spatial graph analysis, and stereoscopic rendering of 3D data over multiple displays and immersive virtual reality environments, including CAVEs. As a commercial product Amira requires the purchase of a license or an academic subscription. A time-limited, but full-featured evaluation version is available for download free of charge. == History == === 1993–1998: Research software === Amira's roots go back to 1993 and the Department for Scientific Visualization, headed by Hans-Christian Hege at the Zuse Institute Berlin (ZIB). The ZIB is a research institute for mathematics and informatics. The Scientific Visualization department's mission is to help solve computationally and scientifically challenging tasks in medicine, biology, engineering and materials science. For this purpose, it develops algorithms and software for 2D, 3D, and 4D data visualization and visually supported exploration and analysis. At that time, the young visualization group at the ZIB had experience with the extendable, data flow-oriented visualization environments apE, IRIS Explorer, and Advanced Visualization Studio (AVS), but was not satisfied with these products' interactivity, flexibility, and ease-of-use for non-computer scientists. Therefore, the development of a new software system was started in a research project within a medically oriented, multi-disciplinary collaborative research center. Based on experiences that Tobias Höllerer had gained in late 1993 with the new graphics library IRIS Inventor, it was decided to utilize that library. The development of the medical planning system was performed by Detlev Stalling, who later became the chief software architect of Amira. The new software was called "HyperPlan", highlighting its initial target application – a planning system for hyperthermia cancer treatment. The system was being developed on Silicon Graphics (SGI) computers, which at the time were the standard workstations used for high-end graphics computing. The software was based on libraries such as OpenGL (originally IRIS GL), Open Inventor (originally IRIS Inventor), and the graphical user interface libraries X11, Motif (software), and ViewKit. In 1998, X11/Motif/Viewkit were replaced by the Qt toolkit. The HyperPlan framework served as the base for more and more projects at the ZIB and was used by a growing number of researchers in collaborating institutions. The projects included applications in medical image computing, medical visualization, neurobiology, confocal microscopy, flow visualization, molecular analytics and computational astrophysics. === 1998–today: Commercially supported product === The growing number of users of the system started to exceed the capacities that ZIB could spare for software distribution and support, as ZIB's primary mission was algorithmic research. Therefore, the spin-off company Indeed – Visual Concepts GmbH was founded by Hans-Christian Hege, Detlev Stalling, and Malte Westerhoff. In Feb 1998 the HyperPlan software was given the new, application-neutral name "Amira". This name is not an acronym, but was chosen for being pronounceable in different languages and providing a suitable connotation, namely "to look at" or "to wonder at", from the Latin verb "admirare" (to admire), which reflects a basic situation in data visualization. A major re-design of the software was undertaken by Detlev Stalling and Malte Westerhoff in order to make it a commercially supportable product and to make it available on non-SGI computers as well. In March 1999, the first version of the commercial Amira was exhibited at the CeBIT tradeshow in Hannover, Germany on SGI IRIX and Hewlett-Packard UniX (HP-UX) booths. Versions for Linux and Microsoft Windows followed within the following twelve months. Later Mac OS X support was added. Indeed – Visual Concepts GmbH selected the Bordeaux, France and San Diego, United States based company TGS, Inc. as the worldwide distributor for Amira and completed five major releases (up to version 3.1) in the subsequent four years. In 2003 both Indeed – Visual Concepts GmbH, as well as TGS, Inc. were acquired by Massachusetts-based Mercury Computer Systems, Inc. (NASDAQ:MRCY) and became part of Mercury's newly formed life sciences business unit, later branded Visage Imaging. In 2009, Mercury Computer Systems, Inc. spun off Visage Imaging again and sold it to Melbourne, Australia based Promedicus Ltd (ASX:PME), a leading provider of radiology information systems and medical IT solutions. During this time, Amira continued to be developed in Berlin, Germany and in close collaboration with the ZIB, still headed by the original creators of Amira. TGS, located in Bordeaux, France was sold by Mercury Computer systems to a French investor and renamed to Visualization Sciences Group (VSG). VSG continued the work on a complementary product named Avizo, based on the same source code but customized for material sciences. In August 2012, FEI, to that date the largest OEM reseller of Amira, purchased VSG and the Amira business from Promedicus. This brought the two software sisters Amira and Avizo back into one hand. In August 2013, Visualization Sciences Group (VSG) became a business unit of FEI. In 2016 FEI has been bought by Thermo Fisher Scientific and became part of its Materials & Structural Analysis division in early 2017. Amira and Avizo are still being marketed as two different products; Amira for life sciences and Avizo for materials science, but the development efforts are now joined once again. In the meantime, the number of scientific articles using the Amira / Avizo software, is in the order of 10 thousands. == Amira options == === Microscopy option === Specific readers for microscopy data Image deconvolution Exploration of 3D imagery obtained from virtually any microscope Extraction and editing of filament networks from microscopy images === DICOM reader === Import of clinical and preclinical data in DICOM format === Mesh option === Generation of 3D finite element (FE) meshes from segmented image data Support for many state-of-the-art FE solver formats High-quality visualization of simulation mesh-based results, using scalar, vector, and tensor field display modules === Skeletonization option === Reconstruction and analysis of neural and vascular networks Visualization of skeletonized networks Length and diameter quantification of network segments Ordering of segments in a tree graph Skeletonization of very large image stacks === Molecular option === Advanced tools for the visualization of molecule models Hardware-accelerated volume rendering Powerful molecule editor Specific tools for complex molecular visualization === Developer option === Creation of new custom components for visualizing or data processing Implementation of new file readers or writers C++ programming language Development wizard for getting started quickly === Neuro option === Medical image analysis for DTI and brain perfusion Fiber tracking supporting several stream-line based algorithms Fiber separation into fiber bundles based on user defined source and destination regions Computation of tensor fields, diffusion weighted maps Eigenvalue decomposition of tensor fields Computation of mean transit time, cerebral blood flow, and cerebral blood volume === VR option === Visualization of data on large tiled displays

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  • DoorDash

    DoorDash

    DoorDash, Inc. is an American company operating online food ordering and food delivery. It trades under the symbol DASH. With a 56% market share, DoorDash is the largest food delivery platform in the United States. It also has a 60% market share in the convenience delivery category. As of December 31, 2020, the platform was used by 450,000 merchants, 20 million consumers, and had over one million delivery couriers. Founded by Tony Xu, Andy Fang, Stanley Tang and Evan Moore, DoorDash made its debut on the Fortune 500 list in 2024, ranking No. 443. DoorDash has been sued for or held legally liable for withholding tips, reducing tip transparency, antitrust price manipulation, listing restaurants without permission, misclassifying workers, withholding sick time, and illegally selling personal data. As of April 2026, DoorDash operates in the United States (including Puerto Rico), Canada, Australia, and New Zealand. Through its subsidiaries Deliveroo and Wolt, the company also operates across Europe, as well as in Azerbaijan, Georgia, Israel, Kazakhstan, Kuwait, and the United Arab Emirates. == History == In January 2013, Stanford University students Tony Xu, Stanley Tang, Andy Fang and Evan Moore launched PaloAltoDelivery.com in Palo Alto, California. In the summer of 2013, it received US$120,000 in seed money from Y Combinator in exchange for a 7% stake. It incorporated as DoorDash in June 2013. DoorDash's first partnership with a fast food burger restaurant chain was in April 2016, when it partnered with CKE Restaurants, parent company of Carl's Jr. and Hardee's, for food delivery. In December 2017, DoorDash announced its partnership with Wendy's for delivery from its restaurants. In December 2018, DoorDash overtook Uber Eats to hold the second position in total US food delivery sales, behind GrubHub. By March 2019, it had exceeded GrubHub in total sales, at 27.6% of the on-demand delivery market. By early 2019, DoorDash was the largest food delivery provider in the U.S., as measured by consumer spending. In October 2019, DoorDash opened its first ghost kitchen, DoorDash Kitchen, in Redwood City, California, with four restaurants operating at the location. By June 2020, DoorDash had raised more than $2.5 billion over several financing rounds from investors including Y Combinator, Charles River Ventures, SV Angel, Khosla Ventures, Sequoia Capital, SoftBank Group, GIC, and Kleiner Perkins. DoorDash announced a partnership with KFC in September 2020, followed by Taco Bell in October 2020. In November 2020, DoorDash announced the opening of its first physical restaurant location, partnering up with Bay Area restaurant Burma Bites to offer delivery and pick-up orders. In December 2020, it became a public company via an initial public offering, raising $3.37 billion. In November 2021, DoorDash acquired Finland's Wolt for €7bn. In August 2022, DoorDash announced it would end its partnership with Walmart in September, ending the companies' cooperation agreement from 2018. In November 2022, DoorDash announced plans to lay off 1,250 corporate employees, or about six percent of its workforce, to rein in expenses. In June 2023, DoorDash announced it would give its drivers the option of earning an hourly minimum wage instead of being paid per delivery. However, drivers are only paid hourly when on an active delivery. In September 2023, the company transferred its stock listing from the New York Stock Exchange to the Nasdaq. On December 18, 2023, DoorDash was added to the Nasdaq-100 index. In March 2025, DoorDash announced a partnership with Klarna, a Buy Now, Pay Later (BNPL) service, letting customers schedule small payments over a set period of time. DoorDash received widespread criticism from this decision, including internet mockery, given concerns about the increase of household debt in America. In 2025, DoorDash acquired the UK-based delivery service Deliveroo for $3.88 billion. The combined company operates in 40 countries and serves 50 million users monthly. In September 2025, DoorDash and Ace Hardware (the largest hardware cooperative) announced their partnership to offer delivery for home use products from over 4,000 Ace locations. == Lawsuits against DoorDash == === 2017 class-action lawsuit for misclassifying workers === In 2017, a class-action lawsuit was filed against DoorDash for allegedly misclassifying delivery drivers in California and Massachusetts as independent contractors. In 2022, a tentative settlement was reached in which DoorDash would pay $100 million total, with $61 million going to over 900,000 drivers, paying out just over $130 per driver, and $28 million for the lawyers. Gizmodo criticized the settlement, noting that the $413 million that DoorDash CEO Tony Xu received the previous year was one of the largest CEO compensation packages of all time. === 2019 data breach lawsuit === On May 4, 2019, DoorDash confirmed 4.9 million customers, delivery workers and merchants had sensitive information stolen via a data breach. Those who joined the platform after April 5, 2018, were unaffected by the breach. A class-action lawsuit for the breach was filed against DoorDash in October 2019. === Withholding of tips and subsequent class-action lawsuits === In July 2019, the company's tipping policy was criticized by The New York Times, and later The Verge and Vox and Gothamist. Drivers receive a guaranteed minimum per order that is paid by DoorDash by default. When a customer added a tip, instead of going directly to the driver, it first went to the company to cover the guaranteed minimum. Drivers then only directly received the part of the tip that exceeded the guaranteed minimum per order. In January 2020, it was reported that DoorDash had lied about skimming tips from its drivers, causing them to earn an average of $1.45 an hour after expenses, and that after the company had allegedly overhauled its tipping system, DoorDash was still manipulating per-delivery payouts at the expense of drivers. A DoorDash customer filed a class action lawsuit against the company for its "materially false and misleading" tipping policy. The case was referred to arbitration in August 2020. Under pressure, the company revised its policy. The company settled a lawsuit with District of Columbia Attorney General Karl Racine for $2.5 million, with funds going to deliverers, the government, and to charity. ==== 2021 driver strike for tip transparency ==== In July 2021, DoorDash drivers went on strike to protest lack of tip transparency and to ask for higher pay. At the time of the strike, and, as of June 2022, DoorDash did not allow drivers to see the full tip amounts prior to accepting a delivery in the app. If customers tip over a set amount for the order total, Doordash hides a portion of the tip until the delivery is complete. The strike occurred after DoorDash rewrote its code to cut off access to Para, a third-party app that drivers had been using to see the full tip amounts. ==== 2025 class-action lawsuit settlement ==== In 2025, DoorDash agreed to pay around $17 million for "misleading both consumers and delivery workers" with tips being docked from drivers' pay instead of directly going to drivers. === 2020 antitrust litigation === In April 2020, in the case of Davitashvili v. GrubHub Inc. DoorDash, Grubhub, Postmates, and Uber Eats were accused of monopolistic power by only listing restaurants on its apps if the restaurant owners signed contracts which include clauses that require prices be the same for dine-in customers as for customers receiving delivery. The plaintiffs stated that this arrangement increases the cost for dine-in customers, as they are required to subsidize the cost of delivery; and that the apps charge "exorbitant" fees, which range from 13% to 40% of revenue, while the average restaurant's profit ranges from 3% to 9% of revenue. The lawsuit seeks treble damages, including for overcharges, since April 14, 2016, for dine-in and delivery customers in the United States at restaurants using the defendants’ delivery apps. Although several preliminary documents in the case have now been filed, a trial date has not yet been set. === Litigation for illegal unauthorized restaurant listing === In May 2021, DoorDash was criticized for unauthorized listings of restaurants who had not given permission to appear on the app. The company was sued by Lona's Lil Eats in St. Louis, with the lawsuit claiming that DoorDash had listed them without permission, then prevented any orders to the restaurant from going through and redirecting customers to other restaurants instead, because Lona's was "too far away," when in reality it had not paid DoorDash a fee for listing. This aspect of DoorDash's business practice is illegal in California. === 2021 lawsuit by the city of Chicago === In August 2021, the city of Chicago sued DoorDash and GrubHub. According to Chicago mayor Lori Lightfoot, the companies broke the law by using "unfair and deceptive t

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  • YrWall

    YrWall

    YrWall is a Digital Graffiti Wall developed by event company Luma, where designs are created on a large wall using a modified spray paint can. The can contains no paint, instead it has an IR light which is tracked by a computer vision system and the image immediately back-projected onto the wall. The inbuilt YrWall software has much of the functionality of a typical computer paint program, with a pop-out interface which enables users to change colour, spray width, opacity, work with stencils and use animated items such as swirls, stars, drips and splats. Recent additions to YrWall include options to email a JPEG of the completed design and create personalised stickers and T-shirts. == Dragons' Den == The inventor of YrWall, Tom Hogan, and his business partner, Tim Williams, appeared on Episode 4 of Series 8 of the BBC show Dragons' Den. Seeking investment in YrWall, the entrepreneurs were successful in gaining £50,000 for 40% of the YrWall parent company Lumacoustics from Dragons Deborah Meaden and Peter Jones. == World's Largest Interactive Graffiti Wall == In September 2009 YrWall was used to create the 'World's Largest Interactive Graffiti Wall' at the Bristol Festival, UK. Artists used the standard 3.5 m2 YrWall to produce artwork which was in turn projected live onto a 26m x 10m space on the side of the iconic Lloyds amphitheatre building.

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  • Admissible heuristic

    Admissible heuristic

    In computer science, specifically in algorithms related to pathfinding, a heuristic function is said to be admissible if it never overestimates the cost of reaching the goal, i.e. the cost it estimates to reach the goal is not higher than the lowest possible cost from the current point in the path. In other words, it should act as a lower bound. It is related to the concept of consistent heuristics. While all consistent heuristics are admissible, not all admissible heuristics are consistent. == Search algorithms == An admissible heuristic is used to estimate the cost of reaching the goal state in an informed search algorithm. In order for a heuristic to be admissible to the search problem, the estimated cost must always be lower than or equal to the actual cost of reaching the goal state. The search algorithm uses the admissible heuristic to find an estimated optimal path to the goal state from the current node. For example, in A search the evaluation function (where n {\displaystyle n} is the current node) is: f ( n ) = g ( n ) + h ( n ) {\displaystyle f(n)=g(n)+h(n)} where f ( n ) {\displaystyle f(n)} = the evaluation function. g ( n ) {\displaystyle g(n)} = the cost from the start node to the current node h ( n ) {\displaystyle h(n)} = estimated cost from current node to goal. h ( n ) {\displaystyle h(n)} is calculated using the heuristic function. With a non-admissible heuristic, the A algorithm could overlook the optimal solution to a search problem due to an overestimation in f ( n ) {\displaystyle f(n)} . == Formulation == n {\displaystyle n} is a node h {\displaystyle h} is a heuristic h ( n ) {\displaystyle h(n)} is cost indicated by h {\displaystyle h} to reach a goal from n {\displaystyle n} h ∗ ( n ) {\displaystyle h^{}(n)} is the optimal cost to reach a goal from n {\displaystyle n} h ( n ) {\displaystyle h(n)} is admissible if, ∀ n {\displaystyle \forall n} h ( n ) ≤ h ∗ ( n ) {\displaystyle h(n)\leq h^{}(n)} == Construction == An admissible heuristic can be derived from a relaxed version of the problem, or by information from pattern databases that store exact solutions to subproblems of the problem, or by using inductive learning methods. == Examples == Two different examples of admissible heuristics apply to the fifteen puzzle problem: Hamming distance Manhattan distance The Hamming distance is the total number of misplaced tiles. It is clear that this heuristic is admissible since the total number of moves to order the tiles correctly is at least the number of misplaced tiles (each tile not in place must be moved at least once). The cost (number of moves) to the goal (an ordered puzzle) is at least the Hamming distance of the puzzle. The Manhattan distance of a puzzle is defined as: h ( n ) = ∑ all tiles d i s t a n c e ( tile, correct position ) {\displaystyle h(n)=\sum _{\text{all tiles}}{\mathit {distance}}({\text{tile, correct position}})} Consider the puzzle below in which the player wishes to move each tile such that the numbers are ordered. The Manhattan distance is an admissible heuristic in this case because every tile will have to be moved at least the number of spots in between itself and its correct position. The subscripts show the Manhattan distance for each tile. The total Manhattan distance for the shown puzzle is: h ( n ) = 3 + 1 + 0 + 1 + 2 + 3 + 3 + 4 + 3 + 2 + 4 + 4 + 4 + 1 + 1 = 36 {\displaystyle h(n)=3+1+0+1+2+3+3+4+3+2+4+4+4+1+1=36} == Optimality proof == If an admissible heuristic is used in an algorithm that, per iteration, progresses only the path of lowest evaluation (current cost + heuristic) of several candidate paths, terminates the moment its exploration reaches the goal and, crucially, closes all optimal paths before terminating (something that's possible with A search algorithm if special care isn't taken), then this algorithm can only terminate on an optimal path. To see why, consider the following proof by contradiction: Assume such an algorithm managed to terminate on a path T with a true cost Ttrue greater than the optimal path S with true cost Strue. This means that before terminating, the evaluated cost of T was less than or equal to the evaluated cost of S (or else S would have been picked). Denote these evaluated costs Teval and Seval respectively. The above can be summarized as follows, Strue < Ttrue Teval ≤ Seval If our heuristic is admissible it follows that at this penultimate step Teval = Ttrue because any increase on the true cost by the heuristic on T would be inadmissible and the heuristic cannot be negative. On the other hand, an admissible heuristic would require that Seval ≤ Strue which combined with the above inequalities gives us Teval < Ttrue and more specifically Teval ≠ Ttrue. As Teval and Ttrue cannot be both equal and unequal our assumption must have been false and so it must be impossible to terminate on a more costly than optimal path. As an example, let us say we have costs as follows:(the cost above/below a node is the heuristic, the cost at an edge is the actual cost) 0 10 0 100 0 START ---- O ----- GOAL | | 0| |100 | | O ------- O ------ O 100 1 100 1 100 So clearly we would start off visiting the top middle node, since the expected total cost, i.e. f ( n ) {\displaystyle f(n)} , is 10 + 0 = 10 {\displaystyle 10+0=10} . Then the goal would be a candidate, with f ( n ) {\displaystyle f(n)} equal to 10 + 100 + 0 = 110 {\displaystyle 10+100+0=110} . Then we would clearly pick the bottom nodes one after the other, followed by the updated goal, since they all have f ( n ) {\displaystyle f(n)} lower than the f ( n ) {\displaystyle f(n)} of the current goal, i.e. their f ( n ) {\displaystyle f(n)} is 100 , 101 , 102 , 102 {\displaystyle 100,101,102,102} . So even though the goal was a candidate, we could not pick it because there were still better paths out there. This way, an admissible heuristic can ensure optimality. However, note that although an admissible heuristic can guarantee final optimality, it is not necessarily efficient.

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  • Audio-visual speech recognition

    Audio-visual speech recognition

    Audio visual speech recognition (AVSR) is a technique that uses image processing capabilities in lip reading to aid speech recognition systems in recognizing indeterministic phones or giving preponderance among near probability decisions. Each system of lip reading and speech recognition works separately, then their results are mixed at the stage of feature fusion. As the name suggests, it has two parts. First one is the audio part and second one is the visual part. In audio part we use features like log mel spectrogram, mfcc etc. from the raw audio samples and we build a model to get feature vector out of it . For visual part generally we use some variant of convolutional neural network to compress the image to a feature vector after that we concatenate these two vectors (audio and visual ) and try to predict the target object.

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  • Comparison of user features of messaging platforms

    Comparison of user features of messaging platforms

    Comparison of user features of messaging platforms refers to a comparison of all the various user features of various electronic instant messaging platforms. This includes a wide variety of resources; it includes standalone apps, platforms within websites, computer software, and various internal functions available on specific devices, such as iMessage for iPhones. This entry includes only the features and functions that shape the user experience for such apps. A comparison of the underlying system components, programming aspects, and other internal technical information, is outside the scope of this entry. == Overview and background == Instant messaging technology is a type of online chat that offers real-time text transmission over the Internet. A LAN messenger operates in a similar way over a local area network. Short messages are typically transmitted between two parties when each user chooses to complete a thought and select "send". Some IM applications can use push technology to provide real-time text, which transmits messages character by character, as they are composed. More advanced instant messaging can add file transfer, clickable hyperlinks, Voice over IP, or video chat. Non-IM types of chat include multicast transmission, usually referred to as "chat rooms", where participants might be anonymous or might be previously known to each other (for example collaborators on a project that is using chat to facilitate communication). Instant messaging systems tend to facilitate connections between specified known users (often using a contact list also known as a "buddy list" or "friend list"). Depending on the IM protocol, the technical architecture can be peer-to-peer (direct point-to-point transmission) or client-server (an Instant message service center retransmits messages from the sender to the communication device). By 2010, instant messaging over the Web was in sharp decline, in favor of messaging features on social networks. The most popular IM platforms were terminated, such as AIM which closed down and Windows Live Messenger which merged into Skype. Instant messaging has since seen a revival in popularity in the form of "messaging apps" (usually on mobile devices) which by 2014 had more users than social networks. As of 2010, social networking providers often offer IM abilities. Facebook Chat is a form of instant messaging, and Twitter can be thought of as a Web 2.0 instant messaging system. Similar server-side chat features are part of most dating websites, such as OkCupid or PlentyofFish. The spread of smartphones and similar devices in the late 2000s also caused increased competition with conventional instant messaging, by making text messaging services still more ubiquitous. Many instant messaging services offer video calling features, voice over IP and web conferencing services. Web conferencing services can integrate both video calling and instant messaging abilities. Some instant messaging companies are also offering desktop sharing, IP radio, and IPTV to the voice and video features. The term "Instant Messenger" is a service mark of Time Warner and may not be used in software not affiliated with AOL in the United States. For this reason, in April 2007, the instant messaging client formerly named Gaim (or gaim) announced that they would be renamed "Pidgin". In the 2010s, more people started to use messaging apps on modern computers and devices like WhatsApp, WeChat, Viber, Facebook Messenger, Telegram, Signal and Line rather than instant messaging on computers like AIM and Windows Live Messenger. For example, WhatsApp was founded in 2009, and Facebook acquired in 2014, by which time it already had half a billion users. === Concepts === ==== Backchannel ==== Backchannel is the practice of using networked computers to maintain a real-time online conversation alongside the primary group activity or live spoken remarks. The term was coined in the field of linguistics to describe listeners' behaviours during verbal communication. (See Backchannel (linguistics).) The term "backchannel" generally refers to online conversation about the conference topic or speaker. Occasionally backchannel provides audience members a chance to fact-check the presentation. First growing in popularity at technology conferences, backchannel is increasingly a factor in education where WiFi connections and laptop computers allow participants to use ordinary chat like IRC or AIM to actively communicate during presentation. More recent research include works where the backchannel is brought publicly visible, such as the ClassCommons, backchan.nl and Fragmented Social Mirror. Twitter is also widely used today by audiences to create backchannels during broadcasting of content or at conferences. For example, television drama, other forms of entertainment and magazine programs. This practice is often also called live tweeting. Many conferences nowadays also have a hashtag that can be used by the participants to share notes and experiences; furthermore such hashtags can be user generated. == Features == Various platforms and apps are distinguished by their strengths and features in regards to specific functions. === Group messaging === === Official channels === Some apps include a feature known as "official channels" which allows companies, especially news media outlets, publications, and other mass media companies, to offer an official channel, which users can join, and thereby receive regular updates, published articles, or news updates from companies or news outlets. Two apps which have a large amount of such channels available are Line and Telegram. === Video group calls === == Basic default platforms == Basic platforms which are common across entire categories of mobile devices, computers, or operating systems. === SMS === SMS (short message service) is a text messaging service component of most telephone, Internet, and mobile device systems. It uses standardized communication protocols to enable mobile devices to exchange short text messages. An intermediary service can facilitate a text-to-voice conversion to be sent to landlines. SMS, as used on modern devices, originated from radio telegraphy in radio memo pagers that used standardized phone protocols. These were defined in 1985 as part of the Global System for Mobile Communications (GSM) series of standards. The first test SMS message was sent on December 3, 1992, when Neil Papwort, a test engineer for Sema Group, used a personal computer to send "Merry Christmas" to the phone of colleague Richard Jarvis. It commercially rolled out to many cellular networks that decade. SMS became hugely popular worldwide as a way of text communication. By the end of 2010, SMS was the most widely used data application, with an estimated 3.5 billion active users, or about 80% of all mobile phone subscribers. The protocols allowed users to send and receive messages of up to 160 characters (when entirely alpha-numeric) to and from GSM mobiles. Although most SMS messages are sent from one mobile phone to another, support for the service has expanded to include other mobile technologies, such as ANSI CDMA networks and Digital AMPS. Mobile marketing, a type of direct marketing, uses SMS. According to a 2018 market research report the global SMS messaging business was estimated to be worth over US$100 billion, accounting for almost 50 percent of all the revenue generated by mobile messaging. A Flash SMS is a type of SMS that appears directly on the main screen without user interaction and is not automatically stored in the inbox. It can be useful in emergencies, such as a fire alarm or cases of confidentiality, as in delivering one-time passwords. ==== Threaded SMS format ==== Threaded SMS is a visual styling orientation of SMS message history that arranges messages to and from a contact in chronological order on a single screen. It was first invented by a developer working to implement the SMS client for the BlackBerry, who was looking to make use of the blank screen left below the message on a device with a larger screen capable of displaying far more than the usual 160 characters, and was inspired by threaded Reply conversations in email. Visually, this style of representation provides a back-and-forth chat-like history for each individual contact. Hierarchical-threading at the conversation-level (as typical in blogs and on-line messaging boards) is not widely supported by SMS messaging clients. This limitation is due to the fact that there is no session identifier or subject-line passed back and forth between sent and received messages in the header data (as specified by SMS protocol) from which the client device can properly thread an incoming message to a specific dialogue, or even to a specific message within a dialogue. Most smart phone text-messaging-clients are able to create some contextual threading of "group messages" which narrows the context of the thread around the common interests shared by

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