Best Writing AI

Best Writing AI — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Poop Map

    Poop Map

    Poop Map is a social app where users can track on a map where and when they defecate. In addition to logging location and time of each bowel movement, users can also add a photo, "like" other users' logs, and rate each account. The social elements of the app allow for groups of users to create a competitive league. Certain behaviors unlock achievements in-app. == Development == The app was created by app developer Nino Uzelac. It was launched in July 2013. == Popularity == The app charted at number one on the Apple App Store charts in 2021 after going viral on TikTok. As of September 2024, the app has a 4.8 rating on the App Store and more than 58,000 ratings. It also has more than one million downloads on the Google Play Store. Poop Map is notably popular among hikers, and has been written about in the outdoors magazine Outside.

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  • Quantum natural language processing

    Quantum natural language processing

    Quantum natural language processing (QNLP) is the application of quantum computing to natural language processing (NLP). It computes word embeddings as parameterised quantum circuits that can solve NLP tasks faster than any classical computer. It is inspired by categorical quantum mechanics and the DisCoCat framework, making use of string diagrams to translate from grammatical structure to quantum processes. == Theory == The first quantum algorithm for natural language processing used the DisCoCat framework and Grover's algorithm to show a quadratic quantum speedup for a text classification task. It was later shown that quantum language processing is BQP-Complete, i.e. quantum language models are more expressive than their classical counterpart, unless quantum mechanics can be efficiently simulated by classical computers. These two theoretical results assume fault-tolerant quantum computation and a QRAM, i.e. an efficient way to load classical data on a quantum computer. Thus, they are not applicable to the noisy intermediate-scale quantum (NISQ) computers available today. == Experiments == The algorithm of Zeng and Coecke was adapted to the constraints of NISQ computers and implemented on IBM quantum computers to solve binary classification tasks. Instead of loading classical word vectors onto a quantum memory, the word vectors are computed directly as the parameters of quantum circuits. These parameters are optimised using methods from quantum machine learning to solve data-driven tasks such as question answering, machine translation and even algorithmic music composition.

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  • Facial age estimation

    Facial age estimation

    Facial age estimation is the use of artificial intelligence to estimate the age of a person based on their facial features. Computer vision techniques are used to analyse the facial features in the images of millions of people whose age is known and then deep learning is used to create an algorithm that tries to predict the age of an unknown person. The key use of the technology is to prevent access to age-restricted goods and services. Examples include restricting children from accessing internet pornography, checking that they meet a mandatory minimum age when registering for an account on social media, or preventing adults from accessing websites, online chat or games designed only for use by children. The technology is distinct from facial recognition systems as the software does not attempt to uniquely identify the individual. Researchers have applied neural networks for age estimation since at least 2010. == Evaluation == An ongoing study by the National Institute of Standards and Technology (NIST) entitled 'Face Analysis Technology Evaluation' seeks to establish the technical performance of prototype age estimation algorithms submitted by academic teams and software vendors including Brno University of Technology, Czech Technical University in Prague, Dermalog, IDEMIA, Incode Technologies Inc, Jumio, Nominder, Rank One Computing, Unissey and Yoti. == Public sector use == The UK government has explored using facial age estimation at the UK border as an alternative to bone X-rays and MRI scans when determining child status of asylum seekers. == Commercial use == Commercial users of facial age estimation include Instagram and OnlyFans. In January 2025, John Lewis & Partners announced that had started using the technology to check the age of people shopping for knives on its website, to comply with UK legislation to limit knife crime. In the UK, several supermarket chains have taken part in Home Office trials of the technology to automate the checking of a customer's age when buying age-restricted goods such as alcohol. UK legislation introduced in January 2025 mandates robust forms of age verification hosting adult content viewable in the UK by July 2025. Allowable methods include facial age estimation. == Criticism == Adam Schwartz, a lawyer for the Electronic Frontier Foundation, criticized the use of facial age estimation software, noting its inaccuracy especially in cases of minorities and women, as was found in NIST's 2024 report. Twenty organisations jointly under European Digital Rights called the practice a "systematic and invasive processing of young people's data" that risks discriminatory profiling.

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  • Zero-shot learning

    Zero-shot learning

    Zero-shot learning (ZSL) is a problem setup in deep learning where, at test time, a learner observes samples from classes which were not observed during training, and needs to predict the class that they belong to. The name is a play on words based on the earlier concept of one-shot learning, in which classification can be learned from only one, or a few, examples. Zero-shot methods generally work by associating observed and non-observed classes through some form of auxiliary information, which encodes observable distinguishing properties of objects. For example, given a set of images of animals to be classified, along with auxiliary textual descriptions of what animals look like, an artificial intelligence model which has been trained to recognize horses, but has never been given a zebra, can still recognize a zebra when it also knows that zebras look like striped horses. This problem is widely studied in computer vision, natural language processing, and machine perception. == Background and history == The first paper on zero-shot learning in natural language processing appeared in a 2008 paper by Chang, Ratinov, Roth, and Srikumar, at the AAAI'08, but the name given to the learning paradigm there was dataless classification. The first paper on zero-shot learning in computer vision appeared at the same conference, under the name zero-data learning. The term zero-shot learning itself first appeared in the literature in a 2009 paper from Palatucci, Hinton, Pomerleau, and Mitchell at NIPS'09. This terminology was repeated later in another computer vision paper and the term zero-shot learning caught on, as a take-off on one-shot learning that was introduced in computer vision years earlier. In computer vision, zero-shot learning models learned parameters for seen classes along with their class representations and rely on representational similarity among class labels so that, during inference, instances can be classified into new classes. In natural language processing, the key technical direction developed builds on the ability to "understand the labels"—represent the labels in the same semantic space as that of the documents to be classified. This supports the classification of a single example without observing any annotated data, the purest form of zero-shot classification. The original paper made use of the Explicit Semantic Analysis (ESA) representation but later papers made use of other representations, including dense representations. This approach was also extended to multilingual domains, fine entity typing and other problems. Moreover, beyond relying solely on representations, the computational approach has been extended to depend on transfer from other tasks, such as textual entailment and question answering. The original paper also points out that, beyond the ability to classify a single example, when a collection of examples is given, with the assumption that they come from the same distribution, it is possible to bootstrap the performance in a semi-supervised like manner (or transductive learning). Unlike standard generalization in machine learning, where classifiers are expected to correctly classify new samples to classes they have already observed during training, in ZSL, no samples from the classes have been given during training the classifier. It can therefore be viewed as an extreme case of domain adaptation. == Prerequisite information for zero-shot classes == Naturally, some form of auxiliary information has to be given about these zero-shot classes, and this type of information can be of several types. Learning with attributes: classes are accompanied by pre-defined structured description. For example, for bird descriptions, this could include "red head", "long beak". These attributes are often organized in a structured compositional way, and taking that structure into account improves learning. While this approach was used mostly in computer vision, there are some examples for it also in natural language processing. Learning from textual description. As pointed out above, this has been the key direction pursued in natural language processing. Here class labels are taken to have a meaning and are often augmented with definitions or free-text natural-language description. This could include for example a wikipedia description of the class. Class-class similarity. Here, classes are embedded in a continuous space. A zero-shot classifier can predict that a sample corresponds to some position in that space, and the nearest embedded class is used as a predicted class, even if no such samples were observed during training. == Generalized zero-shot learning == The above ZSL setup assumes that at test time, only zero-shot samples are given, namely, samples from new unseen classes. In generalized zero-shot learning, samples from both new and known classes, may appear at test time. This poses new challenges for classifiers at test time, because it is very challenging to estimate if a given sample is new or known. Some approaches to handle this include: a gating module, which is first trained to decide if a given sample comes from a new class or from an old one, and then, at inference time, outputs either a hard decision, or a soft probabilistic decision a generative module, which is trained to generate feature representation of the unseen classes—a standard classifier can then be trained on samples from all classes, seen and unseen. == Domains of application == Zero shot learning has been applied to the following fields: image classification semantic segmentation image generation object detection natural language processing computational biology abstract reasoning

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  • Apache Kudu

    Apache Kudu

    Apache Kudu is a free and open source column-oriented data store of the Apache Hadoop ecosystem. It is compatible with most of the data processing frameworks in the Hadoop environment. It provides completeness to Hadoop's storage layer to enable fast analytics on fast data. The open source project to build Apache Kudu began as internal project at Cloudera. The first version Apache Kudu 1.0 was released 19 September 2016. == Comparison with other storage engines == Kudu was designed and optimized for OLAP workloads. Like HBase, it is a real-time store that supports key-indexed record lookup and mutation. Kudu differs from HBase since Kudu's datamodel is a more traditional relational model, while HBase is schemaless. Kudu's "on-disk representation is truly columnar and follows an entirely different storage design than HBase/Bigtable".

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  • Gorn address

    Gorn address

    A Gorn address (Gorn, 1967) is a method of identifying and addressing any node within a tree data structure. This notation is often used for identifying nodes in a parse tree defined by phrase structure rules. The Gorn address is a sequence of zero or more integers conventionally separated by dots, e.g., 0 or 1.0.1. The root which Gorn calls can be regarded as the empty sequence. And the j {\displaystyle j} -th child of the i {\displaystyle i} -th child has an address i . j {\displaystyle i.j} , counting from 0. It is named after American computer scientist Saul Gorn.

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  • Computer vision dazzle

    Computer vision dazzle

    Computer vision dazzle, also known as CV dazzle, dazzle makeup, or anti-surveillance makeup, is a type of camouflage used to hamper facial recognition software, inspired by dazzle camouflage used by vehicles such as ships and planes. == Methods == CV dazzle combines stylized makeup, asymmetric hair, and sometimes infrared lights built in to glasses or clothing to break up detectable facial patterns recognized by computer vision algorithms in much the same way that warships contrasted color and used sloping lines and curves to distort the structure of a vessel. It has been shown to be somewhat successful at defeating face detection software in common use, including that employed by Facebook. CV dazzle attempts to block detection by facial recognition technologies such as DeepFace "by creating an 'anti-face'". It uses occlusion, covering certain facial features; transformation, altering the shape or colour of parts of the face; and a combination of the two. Prominent artists employing this technique include Adam Harvey and Jillian Mayer. == Use in protests == Computer vision dazzle makeup has been used by protestors in several different protest movements. Its use as a protesting aid has often been found ineffective. It may be effective to thwart computer technology, but draws human attention, is easy for human monitors to spot on security cameras, and makes it hard for protestors to blend in within a crowd. Advances in facial recognition technology make dazzle makeup increasingly ineffective.

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  • CLAWS (linguistics)

    CLAWS (linguistics)

    The Constituent Likelihood Automatic Word-tagging System (CLAWS) is a program that performs part-of-speech tagging. It was developed in the 1980s at Lancaster University by the University Centre for Computer Corpus Research on Language. It has an overall accuracy rate of 96–97% with the latest version (CLAWS4) tagging around 100 million words of the British National Corpus. == History == A Part-Of-Speech Tagger (POS Tagger) is a piece of software that reads text in some language and assigns parts of speech to each word (and other token), such as noun, verb, adjective, etc., although generally computational applications use more fine-grained POS tags like 'noun-plural'. Developed in the early 1980s, CLAWS was built to fill the ever-growing gap created by always-changing POS necessities. Originally created to add part-of-speech tags to the LOB corpus of British English, the CLAWS tagset has since been adapted to other languages as well, including Urdu and Arabic. Since its inception, CLAWS has been hailed for its functionality and adaptability. Still, it is not without flaws, and though it boasts an error-rate of only 1.5% when judged in major categories, CLAWS still remains with c.3.3% ambiguities unresolved. Ambiguity arises in cases such as with the word flies, and whether it should be classified as a noun or a verb. It's these ambiguities that will require the various upgrades and tagsets that CLAWS will endure. == Rules and processing == CLAWS uses a Hidden Markov model to determine the likelihood of sequences of words in anticipating each part-of-speech label. === Sample output === This excerpt from Bram Stoker's Dracula (1897) has been tagged using both the CLAWS C5 and C7 tagsets. This is what a CLAWS output will generally look like, with the most likely part-of-speech tag following each word. == Tagsets == === CLAWS1 tagset === The first tagset developed in CLAWS, CLAWS1 tagset, has 132 word tags. In terms of form and application, C1 tagset is similar to Brown Corpus tags. See Table of tags in C1 tagset here. === CLAWS2 tagset === From 1983 to 1986, updated versions leading to CLAWS2 were part of a larger attempt to deal with aspects such as recognizing sentence breaks, in order to avoid the need for manual pre-processing of a text before the tags were applied, moving instead to optional manual post-editing to adjust the output of the automatic annotation, if needed. The CLAWS2 tagset has 166 word tags. See Table of tags in C2 tagset here. === CLAWS4 tagset === The CLAWS4 was used for the 100-million-word British National Corpus (BNC). A general-purpose grammatical tagger, it is a successor of the CLAWS1 tagger. In tagging the BNC, the many rounds of work that went into CLAWS4 focused on making the CLAWS program independent from the tagsets. For example, the BNC project used two tagset versions: "a main tagset (C5) with 62 tags with which the whole of the corpus has been tagged, and a larger (C7) tagset with 152 tags, which has been used to make a selected 'core' sample corpus of two million words." The latest version of CLAWS4 is offered by UCREL, a research center of Lancaster University. === CLAWS5 tagset === The CLAWS5 tagset, which was used for BNC, has over 60 tags. See Table of tags in C5 tagset here. === CLAWS6 tagset === The CLAWS6 tagset was used for the BNC sampler corpus and the COLT corpus. It has over 160 tags, including 13 determiner subtypes. See Table of tags in C6 tagset here. === CLAWS7 tagset === The standard CLAWS7 tagset is used currently. It is only different in the punctuation tags when compared to the CLAWS6 tagset. See Table of tags in C7 tagset here. === CLAWS8 tagset === CLAWS8 tagset was extended from C7 tagset with further distinctions in the determiner and pronoun categories, as well as 37 new auxiliary tags for forms of be, do, and have. See Table of tags in C8 tagset here

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  • Similarity learning

    Similarity learning

    Similarity learning is an area of supervised machine learning in artificial intelligence. It is closely related to regression and classification, but the goal is to learn a similarity function that measures how similar or related two objects are. It has applications in ranking, in recommendation systems, visual identity tracking, face verification, and speaker verification. == Learning setup == There are four common setups for similarity and metric distance learning. Regression similarity learning In this setup, pairs of objects are given ( x i 1 , x i 2 ) {\displaystyle (x_{i}^{1},x_{i}^{2})} together with a measure of their similarity y i ∈ R {\displaystyle y_{i}\in R} . The goal is to learn a function that approximates f ( x i 1 , x i 2 ) ∼ y i {\displaystyle f(x_{i}^{1},x_{i}^{2})\sim y_{i}} for every new labeled triplet example ( x i 1 , x i 2 , y i ) {\displaystyle (x_{i}^{1},x_{i}^{2},y_{i})} . This is typically achieved by minimizing a regularized loss min W ∑ i l o s s ( w ; x i 1 , x i 2 , y i ) + r e g ( w ) {\displaystyle \min _{W}\sum _{i}loss(w;x_{i}^{1},x_{i}^{2},y_{i})+reg(w)} . Classification similarity learning Given are pairs of similar objects ( x i , x i + ) {\displaystyle (x_{i},x_{i}^{+})} and non similar objects ( x i , x i − ) {\displaystyle (x_{i},x_{i}^{-})} . An equivalent formulation is that every pair ( x i 1 , x i 2 ) {\displaystyle (x_{i}^{1},x_{i}^{2})} is given together with a binary label y i ∈ { 0 , 1 } {\displaystyle y_{i}\in \{0,1\}} that determines if the two objects are similar or not. The goal is again to learn a classifier that can decide if a new pair of objects is similar or not. Ranking similarity learning Given are triplets of objects ( x i , x i + , x i − ) {\displaystyle (x_{i},x_{i}^{+},x_{i}^{-})} whose relative similarity obey a predefined order: x i {\displaystyle x_{i}} is known to be more similar to x i + {\displaystyle x_{i}^{+}} than to x i − {\displaystyle x_{i}^{-}} . The goal is to learn a function f {\displaystyle f} such that for any new triplet of objects ( x , x + , x − ) {\displaystyle (x,x^{+},x^{-})} , it obeys f ( x , x + ) > f ( x , x − ) {\displaystyle f(x,x^{+})>f(x,x^{-})} (contrastive learning). This setup assumes a weaker form of supervision than in regression, because instead of providing an exact measure of similarity, one only has to provide the relative order of similarity. For this reason, ranking-based similarity learning is easier to apply in real large-scale applications. Locality sensitive hashing (LSH) Hashes input items so that similar items map to the same "buckets" in memory with high probability (the number of buckets being much smaller than the universe of possible input items). It is often applied in nearest neighbor search on large-scale high-dimensional data, e.g., image databases, document collections, time-series databases, and genome databases. A common approach for learning similarity is to model the similarity function as a bilinear form. For example, in the case of ranking similarity learning, one aims to learn a matrix W that parametrizes the similarity function f W ( x , z ) = x T W z {\displaystyle f_{W}(x,z)=x^{T}Wz} . When data is abundant, a common approach is to learn a siamese network – a deep network model with parameter sharing. == Metric learning == Similarity learning is closely related to distance metric learning. Metric learning is the task of learning a distance function over objects. A metric or distance function has to obey four axioms: non-negativity, identity of indiscernibles, symmetry and subadditivity (or the triangle inequality). In practice, metric learning algorithms ignore the condition of identity of indiscernibles and learn a pseudo-metric. When the objects x i {\displaystyle x_{i}} are vectors in R d {\displaystyle R^{d}} , then any matrix W {\displaystyle W} in the symmetric positive semi-definite cone S + d {\displaystyle S_{+}^{d}} defines a distance pseudo-metric of the space of x through the form D W ( x 1 , x 2 ) 2 = ( x 1 − x 2 ) ⊤ W ( x 1 − x 2 ) {\displaystyle D_{W}(x_{1},x_{2})^{2}=(x_{1}-x_{2})^{\top }W(x_{1}-x_{2})} . When W {\displaystyle W} is a symmetric positive definite matrix, D W {\displaystyle D_{W}} is a metric. Moreover, as any symmetric positive semi-definite matrix W ∈ S + d {\displaystyle W\in S_{+}^{d}} can be decomposed as W = L ⊤ L {\displaystyle W=L^{\top }L} where L ∈ R e × d {\displaystyle L\in R^{e\times d}} and e ≥ r a n k ( W ) {\displaystyle e\geq rank(W)} , the distance function D W {\displaystyle D_{W}} can be rewritten equivalently D W ( x 1 , x 2 ) 2 = ( x 1 − x 2 ) ⊤ L ⊤ L ( x 1 − x 2 ) = ‖ L ( x 1 − x 2 ) ‖ 2 2 {\displaystyle D_{W}(x_{1},x_{2})^{2}=(x_{1}-x_{2})^{\top }L^{\top }L(x_{1}-x_{2})=\|L(x_{1}-x_{2})\|_{2}^{2}} . The distance D W ( x 1 , x 2 ) 2 = ‖ x 1 ′ − x 2 ′ ‖ 2 2 {\displaystyle D_{W}(x_{1},x_{2})^{2}=\|x_{1}'-x_{2}'\|_{2}^{2}} corresponds to the Euclidean distance between the transformed feature vectors x 1 ′ = L x 1 {\displaystyle x_{1}'=Lx_{1}} and x 2 ′ = L x 2 {\displaystyle x_{2}'=Lx_{2}} . Many formulations for metric learning have been proposed. Some well-known approaches for metric learning include learning from relative comparisons, which is based on the triplet loss, large margin nearest neighbor, and information theoretic metric learning (ITML). In statistics, the covariance matrix of the data is sometimes used to define a distance metric called Mahalanobis distance. == Applications == Similarity learning is used in information retrieval for learning to rank, in face verification or face identification, and in recommendation systems. Also, many machine learning approaches rely on some metric. This includes unsupervised learning such as clustering, which groups together close or similar objects. It also includes supervised approaches like K-nearest neighbor algorithm which rely on labels of nearby objects to decide on the label of a new object. Metric learning has been proposed as a preprocessing step for many of these approaches. == Scalability == Metric and similarity learning scale quadratically with the dimension of the input space, as can easily see when the learned metric has a bilinear form f W ( x , z ) = x T W z {\displaystyle f_{W}(x,z)=x^{T}Wz} . Scaling to higher dimensions can be achieved by enforcing a sparseness structure over the matrix model, as done with HDSL, and with COMET. == Software == metric-learn is a free software Python library which offers efficient implementations of several supervised and weakly-supervised similarity and metric learning algorithms. The API of metric-learn is compatible with scikit-learn. OpenMetricLearning is a Python framework to train and validate the models producing high-quality embeddings. == Further information == For further information on this topic, see the surveys on metric and similarity learning by Bellet et al. and Kulis.

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  • Underwater computer vision

    Underwater computer vision

    Underwater computer vision is a subfield of computer vision. In recent years, with the development of underwater vehicles ( ROV, AUV, gliders), the need to be able to record and process huge amounts of information has become increasingly important. Applications range from inspection of underwater structures for the offshore industry to the identification and counting of fishes for biological research. However, no matter how big the impact of this technology can be to industry and research, it still is in a very early stage of development compared to traditional computer vision. One reason for this is that, the moment the camera goes into the water, a whole new set of challenges appear. On one hand, cameras have to be made waterproof, marine corrosion deteriorates materials quickly and access and modifications to experimental setups are costly, both in time and resources. On the other hand, the physical properties of the water make light behave differently, changing the appearance of a same object with variations of depth, organic material, currents, temperature etc. == Applications == Seafloor survey Vehicle navigation and positioning Biological monitoring {possibly aquatic biomonitoring) Video mosaics as visual navigation maps Submarine pipeline inspection Wreckage visualization Maintenance of underwater structures Drowning detection systems == Medium differences == === Illumination === In air, light comes from the whole hemisphere on cloudy days, and is dominated by the sun. In water direct lighting comes from a cone about 96° wide above the scene. This phenomenon is called Snell's window. Artificial lighting can be used where natural light levels are insufficient and where the light path is too long to produce acceptable colour, as the loss of colour is a function of the total distance through water from the source to the camera lens port. === Light attenuation === Unlike air, water attenuates light exponentially. This results in hazy images with very low contrast. The main reasons for light attenuation are light absorption (where energy is removed from the light) and light scattering, by which the direction of light is changed. Light scattering can further be divided into forward scattering, which results in an increased blurriness and backward scattering that limits the contrast and is responsible for the characteristic veil of underwater images. Both scattering and attenuation are heavily influenced by the amount of organic matter dissolved or suspended in the water. Light attenuation in water is also a function of the wavelength. This means that different colours are attenuated at different rates, leading to colour degradation.with depth and distance. Red and orange light are attenuated faster, followed by yellows and greens. Blue is the least attenuated visible wavelength. === Artificial lighting === == Challenges == In high level computer vision, human structures are frequently used as image features for image matching in different applications. However, the sea bottom lacks such features, making it hard to find correspondences in two images. In order to be able to use a camera in the water, a watertight housing is required. However, refraction will happen at the water-glass and glass-air interface due to differences in density of the materials. This has the effect of introducing a non-linear image deformation. The motion of the vehicle presents another special challenge. Underwater vehicles are constantly moving due to currents and other phenomena. This introduces another uncertainty to algorithms, where small motions may appear in all directions. This can be specially important for video tracking. In order to reduce this problem image stabilization algorithms may be applied. == Relevant technology == === Image restoration === Image restoration< techniques are intended to model the degradation process and then invert it, obtaining the new image after solving. It is generally a complex approach that requires plenty of parameters that vary a lot between different water conditions. === Image enhancement === Image enhancement only tries to provide a visually more appealing image without taking the physical image formation process into account. These methods are usually simpler and less computational intensive. === Color correction === Various algorithms exist that perform automatic color correction. The UCM (Unsupervised Color Correction Method), for example, does this in the following steps: It firstly reduces the color cast by equalizing the color values. Then it enhances contrast by stretching the red histogram towards the maximum and finally saturation and intensity components are optimized. == Underwater stereo vision == It is usually assumed that stereo cameras have been calibrated previously, geometrically and radiometrically. This leads to the assumption that corresponding pixels should have the same color. However this can not be guaranteed in an underwater scene, because of dispersion and backscatter. However, it is possible to digitally model this phenomenon and create a virtual image with those effects removed == Other application fields == Imaging sonars have become more and more accessible and gained resolution, delivering better images. Sidescan sonars are used to produce complete maps of regions of the sea floor stitching together sequences of sonar images. However, sonar images often lack proper contrast and are degraded by artefacts and distortions due to noise, attitude changes of the AUV/ROV carrying the sonar or non uniform beam patterns. Another common problem with sonar computer vision is the comparatively low frame rate of sonar images.

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  • Hybrid machine translation

    Hybrid machine translation

    Hybrid machine translation is a method of machine translation that is characterized by the use of multiple machine translation approaches within a single machine translation system. The motivation for developing hybrid machine translation systems stems from the failure of any single technique to achieve a satisfactory level of accuracy. Many hybrid machine translation systems have been successful in improving the accuracy of the translations, and there are several popular machine translation systems which employ hybrid methods. == Approaches == === Multi-engine === This approach to hybrid machine translation involves running multiple machine translation systems in parallel. The final output is generated by combining the output of all the sub-systems. Most commonly, these systems use statistical and rule-based translation subsystems, but other combinations have been explored. For example, researchers at Carnegie Mellon University have had some success combining example-based, transfer-based, knowledge-based and statistical translation sub-systems into one machine translation system. === Statistical rule generation === This approach involves using statistical data to generate lexical and syntactic rules. The input is then processed with these rules as if it were a rule-based translator. This approach attempts to avoid the difficult and time-consuming task of creating a set of comprehensive, fine-grained linguistic rules by extracting those rules from the training corpus. This approach still suffers from many problems of normal statistical machine translation, namely that the accuracy of the translation will depend heavily on the similarity of the input text to the text of the training corpus. As a result, this technique has had the most success in domain-specific applications, and has the same difficulties with domain adaptation as many statistical machine translation systems. === Multi-Pass === This approach involves serially processing the input multiple times. The most common technique used in multi-pass machine translation systems is to pre-process the input with a rule-based machine translation system. The output of the rule-based pre-processor is passed to a statistical machine translation system, which produces the final output. This technique is used to limit the amount of information a statistical system need consider, significantly reducing the processing power required. It also removes the need for the rule-based system to be a complete translation system for the language, significantly reducing the amount of human effort and labor necessary to build the system. === Confidence-Based === This approach differs from the other hybrid approaches in that in most cases only one translation technology is used. A confidence metric is produced for each translated sentence from which a decision can be made whether to try a secondary translation technology or to proceed with the initial translation output. SMT is also used when common error patterns such as multiple repeat words appear in sequence, as is common with NMT when the attention mechanism is confused.

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  • Attensity

    Attensity

    Attensity was an American company that provided social analytics and engagement applications for social customer relationship management (social CRM). Attensity's text analytics software applications extracted facts, relationships and sentiment from unstructured data. == History == Attensity was founded in 2000. An early investor in Attensity was In-Q-Tel, which funds technology to support the missions of the US Government and the broader DOD. InTTENSITY, an independent company that has combined Inxight with Attensity Software (the only joint development project that combines two InQTel funded software packages), was the exclusive distributor and outlet for Attensity in the Federal Market. In 2009, Attensity Corp., then based in Palo Alto, merged with Germany's Empolis and Living-e AG to form Attensity Group. In 2010, Attensity Group acquired Biz360, a provider of social media monitoring and market intelligence solutions. In early 2012, Attensity Group divested itself of the Empolis business unit via a management buyout; that unit currently conducts business under its pre-merger name. Attensity Group was a closely held private company. Its majority shareholder was Aeris Capital, a private Swiss investment office advising a high-net-worth individual and his charitable foundation. Foundation Capital, Granite Ventures, and Scale Venture Partners were among Biz360's investors and thus became shareholders in Attensity Group. In February 2016, Attensity's IP assets were acquired by InContact, and Attensity closed.

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  • Video imprint (computer vision)

    Video imprint (computer vision)

    Proposed as an extension of image epitomes in the field of video content analysis, video imprint is obtained by recasting video contents into a fixed-sized tensor representation regardless of video resolution or duration. Specifically, statistical characteristics are retained to some degrees so that common video recognition tasks can be carried out directly on such imprints, e.g., event retrieval, temporal action localization. It is claimed that both spatio-temporal interdependences are accounted for and redundancies are mitigated during the computation of video imprints. The option of computing video imprints exploiting the epitome model has the advantage of more flexible input feature formats and more efficient training stage for video content analysis.

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  • Loebner Prize

    Loebner Prize

    The Loebner Prize was an annual competition in artificial intelligence that awarded prizes to the computer programs considered by the judges to be the most human-like. The format of the competition was that of a standard Turing test. In each round, a human judge simultaneously held textual conversations with a computer program and a human being via computer. Based upon the responses, the judge would attempt to determine which was which. The contest was launched in 1990 by Hugh Loebner in conjunction with the Cambridge Center for Behavioral Studies, Massachusetts, United States. In 2004 and 2005, it was held in Loebner's apartment in New York City. Within the field of artificial intelligence, the Loebner Prize is somewhat controversial; the most prominent critic, Marvin Minsky, called it a publicity stunt that does not help the field along. Beginning in 2014, it was organised by the AISB at Bletchley Park. It has also been associated with Flinders University, Dartmouth College, the Science Museum in London, University of Reading and Ulster University, Magee Campus, Derry, UK City of Culture. For the final 2019 competition, the format changed. There was no panel of judges. Instead, the chatbots were judged by the public and there were to be no human competitors. The prize has been reported as defunct as of 2020. == Prizes == Originally, $2,000 was awarded for the most human-seeming program in the competition. The prize was $3,000 in 2005 and $2,250 in 2006. In 2008, $3,000 was awarded. In addition, there were two one-time-only prizes that have never been awarded. $25,000 is offered for the first program that judges cannot distinguish from a real human and which can convince judges that the human is the computer program. $100,000 is the reward for the first program that judges cannot distinguish from a real human in a Turing test that includes deciphering and understanding text, visual, and auditory input. The competition was planned to end after the achievement of this prize. == Competition rules and restrictions == The rules varied over the years and early competitions featured restricted conversation Turing tests but since 1995 the discussion has been unrestricted. For the three entries in 2007, Robert Medeksza, Noah Duncan and Rollo Carpenter, some basic "screening questions" were used by the sponsor to evaluate the state of the technology. These included simple questions about the time, what round of the contest it is, etc.; general knowledge ("What is a hammer for?"); comparisons ("Which is faster, a train or a plane?"); and questions demonstrating memory for preceding parts of the same conversation. "All nouns, adjectives and verbs will come from a dictionary suitable for children or adolescents under the age of 12." Entries did not need to respond "intelligently" to the questions to be accepted. For the first time in 2008 the sponsor allowed introduction of a preliminary phase to the contest opening up the competition to previously disallowed web-based entries judged by a variety of invited interrogators. The available rules do not state how interrogators are selected or instructed. Interrogators (who judge the systems) have limited time: 5 minutes per entity in the 2003 competition, 20+ per pair in 2004–2007 competitions, 5 minutes to conduct simultaneous conversations with a human and the program in 2008–2009, increased to 25 minutes of simultaneous conversation since 2010. == Criticisms == The prize has long been scorned by experts in the field, for a variety of reasons. It is regarded by many as a publicity stunt. Marvin Minsky scathingly offered a "prize" to anyone who could stop the competition. Loebner responded by jokingly observing that Minsky's offering a prize to stop the competition effectively made him a co-sponsor. The rules of the competition have encouraged poorly qualified judges to make rapid judgements. Interactions between judges and competitors was originally very brief, for example effectively 2.5 mins of questioning, which permitted only a few questions. Questioning was initially restricted to a single topic of the contestant's choice, such as "whimsical conversation", a domain suiting standard chatbot tricks. Competition entrants do not aim at understanding or intelligence but resort to basic ELIZA style tricks, and successful entrants find deception and pretense is rewarded. == Contests == See article history for more details of some earlier contests. A very incomplete listing of a few of the contests: === 2003 === In 2003, the contest was organised by Professor Richard H. R. Harper and Dr. Lynne Hamill from the Digital World Research Centre at the University of Surrey. Although no bot passed the Turing test, the winner was Jabberwock, created by Juergen Pirner. Second was Elbot (Fred Roberts, Artificial Solutions). Third was Jabberwacky, (Rollo Carpenter). === 2006 === In 2006, the contest was organised by Tim Child (CEO of Televirtual) and Huma Shah. On August 30, the four finalists were announced: Rollo Carpenter Richard Churchill and Marie-Claire Jenkins Noah Duncan Robert Medeksza The contest was held on 17 September in the VR theatre, Torrington Place campus of University College London. The judges included the University of Reading's cybernetics professor, Kevin Warwick, a professor of artificial intelligence, John Barnden (specialist in metaphor research at the University of Birmingham), a barrister, Victoria Butler-Cole and a journalist, Graham Duncan-Rowe. The latter's experience of the event can be found in an article in Technology Review. The winner was 'Joan', based on Jabberwacky, both created by Rollo Carpenter. === 2007 === The 2007 competition was held on October 21 in New York City. The judges were: computer science professor Russ Abbott, philosophy professor Hartry Field, psychology assistant professor Clayton Curtis and English lecturer Scott Hutchins. No bot passed the Turing test, but the judges ranked the three contestants as follows: 1st: Robert Medeksza, creator of Ultra Hal 2nd: Noah Duncan, a private entry, creator of Cletus 3rd: Rollo Carpenter from Icogno, creator of Jabberwacky The winner received $2,250 and the annual medal. The runners-up received $250 each. === 2008 === The 2008 competition was organised by professor Kevin Warwick, coordinated by Huma Shah and held on October 12 at the University of Reading, UK. After testing by over one hundred judges during the preliminary phase, in June and July 2008, six finalists were selected from thirteen original entrant artificial conversational entities (ACEs). Five of those invited competed in the finals: Brother Jerome, Peter Cole and Benji Adams Elbot, Fred Roberts / Artificial Solutions Eugene Goostman, Vladimir Veselov, Eugene Demchenko and Sergey Ulasen Jabberwacky, Rollo Carpenter Ultra Hal, Robert Medeksza In the finals, each of the judges was given five minutes to conduct simultaneous, split-screen conversations with two hidden entities. Elbot of Artificial Solutions won the 2008 Loebner Prize bronze award, for most human-like artificial conversational entity, through fooling three of the twelve judges who interrogated it (in the human-parallel comparisons) into believing it was human. This is coming very close to the 30% traditionally required to consider that a program has actually passed the Turing test. Eugene Goostman and Ultra Hal both deceived one judge each that it was the human. Will Pavia, a journalist for The Times, has written about his experience; a Loebner finals' judge, he was deceived by Elbot and Eugene. Kevin Warwick and Huma Shah have reported on the parallel-paired Turing tests. === 2009 === The 2009 Loebner Prize Competition was held September 6, 2009, at the Brighton Centre, Brighton UK in conjunction with the Interspeech 2009 conference. The prize amount for 2009 was $3,000. Entrants were David Levy, Rollo Carpenter, and Mohan Embar, who finished in that order. The writer Brian Christian participated in the 2009 Loebner Prize Competition as a human confederate, and described his experiences at the competition in his book The Most Human Human. === 2010 === The 2010 Loebner Prize Competition was held on October 23 at California State University, Los Angeles. The 2010 competition was the 20th running of the contest. The winner was Bruce Wilcox with Suzette. === 2011 === The 2011 Loebner Prize Competition was held on October 19 at the University of Exeter, Devon, United Kingdom. The prize amount for 2011 was $4,000. The four finalists and their chatterbots were Bruce Wilcox (Rosette), Adeena Mignogna (Zoe), Mohan Embar (Chip Vivant) and Ron Lee (Tutor), who finished in that order. That year there was an addition of a panel of junior judges, namely Georgia-Mae Lindfield, William Dunne, Sam Keat and Kirill Jerdev. The results of the junior contest were markedly different from the main contest, with chatterbots Tutor and Zoe tying for first place and Chip Vivant and Rosette coming in third and fourt

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  • PARRY

    PARRY

    PARRY was an early example of a chatbot, implemented in 1972 by psychiatrist Kenneth Colby. == History == PARRY was written in 1972 by psychiatrist Kenneth Colby, then at Stanford University. While ELIZA was a simulation of a Rogerian therapist, PARRY attempted to simulate a person with paranoid schizophrenia. The program implemented a crude model of the behavior of a person with paranoid schizophrenia based on concepts, conceptualizations, and beliefs (judgements about conceptualizations: accept, reject, neutral). It also embodied a conversational strategy, and as such was a much more serious and advanced program than ELIZA. It was described as "ELIZA with attitude". PARRY was tested in the early 1970s using a variation of the Turing Test. A group of experienced psychiatrists analysed a combination of real patients and computers running PARRY through teleprinters. Another group of 33 psychiatrists were shown transcripts of the conversations. The two groups were then asked to identify which of the "patients" were human and which were computer programs. The psychiatrists were able to make the correct identification only 48 percent of the time — a figure consistent with random guessing. PARRY and ELIZA (also known as "the Doctor") interacted several times. The most famous of these exchanges occurred at the ICCC 1972, where PARRY and ELIZA were hooked up over ARPANET and responded to each other.

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