In computer security, the Security-Digest list, better known as the Zardoz list, was a semi-private full disclosure mailing list run by Neil Gorsuch from 1989 through 1991. It identified weaknesses in systems and gave directions on where to find them. It was a perennial target for computer hackers, who sought archives of the list for information on undisclosed software vulnerabilities. == Membership restrictions == Access to Zardoz was approved on a case-by-case basis by Gorsuch, principally by reference to the user account used to send subscription requests; requests were approved for root users, valid UUCP owners, or system administrators listed at the NIC. The openness of the list to users other than Unix system administrators was a regular topic of conversation, with participants expressing concern that vulnerabilities and exploitation details disclosed on the list were liable to spread to hackers. The circulation of Zardoz postings was an open secret among computer hackers, and mocked in a Phrack parody of an IRC channel populated by security experts. == Notable participants == Keith Bostic discussed BSD Sendmail vulnerabilities Chip Salzenberg discussed Peter Honeyman's posting of a UUCP worm, and shell script security Gene Spafford discussed VMS and Ultrix bugs, and relayed law enforcement enquiries about the Morris Worm Tom Christiansen discussed SUID shell scripts Chris Torek discussed devising exploits from general descriptions of vulnerabilities Henry Spencer discussed Unix security Brendan Kehoe discussed systems security Alec Muffett announced Crack, the Unix password cracker The majority of Zardoz participants were Unix systems administrators and C software developers. Neil Gorsuch and Gene Spafford were the most prolific contributors to the list.
Supersampling
Supersampling or supersampling anti-aliasing (SSAA) is a spatial anti-aliasing method, i.e. a method used to remove aliasing (jagged and pixelated edges, colloquially known as "jaggies") from images rendered in computer games or other computer programs that generate imagery. Aliasing occurs because unlike real-world objects, which have continuous smooth curves and lines, a computer screen shows the viewer a large number of small squares. These pixels all have the same size, and each one has a single color. A line can only be shown as a collection of pixels, and therefore appears jagged unless it is perfectly horizontal or vertical. The aim of supersampling is to reduce this effect. Color samples are taken at several instances inside the pixel (not just at the center as normal)—hence the term "supersampling"—and an average color value is calculated. This can for example be achieved by rendering the image at a much higher resolution than the one being displayed, then shrinking it to the desired size, using the extra pixels for calculation, with the result being a downsampled image with smoother transitions from one line of pixels to another along the edges of objects, but each pixel could also be supersampled using other strategies (see the Supersampling patterns section). The number of samples determines the quality of the output. == Motivation == Aliasing is manifested in the case of 2D images as moiré pattern and pixelated edges, colloquially known as "jaggies". Common signal processing and image processing knowledge suggests that to achieve perfect elimination of aliasing, proper spatial sampling at the Nyquist rate (or higher) after applying a 2D Anti-aliasing filter is required. As this approach would require a forward and inverse fourier transformation, computationally less demanding approximations like supersampling were developed to avoid domain switches by staying in the spatial domain ("image domain"). == Method == === Computational cost and adaptive supersampling === Supersampling is computationally expensive because it requires much greater video card memory and memory bandwidth, since the amount of buffer used is several times larger. A way around this problem is to use a technique known as adaptive supersampling, where only pixels at the edges of objects are supersampled. Initially only a few samples are taken within each pixel. If these values are very similar, only these samples are used to determine the color. If not, more are used. The result of this method is that a higher number of samples are calculated only where necessary, thus improving performance. === Supersampling patterns === When taking samples within a pixel, the sample positions have to be determined in some way. Although the number of ways in which this can be done is infinite, there are a few ways which are commonly used. ==== Grid ==== The simplest algorithm. The pixel is split into several sub-pixels, and a sample is taken from the center of each. It is fast and easy to implement. Although, due to the regular nature of sampling, aliasing can still occur if a low number of sub-pixels is used. ==== Random ==== Also known as stochastic sampling, it avoids the regularity of grid supersampling. However, due to the irregularity of the pattern, samples end up being unnecessary in some areas of the pixel and lacking in others. ==== Poisson disk ==== The Poisson disk sampling algorithm places the samples randomly, but then checks that any two are not too close. The end result is an even but random distribution of samples. The naive "dart throwing" algorithm is extremely slow for large data sets, which once limited its applications for real-time rendering. However, many fast algorithms now exist to generate Poisson disk noise, even those with variable density. The Delone set provides a mathematical description of such sampling. ==== Jittered ==== A modification of the grid algorithm to approximate the Poisson disk. A pixel is split into several sub-pixels, but a sample is not taken from the center of each, but from a random point within the sub-pixel. Congregation can still occur, but to a lesser degree. ==== Rotated grid ==== A 2×2 grid layout is used but the sample pattern is rotated to avoid samples aligning on the horizontal or vertical axis, greatly improving antialiasing quality for the most commonly encountered cases. For an optimal pattern, the rotation angle is arctan (1/2) (about 26.6°) and the square is stretched by a factor of √5/2, making it also a 4-queens solution.
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MedSLT
MedSLT is a medium-ranged open source spoken language translator developed by the University of Geneva. It is funded by the Swiss National Science Foundation. The system has been designed for the medical domain. It currently covers the doctor-patient diagnosis dialogues for the domains of headache, chest and abdominal pain in English, French, Japanese, Spanish, Catalan and Arabic. The vocabulary used ranges from 350 to 1000 words depending on the domain and language pair. == Motivation for creating MedSLT == With more than 6000 languages worldwide, language barriers become an increasing problem for healthcare. The lack of medical interpreters can lead to disastrous consequences. These range from prolonged hospital stays to wrong diagnosis and medication. A study found that only about half of the 23 million people with limited proficiency in English in the United States had been provided with a medical interpreter. Millions of refugees and immigrants worldwide face similar problems, although not always as severe. The gap between need and availability of language services might be closed with speech translation systems. == Challenges == The biggest challenge is and was to develop an ideal system, though it is not possible to do so at this moment. This system would fit the needs of doctors and the patients alike, and would provide accurate and flexible translation. A realisation of an ideal translation tool is impossible without the use of unrestricted language and a large vocabulary. Medical professionals demand high reliability from translation. This favours rule-based architectures over data-driven. The latter are more suitable for inexperienced users. Rule-based architectures achieve higher accuracy especially if used by experts. Though it is highly desirable to build a bidirectional system supporting a two-way dialogue, which concentrates on patient-centered communication, the patients will have difficult access to the system. Most patients have no experience with such systems. Less reliable results for translation from the patient-to-doctor direction are the outcome. To overcome this the system needs to provide either easy access or an integrated help tool to guide the users through the process. Although controlled rule-based systems achieve good results, they are brittle. To receive good translations the user needs to be familiar with the system and has to know what is covered by the grammar. Covering different sub-domains (headache, chest and abdominal pain) and language pairs presents additional problems. A shared structure and grammar for all subdomains and language pairs minimises development and maintenance costs. The integration of new doctor and patient languages is also a key challenge. Adding new languages should be quick and rather simple, because he system has to be used in many countries to cover multiple language pairs. Direct translation from source to target language proves to be rather difficult. Using interlingua for unidirectional translation instead of a bidirectional approach helps to simplify the translation process. On top of this, the system has to run on different platforms, because mobility is a key issue for many attending physicians. A portable version addresses these issues, but has to deal with the heavy load of the translation process. == The MedSLT system == The system's speech recognition is based on the Nuance 8.5 platform that supports grammar-based language models. All grammars used for recognition, analysis and generation are compiled from a small set of unification grammars. These core grammars are created by the open-source Regulus Grammar Compiler and are automatically specialised using corpus-driven methods. The specialisation considers both the task (recognition, analysis and generation) and the sub-domain (headache, chest and abdominal pain). The specialisation uses the explanation-based learning algorithm to create a treebank from the training corpus. These examples are divided into sets of subtrees by using domain- and grammar-specific rules (also known as "operationality criteria" in machine translation). The subtree rules are combined into a single rule, creating a specialised unification grammar. The grammar is compiled to an executable form, for analysis and generation by a parser or generator, and for recognition of a CFG grammar. A CFG grammar is required for the Nuance engine. Compilation by Nuance-specific criteria turns the grammar into speech recognition packages. The final step uses the training corpus again for statistical tuning of the language model. MedSLT translation processes are based on a rule-based interlingua. The interlingua is treated as an actual language (it is a very simple version of English) and is specified by a Regulus grammar. This grammar does not take account of complex surface syntax phenomena of real languages like movement or agreement. A set of rules is the base for translating the source language semantic representation to interlingua. Another set of rules covers the translation from interlingua to the target language. The semantic representations are converted to surface words using a target language grammar. Defining semantics for a specific domain enables the developers to specify interlingua with a small, tightly constraint semantic grammar. The translations based on interlingua match direct translations almost perfectly, because the development shifts to a decoupled monolingual architecture. A set of combined interlingua corpora, with one corpus per sub-domain, is the core of this architecture. All source language development corpora are translated to interlingua. These are sorted and grouped together with the corresponding source language examples. The interlingua forms are then translated into each target language, and the results are attached together. This organisation improves the translation process. There is no duplicated effort for multilingual regression testing, because each parsing and generation step is performed once. This allows more frequent testing. The representation language used for all forms is Almost Flat Functional semantics. AFF is derived from the Spoken Language Translator, the precursor of MEdSLT. SLT uses Quasi Logical Form, a logical based representation language. QLF is an expressive yet very complex language, causing high development and maintenance costs. A minimal solution was planned for the medical translator. Early versions of the system utilised a language using simple feature-value lists. These lists were supplemented with an optional level of nesting to represent subordinate clauses (i.e. embedded clauses). Determiners were not included, because they are hard to translate and it is difficult to reliably distinguish and recognise them. This way, translation rules became a lot simpler, because only a list of feature-value pairs had to be mapped to another list of pairs. The language turned out to be underconstrained. Adding natural sortal constraints to the grammar solved this problem, but also returned the language to a more expressive formalism. The newly created AFF combines elements of QLF and the feature-value list semantics. This version of flat semantics is enhanced with additional functional markings. This together with a relatively small vocabulary solved the ambiguity problem of the original flat representation language without creating overly complex rules. In addition, the syntactic structures are treated carefully by a compromise of linguistic and engineering traditions. The grammars are in fact retrieved from linguistically motivated resource, using corpus-based methods. They are driven by small sets of examples. This results in simpler and flatter domain-specific grammars. The semantics are less sophisticated and represent a minimal approach in the engineering tradition. Each lexical item contributes a set of feature-value pairs. This leads to simple-to-write translation rules. There are only lists of features-value pairs to map to other feature-value pairs. However, as a result the machine translation channel model becomes underspecified and is weakened, whereas the target language model is strengthened. An intelligent help module is integrated into the system to support users in utilising the full coverage of the grammars. This tool provides the user with examples as close as possible to the users original utterance. The output is based on a library. Each sub-domain and language pair has its own library. The contents are extracted from the combined interlingua corpora. The help module scans the corpus for the tagged source language form mapped with the corresponding target language form. Additionally a second statistical recogniser is used as backup. The results are used to select similar examples from the library. According to the generation preferences, one of the derived strings is picked and the target language string is realised as spoken language. Some statistical corpus based meth
Statistical machine translation
Statistical machine translation (SMT) is a machine translation approach where translations are generated on the basis of statistical models whose parameters are derived from the analysis of bilingual text corpora. The statistical approach contrasts with the rule-based approaches to machine translation as well as with example-based machine translation, that superseded the previous rule-based approach that required explicit description of each and every linguistic rule, which was costly, and which often did not generalize to other languages. The first ideas of statistical machine translation were introduced by Warren Weaver in 1949, including the ideas of applying Claude Shannon's information theory. Statistical machine translation was re-introduced in the late 1980s and early 1990s by researchers at IBM's Thomas J. Watson Research Center. Before the introduction of neural machine translation, it was by far the most widely studied machine translation method. == Basis == The idea behind statistical machine translation comes from information theory. A document is translated according to the probability distribution p ( e | f ) {\displaystyle p(e|f)} that a string e {\displaystyle e} in the target language (for example, English) is the translation of a string f {\displaystyle f} in the source language (for example, French). The problem of modeling the probability distribution p ( e | f ) {\displaystyle p(e|f)} has been approached in a number of ways. One approach which lends itself well to computer implementation is to apply Bayes' theorem, that is p ( e | f ) ∝ p ( f | e ) p ( e ) {\displaystyle p(e|f)\propto p(f|e)p(e)} , where the translation model p ( f | e ) {\displaystyle p(f|e)} is the probability that the source string is the translation of the target string, and the language model p ( e ) {\displaystyle p(e)} is the probability of seeing that target language string. This decomposition is attractive as it splits the problem into two subproblems. Finding the best translation e ~ {\displaystyle {\tilde {e}}} is done by picking up the one that gives the highest probability: e ~ = a r g max e ∈ e ∗ p ( e | f ) = a r g max e ∈ e ∗ p ( f | e ) p ( e ) {\displaystyle {\tilde {e}}=arg\max _{e\in e^{}}p(e|f)=arg\max _{e\in e^{}}p(f|e)p(e)} . For a rigorous implementation of this one would have to perform an exhaustive search by going through all strings e ∗ {\displaystyle e^{}} in the native language. Performing the search efficiently is the work of a machine translation decoder that uses the foreign string, heuristics and other methods to limit the search space and at the same time keeping acceptable quality. This trade-off between quality and time usage can also be found in speech recognition. As the translation systems are not able to store all native strings and their translations, a document is typically translated sentence by sentence. Language models are typically approximated by smoothed n-gram models, and similar approaches have been applied to translation models, but this introduces additional complexity due to different sentence lengths and word orders in the languages. Statistical translation models were initially word based (Models 1-5 from IBM Hidden Markov model from Stephan Vogel and Model 6 from Franz-Joseph Och), but significant advances were made with the introduction of phrase based models. Later work incorporated syntax or quasi-syntactic structures. == Benefits == The most frequently cited benefits of statistical machine translation (SMT) over rule-based approach are: More efficient use of human and data resources There are many parallel corpora in machine-readable format and even more monolingual data. Generally, SMT systems are not tailored to any specific pair of languages. More fluent translations owing to use of a language model == Shortcomings == Corpus creation can be costly. Specific errors are hard to predict and fix. Results may have superficial fluency that masks translation problems. Statistical machine translation usually works less well for language pairs with significantly different word order. The benefits obtained for translation between Western European languages are not representative of results for other language pairs, owing to smaller training corpora and greater grammatical differences. == Word-based translation == In word-based translation, the fundamental unit of translation is a word in some natural language. Typically, the number of words in translated sentences are different, because of compound words, morphology and idioms. The ratio of the lengths of sequences of translated words is called fertility, which tells how many foreign words each native word produces. Necessarily it is assumed by information theory that each covers the same concept. In practice this is not really true. For example, the English word corner can be translated in Spanish by either rincón or esquina, depending on whether it is to mean its internal or external angle. Simple word-based translation cannot translate between languages with different fertility. Word-based translation systems can relatively simply be made to cope with high fertility, such that they could map a single word to multiple words, but not the other way about. For example, if we were translating from English to French, each word in English could produce any number of French words— sometimes none at all. But there is no way to group two English words producing a single French word. An example of a word-based translation system is the freely available GIZA++ package (GPLed), which includes the training program for IBM models and HMM model and Model 6. The word-based translation is not widely used today; phrase-based systems are more common. Most phrase-based systems are still using GIZA++ to align the corpus. The alignments are used to extract phrases or deduce syntax rules. And matching words in bi-text is still a problem actively discussed in the community. Because of the predominance of GIZA++, there are now several distributed implementations of it online. == Phrase-based translation == In phrase-based translation, the aim is to reduce the restrictions of word-based translation by translating whole sequences of words, where the lengths may differ. The sequences of words are called blocks or phrases. These are typically not linguistic phrases, but phrasemes that were found using statistical methods from corpora. It has been shown that restricting the phrases to linguistic phrases (syntactically motivated groups of words, see syntactic categories) decreased the quality of translation. The chosen phrases are further mapped one-to-one based on a phrase translation table, and may be reordered. This table could be learnt based on word-alignment, or directly from a parallel corpus. The second model is trained using the expectation maximization algorithm, similarly to the word-based IBM model. == Syntax-based translation == Syntax-based translation is based on the idea of translating syntactic units, rather than single words or strings of words (as in phrase-based MT), i.e. (partial) parse trees of sentences/utterances. Until the 1990s, with advent of strong stochastic parsers, the statistical counterpart of the old idea of syntax-based translation did not take off. Examples of this approach include DOP-based MT and later synchronous context-free grammars. == Hierarchical phrase-based translation == Hierarchical phrase-based translation combines the phrase-based and syntax-based approaches to translation. It uses synchronous context-free grammar rules, but the grammars can be constructed by an extension of methods for phrase-based translation without reference to linguistically motivated syntactic constituents. This idea was first introduced in Chiang's Hiero system (2005). == Language models == A language model is an essential component of any statistical machine translation system, which aids in making the translation as fluent as possible. It is a function that takes a translated sentence and returns the probability of it being said by a native speaker. A good language model will for example assign a higher probability to the sentence "the house is small" than to "small the is house". Other than word order, language models may also help with word choice: if a foreign word has multiple possible translations, these functions may give better probabilities for certain translations in specific contexts in the target language. == Systems implementing statistical machine translation == Google Translate (started transition to neural machine translation in 2016) Microsoft Translator (started transition to neural machine translation in 2016) Yandex.Translate (switched to hybrid approach incorporating neural machine translation in 2017) == Challenges with statistical machine translation == Problems with statistical machine translation include: === Sentence alignment === Single sentences in one language can be found translated into several sentences in the o
Social software engineering
Social software engineering (SSE) is a branch of software engineering that is concerned with the social aspects of software development and the developed software. SSE focuses on the socialness of both software engineering and developed software. On the one hand, the consideration of social factors in software engineering activities, processes and CASE tools is deemed to be useful to improve the quality of both development process and produced software. Examples include the role of situational awareness and multi-cultural factors in collaborative software development. On the other hand, the dynamicity of the social contexts in which software could operate (e.g., in a cloud environment) calls for engineering social adaptability as a runtime iterative activity. Examples include approaches which enable software to gather users' quality feedback and use it to adapt autonomously or semi-autonomously. SSE studies and builds socially-oriented tools to support collaboration and knowledge sharing in software engineering. SSE also investigates the adaptability of software to the dynamic social contexts in which it could operate and the involvement of clients and end-users in shaping software adaptation decisions at runtime. Social context includes norms, culture, roles and responsibilities, stakeholder's goals and interdependencies, end-users perception of the quality and appropriateness of each software behaviour, etc. The participants of the 1st International Workshop on Social Software Engineering and Applications (SoSEA 2008) proposed the following characterization: Community-centered: Software is produced and consumed by and/or for a community rather than focusing on individuals Collaboration/collectiveness: Exploiting the collaborative and collective capacity of human beings Companionship/relationship: Making explicit the various associations among people Human/social activities: Software is designed consciously to support human activities and to address social problems Social inclusion: Software should enable social inclusion enforcing links and trust in communities Thus, SSE can be defined as "the application of processes, methods, and tools to enable community-driven creation, management, deployment, and use of software in online environments". One of the main observations in the field of SSE is that the concepts, principles, and technologies made for social software applications are applicable to software development itself as software engineering is inherently a social activity. SSE is not limited to specific activities of software development. Accordingly, tools have been proposed supporting different parts of SSE, for instance, social system design or social requirements engineering. Consequently vertical market software, such as software development tools, engineering tools, marketing tools or software that helps users in a decision-making process can profit from social components. Such vertical social software differentiates strongly in its user-base from traditional social software such as Yammer.
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