Best AI for Resume

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

  • Azure Maps

    Azure Maps

    Azure Maps is a suite of cloud-based, location-based services provided by Microsoft as part of the company's Azure platform. The platform provides geospatial and location-based services via REST APIs and software development kits (SDKs). The service is typically used to integrate maps or geospatial data into applications. Azure Maps differs from Microsoft's other enterprise mapping service, Bing Maps, in its pricing model, focus on privacy, and its level of integration into the broader Azure cloud ecosystem. == History == Azure Maps was first introduced in public preview mode under the name "Azure Location Based Services" in 2017, primarily as an enterprise solution. The services was intended to add mapping and location-based functionality onto the existing Azure cloud services suite, seen as a critical part of Microsoft's broader Internet-of-Things (IoT) strategy. The preview version included APIs which could be used to develop location aware apps for use cases such as logistics and mobility. In 2018, the software was renamed "Azure Maps," and became generally available to the public, and a number of new functions were added, including route calculation, travel time calculation, and incorporation of real-time traffic data and incident information. Azure Maps was integrated with Azure IoT Central in 2018, which added tracking, monitoring, and geofencing capabilities. A set of mobility APIs on were added in 2019, with applications such as use in public transport apps and shared bicycle fleet management. “Azure Maps Creator,” which converts private facility floor plans into indoor map data, was also introduced in 2019. Some commentators linked these services to Microsoft's broader development of augmented reality products. In 2020, Azure Maps Visual for Power BI was released, integrating location-based features and mapping capabilities into Microsoft's business intelligence software. An elevation API (which was later retired), geolocation services, and an iOS and Android software development kit were introduced in 2021. In 2022, support for historical weather, air quality, and tropical storm data was made generally available and custom styling for indoor maps was also introduced. In 2023, Azure Maps was certified as HIPAA compliant in a move to target healthcare and health insurance companies. == Functionality == === Geocoding === Geocoding is one of the core functionalities of Azure Maps, converting addresses or place names into geographic coordinates. Batch geocoding is used to process large amounts of address data, a function used for route optimization and spatial analysis. === Reverse geocoding === Reverse geocoding derives human-readable information from geographic coordinates like longitude and latitude, used in navigation and by geographic information systems. === Routing === Azure Maps uses map data and routing algorithms to calculate the shortest or fastest routes between locations based on factors like vehicle size and type, traffic conditions, and distance. Routing also supports multi-modal routing, which include multiple modes of transport in a single trip, including cycling, walking, and ferries. This functionality is used for location-based searches and route optimization in applications like fleet management, proximity marketing, and emergency services as well as logistics and delivery, urban planning, ride sharing apps, and outdoor activities. === Map visualization === The platform supports map visualizations that can be modified to reflect real-time data (including from IoT sensors) as well as historical data patterns. Visualizations include heat maps, street maps, satellite imagery and other custom data layers. Maps are rendered using raster or vector tiles which reduce the load of displaying large data sets or complex maps. This can be used in various applications in areas like transportation, smart cities, retail and marketing, public health, and environmental monitoring. For example, it can be used for tracking the spread of diseases or measuring the impact of changing climatic patterns. === Geofencing and spatial analytics === Azure Maps supports polygonal geofencing, which enables the definition of custom geographic boundaries. Geofenced areas can be monitored in real-time for events of interest. For example, an application could send an alert when equipment or persons enter or leave a defined area. Tools for analyzing historical geofencing data are also available via the APIs for optimization purposes. == Industry usage == Azure Maps' geofencing function has seen usage in the construction industry, designating hazardous areas for safety purposes and sending alerts if anyone enters the area. Private facility maps are used by construction companies for monitoring large construction sites to increase productivity and prevent accidents or damage. In emergency management, New Zealand based company Beca has used Azure Maps to provide analysis on the impact of earthquakes to users, including information on the severity and location of an earthquake and the impact on affected properties. Alaska's Department of Transportation uses Azure Maps as part of an information system providing weather-related warnings and analytics to road crews. Airmap, an airspace management platform for drones, uses Azure Maps. Azure Maps has also been used in conjunction with Azure Monitor for risk monitoring by an insurance company. Other companies that use or have used Azure Maps include BMW, Banco Santander, Jvion, MV Transportation, C.H. Robertson, Wise Skulls, Tata Consultancy Services, Providence Health and Services, Gas Brasiliano Distribuidora S.A., Shell plc, Persistent Systems, Phase 2 Dining and Entertainment, Symbio, HID, Globant, and Insight Enterprises. == Partnerships == Azure Maps and TomTom have been partners since 2016, and TomTom provides location data to Azure Maps and can process data from Azure Maps for mapping purposes. In 2021, Azure Maps partnered with AccuWeather to make climatic data available via its APIs, making weather data along all parts of calculated routes available for mobility and logistics purposes. Microsoft has partnered with Esri, the developer of ArcGIS, and there is cross-compatibility between Azure and ArcGIS so that data from Azure Maps can be integrated into ArcGIS and vice versa. Azure Maps partnered with Moovit in 2019, a startup providing software that interfaces with public transport data. Moovit's database on global public transit networks, including information on which stations and facilities are wheelchair accessible, was linked to Azure Maps. This service was noted for its use increasing accessibility to public transport for the visually impaired by means of voice activated route planning assistance. NORAD has used some Azure Maps functions for their NORAD Tracks Santa website during Christmas holidays. == Components == === REST APIs === Various APIs cover the major functionalities across Azure Maps: Data registry API Geolocation API Render API Route API Search API Spatial API Time zone API Traffic API Weather API === SDKs === Azure Maps SDKs uses MapLibre-style specifications and open source MapLibre GL-based libraries as a rendering engine. The Web SDK is used for developing web apps with maps and location-based data and functionality. It includes a map control module as well as modules with drawing tools. It also supports Azure Maps Creator and various spatial data formats. The platform also includes a set of REST SDKs for developers integrating Azure Maps REST APIs into Python, C#, Java or JavaScript applications. Azure Maps also includes Android and iOS SDKs used for developing applications for Android and Apple devices. === Azure Maps Creator === Azure Maps Creator is a tool for generating custom maps for locations like large office complexes, construction sites, or university campuses. These maps can then be integrated into applications and used with other Azure Maps functions for purposes such as wayfinding and maintenance and security in building automation contexts. === Azure Maps Visual for Power BI === Azure Maps is integrated with Microsoft Power BI, a graphical tool for producing data visualizations. Since July 2020, Power BI can be used in conjunction with Azure Maps for developing map-based data visualizations. This functionality entered general availability in May 2023.

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  • Li Sheng (computer scientist)

    Li Sheng (computer scientist)

    Li Sheng (Chinese: 李生; born 1943), is a professor at the School of Computer Science and Engineering, Harbin Institute of Technology (HIT), China. He began his research on Chinese-English machine translation in 1985, making himself one of the earliest Chinese scholars in this field. After that, he pursued in vast topics of natural language processing, including machine translation, information retrieval, question answering and applied artificial intelligence. He was the final review committee member for computer area in NSF China. Born and raised in Heilongjiang province, he graduated in 1965 from the computer specialty of HIT, which is one of the earliest computer specialties in Chinese universities. Then he started to work as a staff in the Computer specialty of HIT, which was finally granted as a department in 1985. Also from 1985, he was appointed to undertake a series administrative positions in HIT, e.g. Dean of Computer Department(1987–1988), Director of R&D Division (1988–1990), Chief R&D Officer and several other key leading positions in HIT. Resigned all his administrative positions in 2004, Li devoted himself as the director of MOE-Microsoft Join Key Lab of NLP& Speech (HIT), making it a leading NLP research group with more than 100 staffs and students working on various aspects of NLP. So far, the lab has already been granted for dozens of technology awards by the ministries of central government and local provincial government of China. Its research progresses are reported annually in top tier conferences including ACL, IJCAI, SIGIR etc. As one of the pioneers in NLP research in China, he contributes NLP in China not only in technology innovations but also in talents education. So far, his research group has graduated more than 60 Ph.D. and almost 200 M.E with NLP major. Most of them are now working as the chief researcher in various NLP groups of universities and companies in China, including several world-known NLP scholars, such as Wang Haifeng of Baidu, Zhou Ming of Microsoft Research, Zhang Min (张民) of Soochow University (China), and Zhao Tiejun (赵铁军) and Liu Ting (刘挺) of HIT. Owing to his contributions in Chinese language processing, Li was elected as the President of Chinese Information Processing Society of China (CIPSC) in 2011. He scaled this top level academic organization in China up to more than 3000 registered members, and promoted NLP into several national projects for research or industry development. In addition, the CIPSC is now enhancing its co-operations with world NLP organizations including ACL. == Machine Intelligence & Translation Laboratory (MI&TLAB) == Originates from Machine Translation Research Group of Computer Science Department, Harbin Institute of Technology, which was started Li in 1985. It is one of the earliest institutions engaged in MT research in China, featured by its investigations into Chinese-English machine translation. It is now running under the Research Center on Language Technology, School of Computer Science and Technology, HIT. Details for staffs and publications can be found at https://mitlab.hit.edu.cn. == MOE-MS Joint Key Lab of Natural Language Processing and Speech (HIT) == In June, 2000, the Joint HIT-Microsoft Machine Translation Lab was founded by MI&T Lab and Microsoft Research (China). It was the third joint lab established by Microsoft Research (China) with Chinese universities, and the only one focusing on Machine Translation. Based on this jointly lab, the cooperation between HIT and Microsoft gradually extended to the areas of machine translation, information retrieval, speech recognition and processing, natural language understanding. In Oct, 2004, the joint key lab was granted as one of the 10 joint key labs supported by the Microsoft Research of Asia and Ministry of Education in China. In July 2006, the Shenzhen extension of the lab was launched. More than 200 staff and students have undertaken research projects, including some sponsored by the National Natural Science Foundation of China and the National 863 program of China. Since 2005, the lab has also been organizing a summer camp in Harbin Institute of Technology, and approximately 150 faculty members and students from universities in China have participated. This summer workshop was organized annually until 2014, when it was organized formally as the summer school series by Chinese Information Processing Society, China. Through the lab, a Microsoft Research of Asia-HIT joint PhD program was implemented in 2012. == CEMT-I MT System == In May 1989, CEMT-I passed the formal project appraisal in Harbin, China. Capable of translating technical paper titles from Chinese to English, it is not only the first MT system completed by Li and his group, but also the first Chinese-English Translation system that passed the technical appraisal by Chinese government according to the public reports. It was then awarded the Second Prize of Ministry Level Technology Innovation by the former National Aerospace Industry Corporation in 1990. == Daya Translation Workstation == Owing to the technical achievements by Li's group in Chinese-English machine translation, the former National Aerospace Industry Corporation of China sponsored a commercial system development of "Daya Translation Station (MT)" in 1993. Designed as a comprehensive English composition aid for Chinese users, this system was finished and put into the market in 1995. And in 1997, this system was awarded the Second Prize of Ministry Level Technology Innovation by the former National Aerospace Industry Corporation. == BT863 MT System == From 1994, the researches in Li's lab were supported by National 863 Hi-tech Research and Development Program. During this period, the BT863 system was explored to employ one engine for both Chinese-English and English-Chinese translation. This system was proved to be the best performance among Chinese-English MT systems in the formal technical evaluation of National 863 program, yielding the Third Prize of Ministry Level Technology Innovation by the former National Aerospace Industry Corporation in 1997. == Next Generation IR == This is a key project granted by NSF China (with a joint sponsorship from MSRA) started form 2008. In contrast to his previous NSF grants for different NLP issues, Li explored in his last PI project on key technologies in personalized IR, together with researchers from Tsinghua University and Institute of Software, Chinese Academy of Science. With impressive publications in top tier journals and conferences (including breakthrough publications in SIGIR of his own group), this projected was approved "A-level" achievements by the NSF China office in 2012.

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  • Xu Li (computer scientist)

    Xu Li (computer scientist)

    Xu Li is a Chinese computer scientist and co-founder and current CEO of SenseTime, an artificial intelligence (AI) company. Xu has led SenseTime since the company's incorporation and helped it independently develop its proprietary deep learning platform. == Education and research == Xu obtained both his bachelor's and master's degrees in computer science from Shanghai Jiao Tong University. He received his doctorate in computer science from the Chinese University of Hong Kong. Xu has published more than 50 papers at international conferences and in journals in the field of computer vision and won the Best Paper Award at the international conference on Non-Photorealistic Rendering and Animation (NPAR) 2012 and the Best Reviewer Award at the international conferences Asian Conference on Computer Vision ACCV 2012 and International Conference on Computer Vision (ICCV) 2015. He has three algorithms that have been included into the visual open-source platform OpenCV, and his "L0 Smoothing" algorithm garnered the most citations in research papers over a span of five years (2011–2015) within the ACM Transactions on Graphics (TOG), a scientific journal that Thomson Reuters InCites has placed first among software engineering journals. == Career == Previously, Xu worked at Lenovo Corporate Research & Development. He was also a visiting researcher at Motorola China R&D Institute, Omron Research Institute, and Microsoft Research. == Selected publications == Jimmy Ren, Xiaohao Chen, Jianbo Liu, Wenxiu Sun, Li Xu, Jiahao Pang, Qiong Yan, Yu-wing Tai, "Accurate Single Stage Detector Using Recurrent Rolling Convolution", (CVPR), 2017. Jimmy SJ. Ren, Yongtao Hu, Yu-Wing Tai, Chuan Wang, Li Xu, Wenxiu Sun, Qiong Yan, "Look, Listen and Learn – A Multimodal LSTM for Speaker Identification", The 30th AAAI Conference on Artificial Intelligence (AAAI), 2016 Jimmy SJ. Ren, Li Xu, Qiong Yan, Wenxiu Sun, "Shepard Convolutional Neural Networks" Advances in Neural Information Processing Systems (NIPS), 2015. Xiaoyong Shen, Chao Zhou, Li Xu, Jiaya Jia, "Mutual-Structure for Joint Filtering" International Conference on Computer Vision (ICCV), (oral presentation), 2015. Jianping Shi, Qiong Yan, Li Xu, Jiaya Jia, "Hierarchical Image Saliency Detection on Extended CSSD" IEEE Transactions on Pattern Analysis and Machine Intelligence (TPAMI), 2015. Jianping Shi, Xin Tao, Li Xu, Jiaya Jia, "Break Ames Room Illusion: Depth from General Single Images" ACM Transactions on Graphics (TOG), (Proc. ACM SIGGRAPH ASIA2015). Yongtao Hu, Jimmy SJ. Ren, Jingwen Dai, Chang Yuan, Li Xu, Wenping Wang, "Deep Multimodal Speaker Naming" ACM International Conference on Multimedia (MM), 2015. Li Xu, Jimmy SJ. Ren, Qiong Yan, Renjie Liao, Jiaya Jia "Deep Edge-Aware Filters" International Conference on Machine Learning (ICML), 2015. Jianping Shi, Li Xu, Jiaya Jia "Just Noticeable Defocus Blur Detection and Estimation" IEEE Conference on Computer Vision and Pattern Recognition (CVPR), 2015. Ziyang Ma, Renjie Liao, Xin Tao, Li Xu, Jiaya Jia, Enhua Wu "Handling Motion Blur in Multi-Frame Super-Resolution" IEEE Conference on Computer Vision and Pattern Recognition (CVPR), 2015. Xiaoyong Shen, Qiong Yan, Li Xu, Lizhuang Ma, Jiaya Jia"Multispectral Joint Image Restoration via Optimizing a Scale Map" IEEE Transactions on Pattern Analysis and Machine Intelligence (TPAMI), 2015. Jimmy SJ. Ren, Li Xu, "On Vectorization of Deep Convolutional Neural Networks for Vision Tasks" AAAI Conference on Artificial Intelligence (AAAI), 2015. == Awards and honors == Xu was ranked 7th in Fortune magazine's 2018 edition of its 40 Under 40. He was also named "China's Outstanding AI Industry Leader" by The Economic Observer, received the "Innovative Business Leader" Award under NetEase's "Future Technology Talent Awards", and was honored as Sina's "2017 Top Ten Economic Figures". In 2018, Xu was named EY's "Entrepreneur of the Year China" in the Technology category.

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  • Semiautomaton

    Semiautomaton

    In mathematics and theoretical computer science, a semiautomaton is a deterministic finite automaton having inputs but no output. It consists of a set Q of states, a set Σ called the input alphabet, and a function T: Q × Σ → Q called the transition function. Associated with any semiautomaton is a monoid called the characteristic monoid, input monoid, transition monoid or transition system of the semiautomaton, which acts on the set of states Q. This may be viewed either as an action of the free monoid of strings in the input alphabet Σ, or as the induced transformation semigroup of Q. In older books like Clifford and Preston (1967) semigroup actions are called "operands". In category theory, semiautomata essentially are functors. == Transformation semigroups and monoid acts == A transformation semigroup or transformation monoid is a pair ( M , Q ) {\displaystyle (M,Q)} consisting of a set Q (often called the "set of states") and a semigroup or monoid M of functions, or "transformations", mapping Q to itself. They are functions in the sense that every element m of M is a map m : Q → Q {\displaystyle m\colon Q\to Q} . If s and t are two functions of the transformation semigroup, their semigroup product is defined as their function composition ( s t ) ( q ) = ( s ∘ t ) ( q ) = s ( t ( q ) ) {\displaystyle (st)(q)=(s\circ t)(q)=s(t(q))} . Some authors regard "semigroup" and "monoid" as synonyms. Here a semigroup need not have an identity element; a monoid is a semigroup with an identity element (also called "unit"). Since the notion of functions acting on a set always includes the notion of an identity function, which when applied to the set does nothing, a transformation semigroup can be made into a monoid by adding the identity function. === M-acts === Let M be a monoid and Q be a non-empty set. If there exists a multiplicative operation μ : Q × M → Q {\displaystyle \mu \colon Q\times M\to Q} ( q , m ) ↦ q m = μ ( q , m ) {\displaystyle (q,m)\mapsto qm=\mu (q,m)} which satisfies the properties q 1 = q {\displaystyle q1=q} for 1 the unit of the monoid, and q ( s t ) = ( q s ) t {\displaystyle q(st)=(qs)t} for all q ∈ Q {\displaystyle q\in Q} and s , t ∈ M {\displaystyle s,t\in M} , then the triple ( Q , M , μ ) {\displaystyle (Q,M,\mu )} is called a right M-act or simply a right act. In long-hand, μ {\displaystyle \mu } is the right multiplication of elements of Q by elements of M. The right act is often written as Q M {\displaystyle Q_{M}} . A left act is defined similarly, with μ : M × Q → Q {\displaystyle \mu \colon M\times Q\to Q} ( m , q ) ↦ m q = μ ( m , q ) {\displaystyle (m,q)\mapsto mq=\mu (m,q)} and is often denoted as M Q {\displaystyle \,_{M}Q} . An M-act is closely related to a transformation monoid. However the elements of M need not be functions per se, they are just elements of some monoid. Therefore, one must demand that the action of μ {\displaystyle \mu } be consistent with multiplication in the monoid (i.e. μ ( q , s t ) = μ ( μ ( q , s ) , t ) {\displaystyle \mu (q,st)=\mu (\mu (q,s),t)} ), as, in general, this might not hold for some arbitrary μ {\displaystyle \mu } , in the way that it does for function composition. Once one makes this demand, it is completely safe to drop all parenthesis, as the monoid product and the action of the monoid on the set are completely associative. In particular, this allows elements of the monoid to be represented as strings of letters, in the computer-science sense of the word "string". This abstraction then allows one to talk about string operations in general, and eventually leads to the concept of formal languages as being composed of strings of letters. Another difference between an M-act and a transformation monoid is that for an M-act Q, two distinct elements of the monoid may determine the same transformation of Q. If we demand that this does not happen, then an M-act is essentially the same as a transformation monoid. === M-homomorphism === For two M-acts Q M {\displaystyle Q_{M}} and B M {\displaystyle B_{M}} sharing the same monoid M {\displaystyle M} , an M-homomorphism f : Q M → B M {\displaystyle f\colon Q_{M}\to B_{M}} is a map f : Q → B {\displaystyle f\colon Q\to B} such that f ( q m ) = f ( q ) m {\displaystyle f(qm)=f(q)m} for all q ∈ Q M {\displaystyle q\in Q_{M}} and m ∈ M {\displaystyle m\in M} . The set of all M-homomorphisms is commonly written as H o m ( Q M , B M ) {\displaystyle \mathrm {Hom} (Q_{M},B_{M})} or H o m M ( Q , B ) {\displaystyle \mathrm {Hom} _{M}(Q,B)} . The M-acts and M-homomorphisms together form a category called M-Act. == Semiautomata == A semiautomaton is a triple ( Q , Σ , T ) {\displaystyle (Q,\Sigma ,T)} where Σ {\displaystyle \Sigma } is a non-empty set, called the input alphabet, Q is a non-empty set, called the set of states, and T is the transition function T : Q × Σ → Q . {\displaystyle T\colon Q\times \Sigma \to Q.} When the set of states Q is a finite set—it need not be—, a semiautomaton may be thought of as a deterministic finite automaton ( Q , Σ , T , q 0 , A ) {\displaystyle (Q,\Sigma ,T,q_{0},A)} , but without the initial state q 0 {\displaystyle q_{0}} or set of accept states A. Alternately, it is a finite-state machine that has no output, and only an input. Any semiautomaton induces an act of a monoid in the following way. Let Σ ∗ {\displaystyle \Sigma ^{}} be the free monoid generated by the alphabet Σ {\displaystyle \Sigma } (so that the superscript is understood to be the Kleene star); it is the set of all finite-length strings composed of the letters in Σ {\displaystyle \Sigma } . For every word w in Σ ∗ {\displaystyle \Sigma ^{}} , let T w : Q → Q {\displaystyle T_{w}\colon Q\to Q} be the function, defined recursively, as follows, for all q in Q: If w = ε {\displaystyle w=\varepsilon } , then T ε ( q ) = q {\displaystyle T_{\varepsilon }(q)=q} , so that the empty word ε {\displaystyle \varepsilon } does not change the state. If w = σ {\displaystyle w=\sigma } is a letter in Σ {\displaystyle \Sigma } , then T σ ( q ) = T ( q , σ ) {\displaystyle T_{\sigma }(q)=T(q,\sigma )} . If w = σ v {\displaystyle w=\sigma v} for σ ∈ Σ {\displaystyle \sigma \in \Sigma } and v ∈ Σ ∗ {\displaystyle v\in \Sigma ^{}} , then T w ( q ) = T v ( T σ ( q ) ) {\displaystyle T_{w}(q)=T_{v}(T_{\sigma }(q))} . Let M ( Q , Σ , T ) {\displaystyle M(Q,\Sigma ,T)} be the set M ( Q , Σ , T ) = { T w | w ∈ Σ ∗ } . {\displaystyle M(Q,\Sigma ,T)=\{T_{w}\vert w\in \Sigma ^{}\}.} The set M ( Q , Σ , T ) {\displaystyle M(Q,\Sigma ,T)} is closed under function composition; that is, for all v , w ∈ Σ ∗ {\displaystyle v,w\in \Sigma ^{}} , one has T w ∘ T v = T v w {\displaystyle T_{w}\circ T_{v}=T_{vw}} . It also contains T ε {\displaystyle T_{\varepsilon }} , which is the identity function on Q. Since function composition is associative, the set M ( Q , Σ , T ) {\displaystyle M(Q,\Sigma ,T)} is a monoid: it is called the input monoid, characteristic monoid, characteristic semigroup or transition monoid of the semiautomaton ( Q , Σ , T ) {\displaystyle (Q,\Sigma ,T)} . == Properties == If the set of states Q is finite, then the transition functions are commonly represented as state transition tables. The structure of all possible transitions driven by strings in the free monoid has a graphical depiction as a de Bruijn graph. The set of states Q need not be finite, or even countable. As an example, semiautomata underpin the concept of quantum finite automata. There, the set of states Q are given by the complex projective space C P n {\displaystyle \mathbb {C} P^{n}} , and individual states are referred to as n-state qubits. State transitions are given by unitary n×n matrices. The input alphabet Σ {\displaystyle \Sigma } remains finite, and other typical concerns of automata theory remain in play. Thus, the quantum semiautomaton may be simply defined as the triple ( C P n , Σ , { U σ 1 , U σ 2 , … , U σ p } ) {\displaystyle (\mathbb {C} P^{n},\Sigma ,\{U_{\sigma _{1}},U_{\sigma _{2}},\dotsc ,U_{\sigma _{p}}\})} when the alphabet Σ {\displaystyle \Sigma } has p letters, so that there is one unitary matrix U σ {\displaystyle U_{\sigma }} for each letter σ ∈ Σ {\displaystyle \sigma \in \Sigma } . Stated in this way, the quantum semiautomaton has many geometrical generalizations. Thus, for example, one may take a Riemannian symmetric space in place of C P n {\displaystyle \mathbb {C} P^{n}} , and selections from its group of isometries as transition functions. The syntactic monoid of a regular language is isomorphic to the transition monoid of the minimal automaton accepting the language. == Literature == A. H. Clifford and G. B. Preston, The Algebraic Theory of Semigroups. American Mathematical Society, volume 2 (1967), ISBN 978-0-8218-0272-4. F. Gecseg and I. Peak, Algebraic Theory of Automata (1972), Akademiai Kiado, Budapest. W. M. L. Holcombe, Algebraic Automata Theory (1982), Cambridge University Press J. M. Howie, Automata and Languages, (1991), Cla

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  • Labeled data

    Labeled data

    Labeled data is a group of samples that have been tagged with one or more labels. Labeling typically takes a set of unlabeled data and augments each piece of it with informative tags called judgments. For example, a data label might indicate whether a photo contains a horse or a cow, which words were uttered in an audio recording, what type of action is being performed in a video, what the topic of a news article is, what the overall sentiment of a tweet is, or whether a dot in an X-ray is a tumor. Labels can be obtained by having humans make judgments about a given piece of unlabeled data. Labeled data is significantly more expensive to obtain than the raw unlabeled data. The quality of labeled data directly influences the performance of supervised machine learning models in operation, as these models learn from the provided labels. == Crowdsourced labeled data == In 2006, Fei-Fei Li, the co-director of the Stanford Human-Centered AI Institute, initiated research to improve the artificial intelligence models and algorithms for image recognition by significantly enlarging the training data. The researchers downloaded millions of images from the World Wide Web and a team of undergraduates started to apply labels for objects to each image. In 2007, Li outsourced the data labeling work on Amazon Mechanical Turk, an online marketplace for digital piece work. The 3.2 million images that were labeled by more than 49,000 workers formed the basis for ImageNet, one of the largest hand-labeled database for outline of object recognition. == Automated data labelling == After obtaining a labeled dataset, machine learning models can be applied to the data so that new unlabeled data can be presented to the model and a likely label can be guessed or predicted for that piece of unlabeled data. == Challenges == === Data-driven bias === Algorithmic decision-making is subject to programmer-driven bias as well as data-driven bias. Training data that relies on bias labeled data will result in prejudices and omissions in a predictive model, despite the machine learning algorithm being legitimate. The labeled data used to train a specific machine learning algorithm needs to be a statistically representative sample to not bias the results. For example, in facial recognition systems underrepresented groups are subsequently often misclassified if the labeled data available to train has not been representative of the population,. In 2018, a study by Joy Buolamwini and Timnit Gebru demonstrated that two facial analysis datasets that have been used to train facial recognition algorithms, IJB-A and Adience, are composed of 79.6% and 86.2% lighter skinned humans respectively. === Human error and inconsistency === Human annotators are prone to errors and biases when labeling data. This can lead to inconsistent labels and affect the quality of the data set. The inconsistency can affect the machine learning model's ability to generalize well. === Domain expertise === Certain fields, such as legal document analysis or medical imaging, require annotators with specialized domain knowledge. Without the expertise, the annotations or labeled data may be inaccurate, negatively impacting the machine learning model's performance in a real-world scenario.

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  • Glottochronology

    Glottochronology

    Glottochronology (from Attic Greek γλῶττα 'tongue, language' and χρόνος 'time') is the part of lexicostatistics which involves comparative linguistics and deals with the chronological relationship between languages. The idea was developed by Morris Swadesh in the 1950s in his article on Salish internal relationships. He developed the idea under two assumptions: there indeed exists a relatively stable basic vocabulary (referred to as Swadesh lists) in all languages of the world; and, any replacements happen in a way analogous to radioactive decay in a constant percentage per time elapsed. Using mathematics and statistics, Swadesh developed an equation to determine when languages separated and give an approximate time of when the separation occurred. His methods aimed to aid linguistic anthropologists by giving them a definitive way to determine a separation date between two languages. The formula provides an approximate number of centuries since two languages were supposed to have separated from a singular common ancestor. His methods also purported to provide information on when ancient languages may have existed. Despite multiple studies and literature containing the information of glottochronology, it is not widely used today and is surrounded with controversy. Glottochronology tracks language separation from thousands of years ago but many linguists are skeptical of the concept because it is more of a 'probability' rather than a 'certainty.' On the other hand, some linguists may say that glottochronology is gaining traction because of its relatedness to archaeological dates. Glottochronology is not as accurate as archaeological data, but some linguists still believe that it can provide a solid estimate. Over time many different extensions of the Swadesh method evolved; however, Swadesh's original method is so well known that 'glottochronology' is usually associated with him. == Methodology == The original method of glottochronology presumed that the core vocabulary of a language is replaced at a constant (or constant average) rate across all languages and cultures and so can be used to measure the passage of time. The process makes use of a list of lexical terms and morphemes which are similar to multiple languages. Lists were compiled by Morris Swadesh and assumed to be resistant against borrowing (originally designed in 1952 as a list of 200 items, but the refined 100-word list in Swadesh (1955) is much more common among modern day linguists). The core vocabulary was designed to encompass concepts common to every human language such as personal pronouns, body parts, heavenly bodies and living beings, verbs of basic actions, numerals, basic adjectives, kin terms, and natural occurrences and events. Through a basic word list, one eliminates concepts that are specific to a particular culture or time period. It has been found through differentiating word lists that the ideal is really impossible and that the meaning set may need to be tailored to the languages being compared. Word lists are not homogenous throughout studies and they are often changed and designed to suit both languages being studied. Linguists find that it is difficult to find a word list where all words used are culturally unbiased. Many alternative word lists have been compiled by other linguists and often use fewer meaning slots. The percentage of cognates (words with a common origin) in the word lists is then measured. The larger the percentage of cognates, the more recently the two languages being compared are presumed to have separated. === Glottochronologic constant === Determining word lists rely on morpheme decay or change in vocabulary. Morpheme decay must stay at a constant rate for glottochronology to be applied to a language. This leads to a critique of the glottochronologic formula because some linguists argue that the morpheme decay rate is not guaranteed to stay the same throughout history. American Linguist Robert Lees obtained a value for the "glottochronological constant" (r) of words by considering the known changes in 13 pairs of languages using the 200 word list. He obtained a value of 0.8048 ± 0.0176 with 90% confidence. For his 100-word list Swadesh obtained a value of 0.86, the higher value reflecting the elimination of semantically unstable words. === Divergence time === The basic formula of glottochronology proposed by Morris Swadesh is: t = − ln ⁡ ( c ) 2 ln ⁡ ( r ) {\displaystyle t=-{\frac {\ln(c)}{2\ln(r)}}} t = a given period of time from one stage of the language to another (measured in millennia), c = proportion of wordlist items retained at the end of that period and r = rate of replacement for that word list. By testing historically verifiable cases in which t is known by nonlinguistic data (such as the approximate distance from Classical Latin to modern Romance languages), Swadesh arrived at the empirical value of approximately 0.14 for L, (c?) which means that the rate of replacement constitutes around 14 words from the 100-wordlist per millennium. This is represented in the table below. === Results === Glottochronology was applied to a range of language families, including Salishan, Indo-European, Japonic, Afro-Asiatic, Chinese and Mayan and other American languages. For Amerind, correlations have been obtained with radiocarbon dating and blood groups as well as archaeology. === Example Wordlist === Below is an example of a basic word list composed of basic Turkish words and their English translations. == Discussion == The concept of language change is old, and its history is reviewed in Hymes (1973) and Wells (1973). In some sense, glottochronology is a reconstruction of history and can often be closely related to archaeology. Many linguistic studies find the success of glottochronology to be found alongside archaeological data. Glottochronology itself dates back to the mid-20th century. An introduction to the subject is given in Embleton (1986) and in McMahon and McMahon (2005). Glottochronology has been controversial ever since, partly because of issues of accuracy but also because of the question of whether its basis is sound (for example, Bergsland 1958; Bergsland and Vogt 1962; Fodor 1961; Chrétien 1962; Guy 1980). The concerns have been addressed by Dobson et al. (1972), Dyen (1973) and Kruskal, Dyen and Black (1973). The assumption of a single-word replacement rate can distort the divergence-time estimate when borrowed words are included (Thomason and Kaufman 1988). The presentations vary from "Why linguists don't do dates" to the one by Starostin discussed below. Since its original inception, glottochronology has been rejected by many linguists, mostly Indo-Europeanists of the school of the traditional comparative method. Criticisms have been answered in particular around three points of discussion: Criticism levelled against the higher stability of lexemes in Swadesh lists alone (Haarmann 1990) misses the point because a certain amount of losses only enables the computations (Sankoff 1970). The non-homogeneity of word lists often leads to lack of understanding between linguists. Linguists also have difficulties finding a completely unbiased list of basic cultural words. it can take a long time for linguists to find a viable word list which can take several test lists to find a usable list. Traditional glottochronology presumes that language changes at a stable rate. Thus, in Bergsland & Vogt (1962), the authors make an impressive demonstration, on the basis of actual language data verifiable by extralinguistic sources, that the "rate of change" for Icelandic constituted around 4% per millennium, but for closely connected Riksmal (Literary Norwegian), it would amount to as much as 20% (Swadesh's proposed "constant rate" was supposed to be around 14% per millennium). That and several other similar examples effectively proved that Swadesh's formula would not work on all available material, which is a serious accusation since evidence that can be used to "calibrate" the meaning of L (language history recorded during prolonged periods of time) is not overwhelmingly large in the first place. It is highly likely that the chance of replacement is different for every word or feature ("each word has its own history", among hundreds of other sources:). That global assumption has been modified and downgraded to single words, even in single languages, in many newer attempts (see below). There is a lack of understanding of Swadesh's mathematical/statistical methods. Some linguists reject the methods in full because the statistics lead to 'probabilities' when linguists trust 'certainties' more. A serious argument is that language change arises from socio-historical events that are, of course, unforeseeable and, therefore, uncomputable. == Modifications == Somewhere in between the original concept of Swadesh and the rejection of glottochronology in its entirety lies the idea that glottochronology as a formal method of linguistic

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  • Ancient text corpora

    Ancient text corpora

    Ancient text corpora are the entire collection of texts from the period of ancient history, defined in this article as the period from the beginning of writing up to 300 AD. These corpora are important for the study of literature, history, linguistics, and other fields, and are a fundamental component of the world's cultural heritage. Chinese, Latin, and Greek are examples of ancient languages with significant text corpora, although much of these corpora are known to us via transmission (frequently via medieval manuscript copies) rather than in their original form. These texts – both transmitted and original – provide valuable insights into the history and culture of different regions of the world, and have been studied for centuries by scholars and researchers. Other ancient texts – particularly stone inscriptions and papyrus scrolls – have been published following archaeological research, notably the cuneiform corpus of c.10 million words and the c.5 million words in ancient Egyptian. Through advances in technology and digitization, ancient text corpora are more accessible than ever before. Tools such as the Perseus Digital Library and the Digital Corpus of Sanskrit have made it easier for researchers to access and analyze these texts. == Quantifying the corpora == Two types of ancient texts are known to modern scholars – those that have only survived in younger manuscripts, but whose great age is undisputed (this applies to the bulk of the Chinese, Brahmi, Greek, Latin, Hebrew and Avestan tradition), and those known from original inscriptions, papyri and other manuscripts. Counting of the words in each corpus presents significant methodological challenges – in principle, every single occurrence of a word in the text is counted separately, but in the case of parallel transmission of literary texts, only a single transmission is taken into account. Just as the Book of the Dead and the coffin texts are only included once in the number given for the Egyptian, the Greek and Latin literary works should only be counted according to one manuscript. If, on the other hand, tombs, royal inscriptions or economic documents of certain ancient languages often show a more or less identical form, this is not evaluated as a purely "parallel tradition". Attached prepositions are counted as separate words, except in the case of the definite article in Hebrew, Aramaic and Greek since it has no equivalent in most languages, so its frequency would significantly affect the comparability of numbers. === Languages with known size estimates === === South Asian === Sanskrit (Vedic Sanskrit and Classical Sanskrit) Indus script (3,800 items, c.20,000 characters) Brahmi script Old Tamil Early Indian epigraphy and Indian epic poetry Kharosthi Pali literature List of historic Indian texts === Mesoamerican === Olmec hieroglyphs Maya script === East Asian === Old Chinese Chinese classics The pre-Qin corpus: a collection of ancient Chinese texts written before the Qin dynasty (221 BCE). The corpus includes texts from Confucianism, Taoism, Legalism, and other schools of thought. The pre-Han corpus: a collection of ancient Chinese texts written before the Han dynasty (202 BCE). The corpus includes texts from Confucianism, Taoism, Legalism, and other schools of thought. See the Chinese Text Project Chinese bronze inscriptions, Oracle bone script, Seal script, Clerical script === Central Iranian languages === Prior to 300 AD, the Central Iranian languages are mainly in the form of Sassanid stone inscriptions in the two closely related idioms Middle Persian (Pahlavi scripts and Inscriptional Parthian), there are 5000 for the corpus of Middle Persian (mostly 3rd, but also 4th/5th centuries) and for the corpus of Parthian (3rd century) 3000 words. To what extent some of the Manichaean Middle Persian literary texts may date back to the 3rd century is difficult to estimate; Mani is said to have personally written the Shabuhragan totaling about 5000 words. In any case, if we combine Middle Persian and Parthian, we come to over 10,000 words. === Proto-Sinaitic === Proto-Sinaitic script has no more than about 400 letters (number of words is unknown since the script has not been fully interpreted). To a similar extent, there are probably approximately contemporaneous Proto-Canaanite inscriptions (ibid.). === Anatolian === Luwian cuneiform, approx. 3000 words the Palaic language few hundred words. Hieroglyphic Luwian the Lycian alphabet (the best attested Anatolian successor language written in alphabetic script) with about 5000 words The Lydian alphabet 109 inscriptions comprising about 1500 words The Phrygian alphabet the in-tomb inscriptions from the 2nd and 3rd centuries AD (approx. 1000 words) and in the so-called "old Phrygian" inscriptions less than 300 words The Carian alphabets whose texts, mainly from Egypt, contain around 600 words. === Old Italic === the Umbrian language attested essentially by the sacrificial instructions of the Iguvinian Tables with 5000 words the Oscan language (ibid.) with 2000 words the Messapic language with probably a good 1000 words (the estimate is difficult because most texts in this hardly understandable language do not use word separators) the Venetic language a few hundred words the Faliscan language a few hundred words Cisalpine Celtic inscriptions amount to approximately 2000 words, to which are added a number of glosses by classical authors === Iberia === Iberian scripts, more rarely written in Greek or Latin script, approx. 2500 words Celtiberian script, which refers to Celtic language testimonies in Iberian, but also in Latin script from Spain (approx. 1000 words) Southwest Paleohispanic script, 78 inscriptions, a few hundred words Lusitanian language, three monuments in Latin script, approx. 60 words === Germanic Northern Europe === Runic inscriptions dated before the 4th century amount to about 30 pieces, which contain no more than 50 words in total === Africa === Geʽez script: comparatively few inscriptions with a total of around 1,000 words before 300 AD. Following Christianization in the 4th century, more extensive texts are known. Libyco-Berber alphabet: over 1,000 inscriptions from the Maghreb, which are dated to Roman times. Most texts do not use a word separator; Peust estimates that the total number of words could be around 5,000 Meroitic script (Ancient Nubian): about 900 texts are known, which Peust estimates may contain approximately 10,000 words, albeit with uncertainty from the fact that the word separator is not used consistently in the Meroitic script. === Aegean === The Cretan Linear A inscriptions that have not yet been deciphered are available in about 2500 texts, which contain a total of around 20,000 characters. The total number of words can hardly be determined; Peust tentatively put it in the same order of magnitude as in Meroitic. In addition to the Linear A texts, there are also inscriptions Cretan hieroglyphs of a few hundred characters and texts written in the Greek alphabet, but not in Greek, with a few dozen words Cypriot syllabary in the first millennium BC, in which mostly Greek texts were recorded. The relevant texts comprise around 100 to 200 words. === Micro corpora === There are a significant number of ancient micro-corpus languages. Estimating the total number of attested ancient languages may be as difficult as estimating their corpus size. For example, Greek and Latin sources hand down an enormous amount of foreign-language glosses, the seriousness of which is not always certain. == Preservation and curation == Historic preservation and maintaining ancient text corpora presents several challenges, including issues with preservation, translation, and digitization. Many ancient texts have been lost over time, and those that survive may be damaged or fragmented. Translating ancient languages and scripts requires specialized expertise, and digitizing texts can be time-consuming and resource-intensive. == Corpus linguistics == The field of corpus linguistics studies language as expressed in text corpora. This includes the analysis of word frequency, collocations, grammar, and semantics. Ancient text corpora provide a valuable resource for corpus linguistics research, enabling scholars to explore the evolution of language and culture over time.

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  • Co-occurrence

    Co-occurrence

    In linguistics, co-occurrence or cooccurrence (in older texts often shown with diacritic as coöccurrence) is an above-chance frequency of ordered occurrence of two adjacent terms in a text corpus. Co-occurrence in this linguistic sense can be interpreted as an indicator of semantic proximity or an idiomatic expression. Corpus linguistics and its statistical analyses can reveal (regularity of) patterns of co-occurrences within a language and enable the working out of typical collocations for its lexical items. A co-occurrence restriction is identified when linguistic elements never occur together. Analysis of these restrictions can lead to discoveries about the structure and development of a language. Co-occurrence can be seen an extension of word counting in higher dimensions. Co-occurrence can be quantitatively described using measures like a massive correlation or mutual information. Co-occurrence information and knowledge of co-occurring words may be relevant in analysis of language for the purposes of large language models, part of the emerging field of artificial intelligence, and helpful in word games such as scrabble.

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  • Glossary of computer graphics

    Glossary of computer graphics

    This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. == 0–9 == 2D convolution Operation that applies linear filtering to image with a given two-dimensional kernel, able to achieve e.g. edge detection, blurring, etc. 2D image 2D texture map A texture map with two dimensions, typically indexed by UV coordinates. 2D vector A two-dimensional vector, a common data type in rasterization algorithms, 2D computer graphics, graphical user interface libraries. 2.5D Also pseudo 3D. Rendering whose result looks 3D while actually not being 3D or having great limitations, e.g. in camera degrees of freedom. 3D graphics pipeline A graphics pipeline taking 3D models and producing a 2D bitmap image result. 3D paint tool A 3D graphics application for digital painting of multiple texture map image channels directly onto a rotated 3D model, such as zbrush or mudbox, also sometimes able to modify vertex attributes. 3D scene A collection of 3D models and lightsources in world space, into which a camera may be placed, describing a scene for 3D rendering. 3D unit vector A unit vector in 3D space. 4D vector A common datatype in graphics code, holding homogeneous coordinates or RGBA data, or simply a 3D vector with unused W to benefit from alignment, naturally handled by machines with 4-element SIMD registers. 4×4 matrix A matrix commonly used as a transformation of homogeneous coordinates in 3D graphics pipelines. 7e3 format A packed pixel format supported by some graphics processing units (GPUs) where a single 32-bit word encodes three 10-bit floating-point color channels, each with seven bits of mantissa and three bits of exponent. == A == AABB Axis-aligned bounding box (sometimes called "axis oriented"), a bounding box stored in world coordinates; one of the simplest bounding volumes. Additive blending A compositing operation where d s t = d s t + s r c , {\displaystyle dst=dst+src,} without the use of an alpha channel, used for various effects. Also known as linear dodge in some applications. Affine texture mapping Linear interpolation of texture coordinates in screen space without taking perspective into account, causing texture distortion. Aliasing Unwanted effect arising when sampling high-frequency signals, in computer graphics appearing e.g. when downscaling images. Antialiasing methods can prevent it. Alpha channel An additional image channel (e.g. extending an RGB image) or standalone channel controlling alpha blending. Ambient lighting An approximation to the light entering a region from a wide range of directions, used to avoid needing an exact solution to the rendering equation. Ambient occlusion (AO) Effect approximating, in an inexpensive way, one aspect of global illumination by taking into account how much ambient light is blocked by nearby geometry, adding visual clues about the shape. Analytic model A mathematical model for a phenomenon to be simulated, e.g. some approximation to surface shading. Contrasts with Empirical models based purely on recorded data. Anisotropic filtering Advanced texture filtering improving on mipmapping, preventing aliasing while reducing blur in textured polygons at oblique angles to the camera. Anti-aliasing Methods for filtering and sampling to avoid visual artifacts associated with the uniform pixel grid in 3D rendering. Array texture A form of texture map containing an array of 2D texture slices selectable by a 3rd 'W' texture coordinate; used to reduce state changes in 3D rendering. Augmented reality Computer-rendered content inserted into the user's view of the real world. AZDO Approaching zero driver overhead, a set of techniques aimed at reducing the CPU overhead in preparing and submitting rendering commands in the OpenGL pipeline. A compromise between the traditional GL API and other high-performance low-level rendering APIs. == B == Back-face culling Culling (discarding) of polygons that are facing backwards from the camera. Baking Performing an expensive calculation offline, and caching the results in a texture map or vertex attributes. Typically used for generating lightmaps, normal maps, or low level of detail models. Barycentric coordinates Three-element coordinates of a point inside a triangle. Beam tracing Modification of ray tracing which instead of lines uses pyramid-shaped beams to address some of the shortcomings of traditional ray tracing, such as aliasing. Bicubic interpolation Extension of cubic interpolation to 2D, commonly used when scaling textures. Bilinear interpolation Linear interpolation extended to 2D, commonly used when scaling textures. Binding Selecting a resource (texture, buffer, etc.) to be referenced by future commands. Billboard A textured rectangle that keeps itself oriented towards the camera, typically used e.g. for vegetation or particle effects. Binary space partitioning (BSP) A data structure that can be used to accelerate visibility determination, used e.g. in Doom engine. Bit depth The number of bits per pixel, sample, or texel in a bitmap image (holding one or more image channels, typical values being 4, 8, 16, 24, 32) Bitmap Image stored by pixels. Bit plane A format for bitmap images storing 1 bit per pixel in a contiguous 2D array; Several such parallel arrays combine to produce the a higher-bit-depth image. Opposite of packed-pixel format. Blend operation A render state controlling alpha blending, describing a formula for combining source and destination pixels. Bone Coordinate systems used to control surface deformation (via Weight maps) during skeletal animation. Typically stored in a hierarchy, controlled by key frames, and other procedural constraints. Bounding box One of the simplest type of bounding volume, consisting of axis-aligned or object-aligned extents. Bounding volume A mathematically simple volume, such as a sphere or a box, containing 3D objects, used to simplify and accelerate spatial tests (e.g. for visibility or collisions). BRDF Bidirectional reflectance distribution functions (BRDFs), empirical models defining 4D functions for surface shading indexed by a view vector and light vector relative to a surface. Bump mapping Technique similar to normal mapping that instead of normal maps uses so called bump maps (height maps). BVH Bounding volume hierarchy is a tree structure on a set of geometric objects. == C == Camera A virtual camera from which rendering is performed, also sometimes referred to as 'eye'. Camera space A space with the camera at the origin, aligned with the viewer's direction, after the application of the world transformation and view transformation. Cel shading Cartoon-like shading effect. Clipping Limiting specific operations to a specific region, usually the view frustum. Clipping plane A plane used to clip rendering primitives in a graphics pipeline. These may define the view frustum or be used for other effects. Clip space Coordinate space in which clipping is performed. Clip window A rectangular region in screen space, used during clipping. A clip window may be used to enclose a region around a portal in portal rendering. CLUT A table of RGB color values to be indexed by a lower-bit-depth image (typically 4–8 bits), a form of vector quantization. Color bleeding Unwanted effect in texture mapping. A color from a border of unmapped region of the texture may appear (bleed) in the mapped result due to interpolation. Color channels The set of channels in a bitmap image representing the visible color components, i.e. distinct from the alpha channel or other information. Color resolution Command buffer A region of memory holding a set of instructions for a graphics processing unit for rendering a scene or portion of a scene. These may be generated manually in bare metal programming, or managed by low level rendering APIs, or handled internally by high level rendering APIs. Command list A group of rendering commands ready for submission to a graphics processing unit, see also Command buffer. Compute API An API for efficiently processing large amounts of data. Compute shader A compute kernel managed by a rendering API, with easy access to rendering resources. Cone tracing Modification of ray tracing which instead of lines uses cones as rays in order to achieve e.g. antialiasing or soft shadows. Connectivity information Indices defining [rendering primitive]s between vertices, possibly held in index buffers. describes geometry as a graph or hypergraph. CSG Constructive solid geometry, a method for generating complex solid models from boolean operations combining simpler modelling primitives. Cube mapping A form of environment reflection mapping in which the environment is captured on a surface of a cube (cube map). Culling Before rendering begins, culling removes objects that don't significantly contribute to the rendered result (e.g. being obscured or outside camera view). == D == Decal A "sticker" picture applied onto a surface (e.g. a

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  • The Best Free AI Art Generator for Beginners

    The Best Free AI Art Generator for Beginners

    Trying to pick the best AI art generator? An AI art generator 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 art generator 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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  • Machine translation of sign languages

    Machine translation of sign languages

    The machine translation of sign languages has been possible, albeit in a limited fashion, since 1977. When a research project successfully matched English letters from a keyboard to ASL manual alphabet letters which were simulated on a robotic hand. These technologies translate signed languages into written or spoken language, and written or spoken language to sign language, without the use of a human interpreter. Sign languages possess different phonological features than spoken languages, which has created obstacles for developers. Developers use computer vision and machine learning to recognize specific phonological parameters and epentheses unique to sign languages, and speech recognition and natural language processing allow interactive communication between hearing and deaf people. == Limitations == Sign language translation technologies are limited in the same way as spoken language translation. None can translate with 100% accuracy. In fact, sign language translation technologies are far behind their spoken language counterparts. This is, in no trivial way, due to the fact that signed languages have multiple articulators. Where spoken languages are articulated through the vocal tract, signed languages are articulated through the hands, arms, head, shoulders, torso, and parts of the face. This multi-channel articulation makes translating sign languages very difficult. An additional challenge for sign language MT is the fact that there is no formal written format for signed languages. There are notations systems but no writing system has been adopted widely enough, by the international Deaf community, that it could be considered the 'written form' of a given sign language. Sign Languages then are recorded in various video formats. There is no gold standard parallel corpus that is large enough for SMT, for example. == History == The history of automatic sign language translation started with the development of hardware such as finger-spelling robotic hands. In 1977, a finger-spelling hand project called RALPH (short for "Robotic Alphabet") created a robotic hand that can translate alphabets into finger-spellings. Later, the use of gloves with motion sensors became the mainstream, and some projects such as the CyberGlove and VPL Data Glove were born. The wearable hardware made it possible to capture the signers' hand shapes and movements with the help of the computer software. However, with the development of computer vision, wearable devices were replaced by cameras due to their efficiency and fewer physical restrictions on signers. To process the data collected through the devices, researchers implemented neural networks such as the Stuttgart Neural Network Simulator for pattern recognition in projects such as the CyberGlove. Researchers also use many other approaches for sign recognition. For example, Hidden Markov Models are used to analyze data statistically, and GRASP and other machine learning programs use training sets to improve the accuracy of sign recognition. Fusion of non-wearable technologies such as cameras and Leap Motion controllers have shown to increase the ability of automatic sign language recognition and translation software. == Technologies == === VISICAST === http://www.visicast.cmp.uea.ac.uk/Visicast_index.html === eSIGN project === http://www.visicast.cmp.uea.ac.uk/eSIGN/index.html === The American Sign Language Avatar Project at DePaul University === http://asl.cs.depaul.edu/ === Spanish to LSE === López-Ludeña, Verónica; San-Segundo, Rubén; González, Carlos; López, Juan Carlos; Pardo, José M. (2012), Methodology for developing a Speech into Sign Language Translation System in a New Semantic Domain (PDF), CiteSeerX 10.1.1.1065.5265, S2CID 2724186 === SignAloud === SignAloud is a technology that incorporates a pair of gloves made by a group of students at University of Washington that transliterate American Sign Language (ASL) into English. In February 2015 Thomas Pryor, a hearing student from the University of Washington, created the first prototype for this device at Hack Arizona, a hackathon at the University of Arizona. Pryor continued to develop the invention and in October 2015, Pryor brought Navid Azodi onto the SignAloud project for marketing and help with public relations. Azodi has a rich background and involvement in business administration, while Pryor has a wealth of experience in engineering. In May 2016, the duo told NPR that they are working more closely with people who use ASL so that they can better understand their audience and tailor their product to the needs of these people rather than the assumed needs. However, no further versions have been released since then. The invention was one of seven to win the Lemelson-MIT Student Prize, which seeks to award and applaud young inventors. Their invention fell under the "Use it!" category of the award which includes technological advances to existing products. They were awarded $10,000. The gloves have sensors that track the users hand movements and then send the data to a computer system via Bluetooth. The computer system analyzes the data and matches it to English words, which are then spoken aloud by a digital voice. The gloves do not have capability for written English input to glove movement output or the ability to hear language and then sign it to a deaf person, which means they do not provide reciprocal communication. The device also does not incorporate facial expressions and other nonmanual markers of sign languages, which may alter the actual interpretation from ASL. === ProDeaf === ProDeaf (WebLibras) is a computer software that can translate both text and voice into Portuguese Libras (Portuguese Sign Language) "with the goal of improving communication between the deaf and hearing." There is currently a beta edition in production for American Sign Language as well. The original team began the project in 2010 with a combination of experts including linguists, designers, programmers, and translators, both hearing and deaf. The team originated at Federal University of Pernambuco (UFPE) from a group of students involved in a computer science project. The group had a deaf team member who had difficulty communicating with the rest of the group. In order to complete the project and help the teammate communicate, the group created Proativa Soluções and have been moving forward ever since. The current beta version in American Sign Language is very limited. For example, there is a dictionary section and the only word under the letter 'j' is 'jump'. If the device has not been programmed with the word, then the digital avatar must fingerspell the word. The last update of the app was in June 2016, but ProDeaf has been featured in over 400 stories across the country's most popular media outlets. The application cannot read sign language and turn it into word or text, so it only serves as a one-way communication. Additionally, the user cannot sign to the app and receive an English translation in any form, as English is still in the beta edition. === Kinect Sign Language Translator === Since 2012, researchers from the Chinese Academy of Sciences and specialists of deaf education from Beijing Union University in China have been collaborating with Microsoft Research Asian team to create Kinect Sign Language Translator. The translator consists of two modes: translator mode and communication mode. The translator mode is capable of translating single words from sign into written words and vice versa. The communication mode can translate full sentences and the conversation can be automatically translated with the use of the 3D avatar. The translator mode can also detect the postures and hand shapes of a signer as well as the movement trajectory using the technologies of machine learning, pattern recognition, and computer vision. The device also allows for reciprocal communication because the speech recognition technology allows the spoken language to be translated into the sign language and the 3D modeling avatar can sign back to the deaf people. The original project was started in China based on translating Chinese Sign Language. In 2013, the project was presented at Microsoft Research Faculty Summit and Microsoft company meeting. Currently, this project is also being worked by researchers in the United States to implement American Sign Language translation. As of now, the device is still a prototype, and the accuracy of translation in the communication mode is still not perfect. === SignAll === SignAll is an automatic sign language translation system provided by Dolphio Technologies in Hungary. The team is "pioneering the first automated sign language translation solution, based on computer vision and natural language processing (NLP), to enable everyday communication between individuals with hearing who use spoken English and deaf or hard of hearing individuals who use ASL." The system of SignAll uses Kinect from Microsoft and other web camera

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  • TAUM system

    TAUM system

    TAUM (Traduction Automatique à l'Université de Montréal) is the name of a research group which was set up at the Université de Montréal in 1965. Most of its research was done between 1968 and 1980. It gave birth to the TAUM-73 and TAUM-METEO machine translation prototypes, using the Q-Systems programming language created by Alain Colmerauer, which were among the first attempts to perform automatic translation through linguistic analysis. The prototypes were never used in actual production. The TAUM-METEO name has been erroneously used for many years to designate the METEO System subsequently developed by John Chandioux.

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  • Sorenson Squeeze

    Sorenson Squeeze

    Sorenson Squeeze was a software video encoding tool used to compress and convert video and audio files on Mac OS X or Windows operating systems. It was sold as a standalone tool and has also long been bundled with Avid Media Composer. == History == Sorenson Squeeze was first announced on July 17, 2001, as the first variable bit rate (VBR) compression application for Mac OS X, and was released on October 29 of that same year. By March 2002, Sorenson Squeeze became available for Windows OS. Sorenson Squeeze was originally released as a tool for encoding videos for the Web and QuickTime playback but began adding new codecs as more versions were released. The software was discontinued by Sorenson in January 2019, and correspondingly was no longer offered as part of Avid Media Composer. == Features == Squeeze included a number of features to improve video & audio quality. Features included: GPU accelerated H.264 encoding, adaptive bitrate encoding, HD encoding and Dolby certified AC3 Audio. Intelligent encoding presets available in Squeeze included: x265 (H.265) MainConcept H.264 and MainConcept H.264 CUDA. Adaptive bitrate encoding allows for optimal bitrate and error resilience based on network conditions, resulting in a dynamic adjustment of the video bitstream being delivered. It encoded to multiple formats including QuickTime, Windows Media, Flash Video, Silverlight, WebM & WMV. It uses multiple codecs, including the Sorenson codecs SV3 Pro and Spark, H.265, H.264, H.263, VP6, VC1, MPEG2, and many others. Squeeze operates on the Apple Macintosh and Microsoft Windows operating systems. Squeeze offers native plugins to Avid, Apple Final Cut Pro and Adobe Premiere (CS4, CS5) NLEs. Each copy of Squeeze included the Dolby Certified AC3 Consumer encoder. Squeeze also included a simplified review and approval process, which allows the user to automatically send secure, password protected videos for immediate review. Instant feedback is received via Web or mobile. == Versions == Sorenson Squeeze was released on October 29, 2001. Sorenson Squeeze for Macromedia Flash MX was released on March 14, 2002. Sorenson Squeeze 3 for MPEG-4 was released in January 2003. Sorenson Squeeze 3 Compression Suite was released in January 2003. Sorenson Squeeze 5 was released on March 31, 2008. Sorenson Squeeze was updated to version 5.1 on May 11, 2009. Sorenson Squeeze 6 was released on November 3, 2009. Sorenson Squeeze 7 was released January 25, 2011. Sorenson Squeeze 11 was released August 27, 2016. == Awards == Streaming Media magazine Readers’ Choice Award for Encoding Software for 2007, 2008, 2009 and 2010. 2008 Vanguard Award from Digital Content Producer magazine == Squeeze 7 system requirements == Windows Pentium IV-based computer or greater Windows XP, Vista or 7 32- and 64-bit compatible (including AVID 64-bit update); Faster performance on 64-bit systems 512 MB RAM 120 MB available hard drive space QuickTime 7.2 or later DirectX 9.0b or later Macintosh Intel-based processor Mac OS 10.4 or later 32- and 64-bit compatible; Faster performance on 64-bit systems 512 MB RAM 120 MB available hard drive space QuickTime 7.2 or later

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  • Emergent (software)

    Emergent (software)

    Emergent (formerly PDP++) is a biologically-based neural simulation software that is primarily intended for creating models of the brain and cognitive processes. Development initially began in 1995 at Carnegie Mellon University, and as of 2014, continues at the University of Colorado at Boulder. The 3.x release of the software, which was known as PDP++, is featured in the textbook Computational Explorations in Cognitive Neuroscience. == Features == Emergent features a modular design, based on the principles of object-oriented programming. It runs on Microsoft Windows, Darwin / macOS and Linux. C-Super-Script (variously, CSS and C^C), a built-in C++-like interpreted scripting language, allows access to virtually all simulator objects and can initiate all the same actions as the GUI, and more. Version 4 and upward features a full 3D environment for visualizations, based on Qt and Open Inventor. Robotics simulations are made possible by integration with the Open Dynamics Engine. A plugin system allows for expanding the software in many ways. Version 5 introduced parallel threading support, numerous speed improvements, a help browser featuring an interface to the project's Wiki and auto-generated documentation, undo and redo using diffs and a definable undo depth. In addition, 5.0.2 introduced a built-in plugin source code editor, and plugins can now be compiled from the main interface, enabling full development of plugins within Emergent. Emergent also provides an implementation of Leabra which was developed by Randall C. O'Reilly in his PhD thesis.

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  • Collostructional analysis

    Collostructional analysis

    Collostructional analysis is a family of methods developed by (in alphabetical order) Stefan Th. Gries (University of California, Santa Barbara) and Anatol Stefanowitsch (Free University of Berlin). Collostructional analysis aims at measuring the degree of attraction or repulsion that words exhibit to constructions, where the notion of construction has so far been that of Goldberg's construction grammar. == Collostructional methods == Collostructional analysis so far comprises three different methods: collexeme analysis, to measure the degree of attraction/repulsion of a lemma to a slot in one particular construction; distinctive collexeme analysis, to measure the preference of a lemma to one particular construction over another, functionally similar construction; multiple distinctive collexeme analysis extends this approach to more than two alternative constructions; covarying collexeme analysis, to measure the degree of attraction of lemmas in one slot of a construction to lemmas in another slot of the same construction. == Input frequencies == Collostructional analysis requires frequencies of words and constructions and is similar to a wide variety of collocation statistics. It differs from raw frequency counts by providing not only observed co-occurrence frequencies of words and constructions, but also (i) a comparison of the observed frequency to the one expected by chance; thus, collostructional analysis can distinguish attraction and repulsion of words and constructions; (ii) a measure of the strength of the attraction or repulsion; this is usually the log-transformed p-value of a Fisher-Yates exact test. == Versus other collocation statistics == Collostructional analysis differs from most collocation statistics such that (i) it measures not the association of words to words, but of words to syntactic patterns or constructions; thus, it takes syntactic structure more seriously than most collocation-based analyses; (ii) it has so far only used the most precise statistics, namely the Fisher-Yates exact test based on the hypergeometric distribution; thus, unlike t-scores, z-scores, chi-square tests etc., the analysis is not based on, and does not violate, any distributional assumptions.

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