AI Paragraph Rewriter

AI Paragraph Rewriter — hands-on reviews, top picks, pricing, pros and cons and a practical how-to guide on Aizhi.

  • Digital sculpting

    Digital sculpting

    Digital sculpting, also known as sculpt modeling or 3D sculpting, is the use of software that offers tools to push, pull, smooth, grab, pinch or otherwise manipulate a digital object as if it were made of a real-life substance such as clay. == Sculpting technology == The geometry used in digital sculpting programs to represent the model can vary; each offers different benefits and limitations. The majority of digital sculpting tools on the market use mesh-based geometry, in which an object is represented by an interconnected surface mesh of polygons that can be pushed and pulled around. This is somewhat similar to the physical process of beating copper plates to sculpt a scene in relief. Other digital sculpting tools use voxel-based geometry, in which the volume of the object is the basic element. Material can be added and removed, much like sculpting in clay. Still other tools make use of more than one basic geometry representation. A benefit of mesh-based programs is that they support sculpting at multiple resolutions on a single model. Areas of the model that are finely detailed can have very small polygons while other areas can have larger polygons. In many mesh-based programs, the mesh can be edited at different levels of detail, and the changes at one level will propagate to higher and lower levels of model detail. A limitation of mesh-based sculpting is the fixed topology of the mesh; the specific arrangement of the polygons can limit the ways in which detail can be added or manipulated. A benefit of voxel-based sculpting is that voxels allow complete freedom over form. The topology of a model can be altered continually during the sculpting process as material is added and subtracted, which frees the sculptor from considering the layout of polygons on the model's surface. After sculpting, it may be necessary to retopologize the model to obtain a clean mesh for use in animation or real-time rendering. Voxels, however, are more limited in handling multiple levels of detail. Unlike mesh-based modeling, broad changes made to voxels at a low level of detail may completely destroy finer details. == Uses == Sculpting can often introduce details to meshes that would otherwise have been difficult or impossible to create using traditional 3D modeling techniques. This makes it preferable for achieving photorealistic and hyperrealistic results, though, many stylized results are achieved as well. Sculpting is primarily used in high poly organic modeling (the creation of 3D models which consist mainly of curves or irregular surfaces, as opposed to hard surface modeling). It is also used by auto manufacturers in their design of new cars. It can create the source meshes for low poly game models used in video games. In conjunction with other 3D modeling and texturing techniques and Displacement and Normal mapping, it can greatly enhance the appearance of game meshes often to the point of photorealism. Some sculpting programs like 3D-Coat, Zbrush, and Mudbox offer ways to integrate their workflows with traditional 3D modeling and rendering programs. Conversely, 3D modeling applications like 3ds Max, Maya and MODO are now incorporating sculpting capability as well, though these are usually less advanced than tools found in sculpting-specific applications. High poly sculpts are also extensively used in CG artwork for movies, industrial design, art, photorealistic illustrations, and for prototyping in 3D printing. == 3D print == Sculptors and digital artists use digital sculpting to create a model (or Digital Twin) to be materialized through CNC technologies including 3D printing. The final sculptures are often called Digital Sculpture or 3D printed art. While digital technologies have emerged in many art disciplines (painting, photography), this is less the case for digital sculpture due to the higher complexity and technology limitations to produce the final sculpture. == Sculpting Process == The best way to learn sculpture is by understanding primary, secondary and tertiary forms. First, break down the object you want to make down its basic shapes, such as a sphere or cube. Focus on making the large, overall shape of the object. After that, work on the bigger shapes on top of or inside the object. These can be protrusions or cut outs. Then, do a final detail pass, such as pores or lines to break up the shape. == Sculpting programs == There are a number of digital sculpting tools available. Some popular tools for creating are: Traditional 3D modeling suites are also beginning to include sculpting capability. 3D modeling programs which currently feature some form of sculpting include the following:

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  • Best AI Essay Writers in 2026

    Best AI Essay Writers in 2026

    Comparing the best AI essay writer? An AI essay writer is software that uses machine learning to help you get more done — it lowers the barrier so anyone can produce professional output. Privacy matters too: check whether your data trains the model and whether a no-log or enterprise tier is available. Whether you are a beginner or a pro, the right AI essay writer slots into your workflow and pays for itself fast. We tested the leading options and ranked them by quality, value, and ease of use.

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  • Best AI Pair Programmers in 2026

    Best AI Pair Programmers in 2026

    Shopping for the best AI pair programmer? An AI pair programmer is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI pair programmer slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • Tomáš Mikolov

    Tomáš Mikolov

    Tomáš Mikolov is a Czech computer scientist working in the field of machine learning. In March 2020, Mikolov became a senior research scientist at the Czech Institute of Informatics, Robotics and Cybernetics. == Career == Mikolov obtained his PhD in Computer Science from Brno University of Technology for his work on recurrent neural network-based language models. He is the lead author of the 2013 paper that introduced the Word2vec technique in natural language processing and is an author on the FastText architecture. Mikolov came up with the idea to generate text from neural language models in 2007 and his RNNLM toolkit was the first to demonstrate the capability to train language models on large corpora, resulting in large improvements over the state of the art. Prior to joining Facebook in 2014, Mikolov worked as a visiting researcher at Johns Hopkins University, Université de Montréal, Microsoft and Google. He left Facebook at some time in 2019/2020 to join the Czech Institute of Informatics, Robotics and Cybernetics. Mikolov has argued that humanity might be at a greater existential risk if an artificial general intelligence is not developed.

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  • Brain technology

    Brain technology

    Brain technology, or self-learning know-how systems, defines a technology that employs latest findings in neuroscience. [see also neuro implants] The term was first introduced by the Artificial Intelligence Laboratory in Zurich, Switzerland, in the context of the Roboy project. Brain Technology can be employed in robots, know-how management systems and any other application with self-learning capabilities. In particular, Brain Technology applications allow the visualization of the underlying learning architecture often coined as "know-how maps". == Research and applications == The first demonstrations of BC in humans and animals took place in the 1960s when Grey Walter demonstrated use of non-invasively recorded encephalogram (EEG) signals from a human subject to control a slide projector (Graimann et al., 2010). Soon after Jacques J. Vidal coined the term brain–computer interface (BCI) in 1971, the Defense Advanced Research Projects Agency (DARPA) first starting funding brain–computer interface research and has since funded several brain–computer interface projects. That market is expected to reach a value of $1.72 billion by 2022. Brain–computer interfaces record brain activity, transmit the information out of the body, signal-process the data via algorithms, and convert them into command control signals. In 2012, a landmark study in Nature, led by pioneer Leigh Hochberg, MD, PhD, demonstrated that two people with tetraplegia were able to control robotic arms through thought when connected to the BrainGate neural interface system. The two participants were able to reach for and grasp objects in three-dimensional space, and one participant used the system to serve herself coffee for the first time since becoming paralyzed nearly 15 years prior. And in October 2020, two patients were able to wirelessly control an operating system to text, email, shop and bank using direct thought through the Stentrode brain computer interface (Journal of NeuroInterventional Surgery) in a study led by Thomas Oxley. This was the first time a brain–computer interface was implanted via the patient's blood vessels, eliminating the need for open brain surgery. Currently a number of groups are exploring a range of experimental devices using brain–computer interfaces, which have the potential to fundamentally change the way of life for patients with paralysis and a wide range of neurological disorders. These include: as Elon Musk, Facebook, and the University of California in San Francisco. The systems. This technology is also being explored as a neuromodulation device and may ultimately help diagnose and treat a range of brain pathologies, such as epilepsy and Parkinson's disease.

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  • How to Choose an AI Blog Writer

    How to Choose an AI Blog Writer

    Curious about the best AI blog writer? An AI blog writer is software that uses machine learning to help you get more done — it combines speed, accuracy, and an interface that just works. Hands-on testing shows real-world results vary, so a short free trial is the smartest way to decide. Whether you are a beginner or a pro, the right AI blog writer slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

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  • Generalized filtering

    Generalized filtering

    Generalized filtering is a generic Bayesian filtering scheme for nonlinear state-space models. It is based on a variational principle of least action, formulated in generalized coordinates of motion. Note that "generalized coordinates of motion" are related to—but distinct from—generalized coordinates as used in (multibody) dynamical systems analysis. Generalized filtering furnishes posterior densities over hidden states (and parameters) generating observed data using a generalized gradient descent on variational free energy, under the Laplace assumption. Unlike classical (e.g. Kalman-Bucy or particle) filtering, generalized filtering eschews Markovian assumptions about random fluctuations. Furthermore, it operates online, assimilating data to approximate the posterior density over unknown quantities, without the need for a backward pass. Special cases include variational filtering, dynamic expectation maximization and generalized predictive coding. == Definition == Definition: Generalized filtering rests on the tuple ( Ω , U , X , S , p , q ) {\displaystyle (\Omega ,U,X,S,p,q)} : A sample space Ω {\displaystyle \Omega } from which random fluctuations ω ∈ Ω {\displaystyle \omega \in \Omega } are drawn Control states U ∈ R {\displaystyle U\in \mathbb {R} } – that act as external causes, input or forcing terms Hidden states X : X × U × Ω → R {\displaystyle X:X\times U\times \Omega \to \mathbb {R} } – that cause sensory states and depend on control states Sensor states S : X × U × Ω → R {\displaystyle S:X\times U\times \Omega \to \mathbb {R} } – a probabilistic mapping from hidden and control states Generative density p ( s ~ , x ~ , u ~ ∣ m ) {\displaystyle p({\tilde {s}},{\tilde {x}},{\tilde {u}}\mid m)} – over sensory, hidden and control states under a generative model m {\displaystyle m} Variational density q ( x ~ , u ~ ∣ μ ~ ) {\displaystyle q({\tilde {x}},{\tilde {u}}\mid {\tilde {\mu }})} – over hidden and control states with mean μ ~ ∈ R {\displaystyle {\tilde {\mu }}\in \mathbb {R} } Here ~ denotes a variable in generalized coordinates of motion: u ~ = [ u , u ′ , u ″ , … ] T {\displaystyle {\tilde {u}}=[u,u',u'',\ldots ]^{T}} === Generalized filtering === The objective is to approximate the posterior density over hidden and control states, given sensor states and a generative model – and estimate the (path integral of) model evidence p ( s ~ ( t ) | m ) {\displaystyle p({\tilde {s}}(t)\vert m)} to compare different models. This generally involves an intractable marginalization over hidden states, so model evidence (or marginal likelihood) is replaced with a variational free energy bound. Given the following definitions: μ ~ ( t ) = a r g m i n μ ~ { F ( s ~ ( t ) , μ ~ ) } {\displaystyle {\tilde {\mu }}(t)={\underset {\tilde {\mu }}{\operatorname {arg\,min} }}\{F({\tilde {s}}(t),{\tilde {\mu }})\}} G ( s ~ , x ~ , u ~ ) = − ln ⁡ p ( s ~ , x ~ , u ~ | m ) {\displaystyle G({\tilde {s}},{\tilde {x}},{\tilde {u}})=-\ln p({\tilde {s}},{\tilde {x}},{\tilde {u}}\vert m)} Denote the Shannon entropy of the density q {\displaystyle q} by H [ q ] = E q [ − log ⁡ ( q ) ] {\displaystyle H[q]=E_{q}[-\log(q)]} . We can then write the variational free energy in two ways: F ( s ~ , μ ~ ) = E q [ G ( s ~ , x ~ , u ~ ) ] − H [ q ( x ~ , u ~ | μ ~ ) ] = − ln ⁡ p ( s ~ | m ) + D K L [ q ( x ~ , u ~ | μ ~ ) | | p ( x ~ , u ~ | s ~ , m ) ] {\displaystyle F({\tilde {s}},{\tilde {\mu }})=E_{q}[G({\tilde {s}},{\tilde {x}},{\tilde {u}})]-H[q({\tilde {x}},{\tilde {u}}\vert {\tilde {\mu }})]=-\ln p({\tilde {s}}\vert m)+D_{KL}[q({\tilde {x}},{\tilde {u}}\vert {\tilde {\mu }})\vert \vert p({\tilde {x}},{\tilde {u}}\vert {\tilde {s}},m)]} The second equality shows that minimizing variational free energy (i) minimizes the Kullback-Leibler divergence between the variational and true posterior density and (ii) renders the variational free energy (a bound approximation to) the negative log evidence (because the divergence can never be less than zero). Under the Laplace assumption q ( x ~ , u ~ ∣ μ ~ ) = N ( μ ~ , C ) {\displaystyle q({\tilde {x}},{\tilde {u}}\mid {\tilde {\mu }})={\mathcal {N}}({\tilde {\mu }},C)} the variational density is Gaussian and the precision that minimizes free energy is C − 1 = Π = ∂ μ ~ μ ~ G ( μ ~ ) {\displaystyle C^{-1}=\Pi =\partial _{{\tilde {\mu }}{\tilde {\mu }}}G({\tilde {\mu }})} . This means that free-energy can be expressed in terms of the variational mean (omitting constants): F = G ( μ ~ ) + 1 2 ln ⁡ | ∂ μ ~ μ ~ G ( μ ~ ) | {\displaystyle F=G({\tilde {\mu }})+\textstyle {1 \over 2}\ln \vert \partial _{{\tilde {\mu }}{\tilde {\mu }}}G({\tilde {\mu }})\vert } The variational means that minimize the (path integral) of free energy can now be recovered by solving the generalized filter: μ ~ ˙ = D μ ~ − ∂ μ ~ F ( s ~ , μ ~ ) {\displaystyle {\dot {\tilde {\mu }}}=D{\tilde {\mu }}-\partial _{\tilde {\mu }}F({\tilde {s}},{\tilde {\mu }})} where D {\displaystyle D} is a block matrix derivative operator of identify matrices such that D u ~ = [ u ′ , u ″ , … ] T {\displaystyle D{\tilde {u}}=[u',u'',\ldots ]^{T}} === Variational basis === Generalized filtering is based on the following lemma: The self-consistent solution to μ ~ ˙ = D μ ~ − ∂ μ ~ F ( s , μ ~ ) {\displaystyle {\dot {\tilde {\mu }}}=D{\tilde {\mu }}-\partial _{\tilde {\mu }}F(s,{\tilde {\mu }})} satisfies the variational principle of stationary action, where action is the path integral of variational free energy S = ∫ d t F ( s ~ ( t ) , μ ~ ( t ) ) {\displaystyle S=\int dt\,F({\tilde {s}}(t),{\tilde {\mu }}(t))} Proof: self-consistency requires the motion of the mean to be the mean of the motion and (by the fundamental lemma of variational calculus) μ ~ ˙ = D μ ~ ⇔ ∂ μ ~ F ( s ~ , μ ~ ) = 0 ⇔ δ μ ~ S = 0 {\displaystyle {\dot {\tilde {\mu }}}=D{\tilde {\mu }}\Leftrightarrow \partial _{\tilde {\mu }}F({\tilde {s}},{\tilde {\mu }})=0\Leftrightarrow \delta _{\tilde {\mu }}S=0} Put simply, small perturbations to the path of the mean do not change variational free energy and it has the least action of all possible (local) paths. Remarks: Heuristically, generalized filtering performs a gradient descent on variational free energy in a moving frame of reference: μ ~ ˙ − D μ ~ = − ∂ μ ~ F ( s , μ ~ ) {\displaystyle {\dot {\tilde {\mu }}}-D{\tilde {\mu }}=-\partial _{\tilde {\mu }}F(s,{\tilde {\mu }})} , where the frame itself minimizes variational free energy. For a related example in statistical physics, see Kerr and Graham who use ensemble dynamics in generalized coordinates to provide a generalized phase-space version of Langevin and associated Fokker-Planck equations. In practice, generalized filtering uses local linearization over intervals Δ t {\displaystyle \Delta t} to recover discrete updates Δ μ ~ = ( exp ⁡ ( Δ t ⋅ J ) − I ) J − 1 μ ~ ˙ J = ∂ μ ~ μ ~ ˙ = D − ∂ μ ~ μ ~ F ( s ~ , μ ~ ) {\displaystyle {\begin{aligned}\Delta {\tilde {\mu }}&=(\exp(\Delta t\cdot J)-I)J^{-1}{\dot {\tilde {\mu }}}\\J&=\partial _{\tilde {\mu }}{\dot {\tilde {\mu }}}=D-\partial _{{\tilde {\mu }}{\tilde {\mu }}}F({\tilde {s}},{\tilde {\mu }})\end{aligned}}} This updates the means of hidden variables at each interval (usually the interval between observations). == Generative (state-space) models in generalized coordinates == Usually, the generative density or model is specified in terms of a nonlinear input-state-output model with continuous nonlinear functions: s = g ( x , u ) + ω s x ˙ = f ( x , u ) + ω x {\displaystyle {\begin{aligned}s&=g(x,u)+\omega _{s}\\{\dot {x}}&=f(x,u)+\omega _{x}\end{aligned}}} The corresponding generalized model (under local linearity assumptions) obtains the from the chain rule s ~ = g ~ ( x ~ , u ~ ) + ω ~ s s = g ( x , u ) + ω s s ′ = ∂ x g ⋅ x ′ + ∂ u g ⋅ u ′ + ω s ′ s ″ = ∂ x g ⋅ x ″ + ∂ u g ⋅ u ″ + ω s ″ ⋮ x ~ ˙ = f ~ ( x ~ , u ~ ) + ω ~ x x ˙ = f ( x , u ) + ω x x ˙ ′ = ∂ x f ⋅ x ′ + ∂ u f ⋅ u ′ + ω x ′ x ˙ ″ = ∂ x f ⋅ x ″ + ∂ u f ⋅ u ″ + ω x ″ ⋮ {\displaystyle {\begin{aligned}{\tilde {s}}&={\tilde {g}}({\tilde {x}},{\tilde {u}})+{\tilde {\omega }}_{s}\\\\s&=g(x,u)+\omega _{s}\\s'&=\partial _{x}g\cdot x'+\partial _{u}g\cdot u'+\omega '_{s}\\s''&=\partial _{x}g\cdot x''+\partial _{u}g\cdot u''+\omega ''_{s}\\&\vdots \\\end{aligned}}\qquad {\begin{aligned}{\dot {\tilde {x}}}&={\tilde {f}}({\tilde {x}},{\tilde {u}})+{\tilde {\omega }}_{x}\\\\{\dot {x}}&=f(x,u)+\omega _{x}\\{\dot {x}}'&=\partial _{x}f\cdot x'+\partial _{u}f\cdot u'+\omega '_{x}\\{\dot {x}}''&=\partial _{x}f\cdot x''+\partial _{u}f\cdot u''+\omega ''_{x}\\&\vdots \end{aligned}}} Gaussian assumptions about the random fluctuations ω {\displaystyle \omega } then prescribe the likelihood and empirical priors on the motion of hidden states p ( s ~ , x ~ , u ~ | m ) = p ( s ~ | x ~ , u ~ , m ) p ( D x ~ | x , u ~ , m ) p ( x | m ) p ( u ~ | m ) p ( s ~ | x ~ , u ~ , m ) = N ( g ~ ( x ~ , u ~ ) , Σ ~ ( x ~ , u ~ ) s ) p ( D x ~ | x , u ~ , m ) = N ( f ~ ( x ~ , u ~ ) , Σ ~ ( x ~ , u ~ ) x ) {\displayst

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  • Self-verifying finite automaton

    Self-verifying finite automaton

    In automata theory, a self-verifying finite automaton (SVFA) is a special kind of a nondeterministic finite automaton (NFA) with a symmetric kind of nondeterminism introduced by Hromkovič and Schnitger. Generally, in self-verifying nondeterminism, each computation path is concluded with any of the three possible answers: yes, no, and I do not know. For each input string, no two paths may give contradictory answers, namely both answers yes and no on the same input are not possible. At least one path must give answer yes or no, and if it is yes then the string is considered accepted. SVFA accept the same class of languages as deterministic finite automata (DFA) and NFA but have different state complexity. == Formal definition == An SVFA is represented formally by a 6-tuple, A=(Q, Σ, Δ, q0, Fa, Fr) such that (Q, Σ, Δ, q0, Fa) is an NFA, and Fa, Fr are disjoint subsets of Q. For each word w = a1a2 … an, a computation is a sequence of states r0,r1, …, rn, in Q with the following conditions: r0 = q0 ri+1 ∈ Δ(ri, ai+1), for i = 0, …, n−1. If rn ∈ Fa then the computation is accepting, and if rn ∈ Fr then the computation is rejecting. There is a requirement that for each w there is at least one accepting computation or at least one rejecting computation but not both. == Results == Each DFA is a SVFA, but not vice versa. Jirásková and Pighizzini proved that for every SVFA of n states, there exists an equivalent DFA of g ( n ) = Θ ( 3 n / 3 ) {\displaystyle g(n)=\Theta (3^{n/3})} states. Furthermore, for each positive integer n, there exists an n-state SVFA such that the minimal equivalent DFA has exactly g ( n ) {\displaystyle g(n)} states. Other results on the state complexity of SVFA were obtained by Jirásková and her colleagues.

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  • Office automation

    Office automation

    Office automation refers to the varied computer machinery and software used to digitally create, collect, store, manipulate, and relay office information needed for accomplishing basic tasks. Raw data storage, electronic transfer, and the management of electronic business information comprise the basic activities of an office automation system. Office automation helps in optimizing or automating existing office procedures. The backbone of office automation is a local area network, which allows users to transfer data, mail and voice across the network. All office functions, including dictation, typing, filing, copying, fax, telex, microfilm and records management, telephone and telephone switchboard operations, fall into this category. Office automation was a popular term in the 1970s and 1980s as the desktop computer exploded onto the scene. Advantages of office automation include that it can get many tasks accomplished faster, it eliminates the need for a large staff, less storage is required to store data, and multiple people can update data simultaneously in the event of changes in schedule. == Outline == Businesses can easily purchase and stock their wares with the aid of technology. Many of the manual tasks that used to be done by hand can now be done through hand held devices and UPC and SKU coding. In the retail setting, automation also increases choice. Customers can easily process their payments through automated credit card machines and no longer have to wait in line for an employee to process and manually type in the credit card numbers. Office payrolls have been automated, which means no one has to manually cut checks, and those checks that are cut can be printed through computer programs. Direct deposit can be automatically set up and this further reduces the manual process, and most employees who participate in direct deposit often find their paychecks come earlier than if they'd have to wait for their checks to be written and then cleared by the bank. Other ways automation has reduced employee manpower on tasks is automated voice direction. Through the use of prompts, automated phone menus and directed calls, the need for employees to be dedicated to answer the phones has been reduced, and in some cases, eliminated.

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  • European Association for Machine Translation

    European Association for Machine Translation

    The European Association for Machine Translation is the European branch of the International Association for Machine Translation Archived 2010-06-24 at the Wayback Machine. It is a non-profit organisation and organises conferences and workshops on the subject of machine translation. It was registered in 1991 in Switzerland and is the only organisation of its type in Europe.

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  • Alex James (professor)

    Alex James (professor)

    Alex James is an Indian scientist who is a professor of AI hardware at School of Electronic Systems and Automation, and Dean at Digital University Kerala (IIITM-K). He is the professor in charge of Maker Village, Kochi, Chief Investigator of the centre for Intelligent IoT Sensors, and India Innovation Centre for Graphene. James features in top 1% scientists list published by Elsevier BV in the world in the field of Electrical and Electronics Engineering. He appeared in the list for the third consecutive time. He specializes in the scientific field of Memristive Systems, AI hardware, Neuromorphic VLSI (very-large-scale integration) system, Intelligent Imaging and Machine learning, and Analogue electronics. == Education and career == James earned his Ph.D. degree from the Queensland Micro and Nanotechnology Centre, Griffith University, Brisbane, Australia. Since 2009, he has been working as a faculty member at different universities in Australia and India. He was a Member of IET Vision and Imaging Network, and is a Member of BCS’ Fellows Technical Advisory Group (F-TAG). He is the founding chair for IEEE Kerala Section Circuits and Systems Society, and is a fellow of British Computer Society (FBCS), and Institution of Engineering and Technology. He was an Editorial Board Member of Information Fusion (2010–2014), Elsevier, and associate editor for HCIS (2015–2020), Springer; and Guest Associate Editor for IEEE Transactions on Emerging Topics in Computational Intelligence (2017). Currently he is serving as an Associate Editor of IEEE Access, Frontiers in Neuroscience, and IEEE Transactions on Circuits and Systems I: Regular Papers journal. == Scientific research == IIITM-K has achieved a breakthrough in developing Analogue Integrated circuit for implementing Generative Adversarial Networks (GAN) in a joint research project with Analogue Circuits and Image Sensors Lab, Siegen university and Fraunhofer, Germany, and Centre for Excellence in Artificial general intelligence and Neuromorphic Systems (neuroAGI). According to A. P. James, professor at the School of Electronics at IIITM-K, this complicated and meticulous AI circuits research can accelerate and operate GAN applications in low power devices. It also can be used to analyze and interpret 2019-nCoV data for a possible solution to the pandemic. An AI Semantic search engine has been created by a research team led by A.P. James to help researchers gain deeper insights into Scientific Investigation, particularly since the COVID-19 issue has necessitated the collection of a significant amount of complex scientific data. The search engine is called "www.vilokana.in, which is Sanskrit for "finding out. == Awards and honors == James is a member of IEEE CASS Technical committee on Nonlinear Circuits and Systems, IEEE CASS Technical committee on Cellular Nanoscale networks and Memristor Array Computing, IEEE Consumer Technology Society Technical Committee on Quantum in Consumer Technology (QCT), Technical Committee on Machine learning, Deep learning and AI in CE (MDA) and Member of BCS’ Fellows Technical Advisory Group (F-TAG). James was awarded best associate editor of IEEE Transactions on Circuits and Systems I: Regular Papers TCAS-I, by the IEEE Circuits and Systems Society (IEEE CASS) for the year 2020–21. He has been an associate editor for the journal since 2017. He is also an editorial board member of PeerJ CS and a Senior Member of IEEE, Life Member of ACM, Senior Fellow of HEA.

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  • Top 10 AI Text-to-video Tools Compared (2026)

    Top 10 AI Text-to-video Tools Compared (2026)

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

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  • Word error rate

    Word error rate

    Word error rate (WER) is a common metric of the performance of a speech recognition or machine translation system. The WER metric typically ranges from 0 to 1, where 0 indicates that the compared pieces of text are exactly identical, and 1 (or larger) indicates that they are completely different with no similarity. This way, a WER of 0.8 means that there is an 80% error rate for compared sentences. The general difficulty of measuring performance lies in the fact that the recognized word sequence can have a different length from the reference word sequence (supposedly the correct one). The WER is derived from the Levenshtein distance, working at the word level instead of the phoneme level. The WER is a valuable tool for comparing different systems as well as for evaluating improvements within one system. This kind of measurement, however, provides no details on the nature of translation errors and further work is therefore required to identify the main source(s) of error and to focus any research effort. This problem is solved by first aligning the recognized word sequence with the reference (spoken) word sequence using dynamic string alignment. Examination of this issue is seen through a theory called the power law that states the correlation between perplexity and word error rate. Word error rate can then be computed as: W E R = S + D + I N = S + D + I S + D + C {\displaystyle {\mathit {WER}}={\frac {S+D+I}{N}}={\frac {S+D+I}{S+D+C}}} where S is the number of substitutions, D is the number of deletions, I is the number of insertions, C is the number of correct words, N is the number of words in the reference (N=S+D+C) The intuition behind 'deletion' and 'insertion' is how to get from the reference to the hypothesis. So if we have the reference "This is wikipedia" and hypothesis "This _ wikipedia", we call it a deletion. Note that since N is the number of words in the reference, the word error rate can be larger than 1.0, namely if the number of insertions I is larger than the number of correct words C. When reporting the performance of a speech recognition system, sometimes word accuracy (WAcc) is used instead: W A c c = 1 − W E R = N − S − D − I N = C − I N {\displaystyle {\mathit {WAcc}}=1-{\mathit {WER}}={\frac {N-S-D-I}{N}}={\frac {C-I}{N}}} Since the WER can be larger than 1.0, the word accuracy can be smaller than 0.0. == Experiments == It is commonly believed that a lower word error rate shows superior accuracy in recognition of speech, compared with a higher word error rate. However, at least one study has shown that this may not be true. In a Microsoft Research experiment, it was shown that, if people were trained under "that matches the optimization objective for understanding", (Wang, Acero and Chelba, 2003) they would show a higher accuracy in understanding of language than other people who demonstrated a lower word error rate, showing that true understanding of spoken language relies on more than just high word recognition accuracy. == Other metrics == One problem with using a generic formula such as the one above, however, is that no account is taken of the effect that different types of error may have on the likelihood of successful outcome, e.g. some errors may be more disruptive than others and some may be corrected more easily than others. These factors are likely to be specific to the syntax being tested. A further problem is that, even with the best alignment, the formula cannot distinguish a substitution error from a combined deletion plus insertion error. Hunt (1990) has proposed the use of a weighted measure of performance accuracy where errors of substitution are weighted at unity but errors of deletion and insertion are both weighted only at 0.5, thus: W E R = S + 0.5 D + 0.5 I N {\displaystyle {\mathit {WER}}={\frac {S+0.5D+0.5I}{N}}} There is some debate, however, as to whether Hunt's formula may properly be used to assess the performance of a single system, as it was developed as a means of comparing more fairly competing candidate systems. A further complication is added by whether a given syntax allows for error correction and, if it does, how easy that process is for the user. There is thus some merit to the argument that performance metrics should be developed to suit the particular system being measured. Whichever metric is used, however, one major theoretical problem in assessing the performance of a system is deciding whether a word has been “mis-pronounced,” i.e. does the fault lie with the user or with the recogniser. This may be particularly relevant in a system which is designed to cope with non-native speakers of a given language or with strong regional accents. The pace at which words should be spoken during the measurement process is also a source of variability between subjects, as is the need for subjects to rest or take a breath. All such factors may need to be controlled in some way. For text dictation it is generally agreed that performance accuracy at a rate below 95% is not acceptable, but this again may be syntax and/or domain specific, e.g. whether there is time pressure on users to complete the task, whether there are alternative methods of completion, and so on. The term "Single Word Error Rate" is sometimes referred to as the percentage of incorrect recognitions for each different word in the system vocabulary. == Edit distance == The word error rate may also be referred to as the length normalized edit distance. The normalized edit distance between X and Y, d( X, Y ) is defined as the minimum of W( P ) / L ( P ), where P is an editing path between X and Y, W ( P ) is the sum of the weights of the elementary edit operations of P, and L(P) is the number of these operations (length of P).

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  • FastText

    FastText

    fastText is a library for learning of word embeddings and text classification created by Facebook's AI Research (FAIR) lab. The model allows one to create an unsupervised learning or supervised learning algorithm for obtaining vector representations for words. Facebook makes available pretrained models for 294 languages. Several papers describe the techniques used by fastText. The GitHub repository was archived on March 19, 2024.

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  • Small language model

    Small language model

    Small language models or compact language models are artificial intelligence language models designed for human natural language processing including language and text generation. They are smaller in scale and scope than large language models. A large language model typically contains hundreds of billions of training parameters, with some models exceeding a trillion parameters. This substantial parameter count enables the model to encode vast amounts of information, thereby improving the generalizability and accuracy of its outputs. However, training such models demands enormous computational resources, rendering it infeasible for an individual to do so using a single computer and graphics processing unit. Small language models, on the other hand, use far fewer parameters, typically ranging from a few thousand to a few hundred million. This make them more feasible to train and host in resource-constrained environments such as a single computer or even a mobile device. Most contemporary (2020s) small language models use the same architecture as a large language model, but with a smaller parameter count and sometimes lower arithmetic precision. Parameter count is reduced by a combination of knowledge distillation and pruning. Precision can be reduced by quantization. Work on large language models mostly translate to small language models: pruning and quantization are also widely used to speed up large language models. == Models == Some notable models are: Below 1B parameters: Llama-Prompt-Guard-2-22M (detects prompt injection and jailbreaking, based on DeBERTa-xsmall), SmolLM2-135M, SmolLM2-360M 1–4B parameters: Llama3.2-1B, Qwen2.5-1.5B, DeepSeek-R1-1.5B, SmolLM2-1.7B, SmolVLM-2.25B, Phi-3.5-Mini-3.8B, Phi-4-Mini-3.8B, Gemma3-4B; closed-weights ones include Gemini Nano 4–14B parameters: Mistral 7B, Gemma 9B, Phi-4 14B. Phi-4 14B is marginally "small" at best, but Microsoft does market it as a small model. == Language model with small pre-training dataset == Traditional AI language systems need enormous computers and vast amounts of data. Pre-training matters, even tiny models show significant performance improvements when pre-trained performance increases with larger pre-training datasets. Classification accuracy improves when pre-training and test datasets share similar tokens. Shallow architectures can replicate deep model performance through collaborative learning.

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