Bartels–Stewart algorithm

Bartels–Stewart algorithm

In numerical linear algebra, the Bartels–Stewart algorithm is used to numerically solve the Sylvester matrix equation A X − X B = C {\displaystyle AX-XB=C} . Developed by R.H. Bartels and G.W. Stewart in 1971, it was the first numerically stable method that could be systematically applied to solve such equations. The algorithm works by using the real Schur decompositions of A {\displaystyle A} and B {\displaystyle B} to transform A X − X B = C {\displaystyle AX-XB=C} into a triangular system that can then be solved using forward or backward substitution. In 1979, G. Golub, C. Van Loan and S. Nash introduced an improved version of the algorithm, known as the Hessenberg–Schur algorithm. It remains a standard approach for solving Sylvester equations when X {\displaystyle X} is of small to moderate size. == The algorithm == Let X , C ∈ R m × n {\displaystyle X,C\in \mathbb {R} ^{m\times n}} , and assume that the eigenvalues of A {\displaystyle A} are distinct from the eigenvalues of B {\displaystyle B} . Then, the matrix equation A X − X B = C {\displaystyle AX-XB=C} has a unique solution. The Bartels–Stewart algorithm computes X {\displaystyle X} by applying the following steps: 1.Compute the real Schur decompositions R = U T A U , {\displaystyle R=U^{T}AU,} S = V T B T V . {\displaystyle S=V^{T}B^{T}V.} The matrices R {\displaystyle R} and S {\displaystyle S} are block-upper triangular matrices, with diagonal blocks of size 1 × 1 {\displaystyle 1\times 1} or 2 × 2 {\displaystyle 2\times 2} . 2. Set F = U T C V . {\displaystyle F=U^{T}CV.} 3. Solve the simplified system R Y − Y S T = F {\displaystyle RY-YS^{T}=F} , where Y = U T X V {\displaystyle Y=U^{T}XV} . This can be done using forward substitution on the blocks. Specifically, if s k − 1 , k = 0 {\displaystyle s_{k-1,k}=0} , then ( R − s k k I ) y k = f k + ∑ j = k + 1 n s k j y j , {\displaystyle (R-s_{kk}I)y_{k}=f_{k}+\sum _{j=k+1}^{n}s_{kj}y_{j},} where y k {\displaystyle y_{k}} is the k {\displaystyle k} th column of Y {\displaystyle Y} . When s k − 1 , k ≠ 0 {\displaystyle s_{k-1,k}\neq 0} , columns [ y k − 1 ∣ y k ] {\displaystyle [y_{k-1}\mid y_{k}]} should be concatenated and solved for simultaneously. 4. Set X = U Y V T . {\displaystyle X=UYV^{T}.} === Computational cost === Using the QR algorithm, the real Schur decompositions in step 1 require approximately 10 ( m 3 + n 3 ) {\displaystyle 10(m^{3}+n^{3})} flops, so that the overall computational cost is 10 ( m 3 + n 3 ) + 2.5 ( m n 2 + n m 2 ) {\displaystyle 10(m^{3}+n^{3})+2.5(mn^{2}+nm^{2})} . === Simplifications and special cases === In the special case where B = − A T {\displaystyle B=-A^{T}} and C {\displaystyle C} is symmetric, the solution X {\displaystyle X} will also be symmetric. This symmetry can be exploited so that Y {\displaystyle Y} is found more efficiently in step 3 of the algorithm. == The Hessenberg–Schur algorithm == The Hessenberg–Schur algorithm replaces the decomposition R = U T A U {\displaystyle R=U^{T}AU} in step 1 with the decomposition H = Q T A Q {\displaystyle H=Q^{T}AQ} , where H {\displaystyle H} is an upper-Hessenberg matrix. This leads to a system of the form H Y − Y S T = F {\displaystyle HY-YS^{T}=F} that can be solved using forward substitution. The advantage of this approach is that H = Q T A Q {\displaystyle H=Q^{T}AQ} can be found using Householder reflections at a cost of ( 5 / 3 ) m 3 {\displaystyle (5/3)m^{3}} flops, compared to the 10 m 3 {\displaystyle 10m^{3}} flops required to compute the real Schur decomposition of A {\displaystyle A} . == Software and implementation == The subroutines required for the Hessenberg-Schur variant of the Bartels–Stewart algorithm are implemented in the SLICOT library. These are used in the MATLAB control system toolbox. == Alternative approaches == For large systems, the O ( m 3 + n 3 ) {\displaystyle {\mathcal {O}}(m^{3}+n^{3})} cost of the Bartels–Stewart algorithm can be prohibitive. When A {\displaystyle A} and B {\displaystyle B} are sparse or structured, so that linear solves and matrix vector multiplies involving them are efficient, iterative algorithms can potentially perform better. These include projection-based methods, which use Krylov subspace iterations, methods based on the alternating direction implicit (ADI) iteration, and hybridizations that involve both projection and ADI. Iterative methods can also be used to directly construct low rank approximations to X {\displaystyle X} when solving A X − X B = C {\displaystyle AX-XB=C} .

Software construction

Software construction is the process of creating working software via coding and integration. The process includes unit and integration testing although does not include higher level testing such as system testing. Construction is an aspect of the software development lifecycle and is integrated in the various software development process models with varying focus on construction as an activity separate from other activities. In the waterfall model, a software development effort consists of sequential phases including requirements analysis, design, and planning which are prerequisites for starting construction. In an iterative model such as scrum, evolutionary prototyping, or extreme programming, construction as an activity that occurs concurrently or overlapping other activities. Construction planning may include defining the order in which components are created and integrated, the software quality management processes, and the allocation of tasks to teams and developers. To facilitate project management, numerous construction aspects can be measured; these include the amount of code developed, modified, reused, and destroyed, code complexity, code inspection statistics, faults-fixed and faults-found rates, and effort expended. These measurements can be useful for aspects such as ensuring quality and improving the process. == Activities == Construction includes many activities. === Coding === The following are a few of the key aspects of the coding activity: Naming Choice of name for each identifier. One study showed that the effort required to debug a program is minimized when variable names are between 10 and 16 characters. Logic Organization into statements and routines Highly cohesive routines proved to be less error prone than routines with lower cohesion. A study of 450 routines found that 50 percent of the highly cohesive routines were fault free compared to only 18 percent of routines with low cohesion. Another study of a different 450 routines found that routines with the highest coupling-to-cohesion ratios had 7 times as many errors as those with the lowest coupling-to-cohesion ratios and were 20 times as costly to fix. Although studies showed inconclusive results regarding the correlation between routine sizes and the rate of errors in them, but one study found that routines with fewer than 143 lines of code were 2.4 times less expensive to fix than larger routines. Another study showed that the code needed to be changed least when routines averaged 100 to 150 lines of code. Another study found that structural complexity and amount of data in a routine were correlated with errors regardless of its size. Interfaces between routines are some of the most error-prone areas of a program. One study showed that 39 percent of all errors were errors in communication between routines. Unused parameters are correlated with an increased error rate. In one study, only 17 to 29 percent of routines with more than one unreferenced variable had no errors, compared to 46 percent in routines with no unused variables. The number of parameters of a routine should be 7 at maximum as research has found that people generally cannot keep track of more than about seven chunks of information at once. One experiment showed that designs which access arrays sequentially, rather than randomly, result in fewer variables and fewer variable references. One experiment found that loops-with-exit are more comprehensible than other kinds of loops. Regarding the level of nesting in loops and conditionals, studies have shown that programmers have difficulty comprehending more than three levels of nesting. Control flow complexity has been shown to correlate with low reliability and frequent errors. Modularity Structuring and refactoring the code into classes, packages and other structures. When considering containment, the maximum number of data members in a class shouldn't exceed 7±2. Research has shown that this number is the number of discrete items a person can remember while performing other tasks. When considering inheritance, the number of levels in the inheritance tree should be limited. Deep inheritance trees have been found to be significantly associated with increased fault rates. When considering the number of routines in a class, it should be kept as small as possible. A study on C++ programs has found an association between the number of routines and the number of faults. A study by NASA showed that the putting the code into well-factored classes can double the code reusability compared to the code developed using functional design. Error handling Encoding logic to handle both planned and unplanned errors and exceptions. Resource management Managing computational resource use via exclusion mechanisms and discipline in accessing serially reusable resources, including threads or database locks. Security Prevention of code-level security breaches such as buffer overrun and array index overflow. Optimization Optimization while avoiding premature optimization. Documentation Both embedded in the code as comments and as external documents. === Integration === Integration is about combining separately constructed parts. Concerns include planning the sequence in which components will be integrated, creating scaffolding to support interim versions of the software, determining the degree of testing and quality work performed on components before they are integrated, and determining points in the project at which interim versions are tested. === Testing === Testing can reduce the time between when faulty logic is inserted in the code and when it is detected. In some cases, testing is performed after code has been written, but in test-first programming, test cases are created before code is written. Construction includes at least two forms of testing, often performed by the developer who wrote the code: unit testing and integration testing. === Reuse === Software reuse entails more than creating and using libraries. It requires formalizing the practice of reuse by integrating reuse processes and activities into the software life cycle. The tasks related to reuse in software construction during coding and testing may include: selection of the reusable code, evaluation of code or test re-usability, reporting reuse metrics. === Quality assurance === Techniques for ensuring quality as software is constructed include: Testing One study found that the average defect detection rates of Unit testing and integration testing are 30% and 35% respectively. Software inspection With respect to software inspection, one study found that the average defect detection rate of formal code inspections is 60%. Regarding the cost of finding defects, a study found that code reading detected 80% more faults per hour than testing. Another study shown that it costs six times more to detect design defects by using testing than by using inspections. A study by IBM showed that only 3.5 hours were needed to find a defect through code inspections versus 15–25 hours through testing. Microsoft has found that it takes 3 hours to find and fix a defect by using code inspections and 12 hours to find and fix a defect by using testing. In a 700 thousand lines program, it was reported that code reviews were several times as cost-effective as testing. Studies found that inspections result in 20% - 30% fewer defects per 1000 lines of code than less formal review practices and that they increase productivity by about 20%. Formal inspections will usually take 10% - 15% of the project budget and will reduce overall project cost. Researchers found that having more than 2 - 3 reviewers on a formal inspection doesn't increase the number of defects found, although the results seem to vary depending on the kind of material being inspected. Technical review With respect to technical review, one study found that the average defect detection rates of informal code reviews and desk checking are 25% and 40% respectively. Walkthroughs were found to have a defect detection rate of 20% - 40%, but were found also to be expensive especially when project pressures increase. Code reading was found by NASA to detect 3.3 defects per hour of effort versus 1.8 defects per hour for testing. It also finds 20% - 60% more errors over the life of the project than different kinds of testing. A study of 13 reviews about review meetings, found that 90% of the defects were found in preparation for the review meeting while only around 10% were found during the meeting. Static analysis With respect to Static analysis (IEEE1028), studies have shown that a combination of these techniques needs to be used to achieve a high defect detection rate. Other studies showed that different people tend to find different defects. One study found that the extreme programming practices of pair programming, desk checking, unit testing, integration testing, and regression testing can achieve a 90% defect detection rate. An experiment involving exper

Iubenda

iubenda (stylized in lowercase; Italian pronunciation: [juˈbɛnda]) is an Italian software company that develops tools intended to support website and application compliance with data protection and privacy regulations, including consent management platforms. The company was founded in 2011 in Milan by Andrea Giannangelo. In February 2022, the company was acquired by team.blue. == History == iubenda was founded in 2011 in Milan, Italy, initially focusing on automated privacy policy generation. In 2015, the company expanded its services to include cookie compliance tools following the implementation of ePrivacy regulations in Italy. In 2018, following the introduction of the General Data Protection Regulation (GDPR) in the European Union, iubenda expanded its products to include consent management and compliance documentation services. In February 2022, iubenda was acquired by team.blue, which obtained a majority stake in the company. Italian media described the acquisition as one of the largest Italian technology startup exits in recent years. In October 2022, iubenda acquired consentmanager, a Sweden-based consent management provider. In 2025, the company acquired CookieFirst, a Netherlands-based consent management platform. In 2025, iubenda partnered with AccessiWay, a digital accessibility company owned by team.blue. == Activities == iubenda develops software tools intended to support compliance with data protection and privacy regulations. Its products include generators for privacy policies, cookie banners, terms and conditions documents, and consent management platforms. The company’s consent management platform integrates with frameworks used for online advertising and privacy compliance, including Google's Consent Mode. The platform is designed to support compliance with regulatory frameworks including the GDPR in the European Union, the UK GDPR, Brazil’s LGPD, Switzerland’s FADP and privacy laws in the United States. Its tools can be integrated with content management systems, web applications, and other digital platforms, including WordPress. The company operates internationally, with a customer base of more than 150,000 organisations, primarily in Europe and the Americas.

Web-based simulation

Web-based simulation (WBS) is the invocation of computer simulation services over the World Wide Web, specifically through a web browser. Increasingly, the web is being looked upon as an environment for providing modeling and simulation applications, and as such, is an emerging area of investigation within the simulation community. == Application == Web-based simulation is used in several contexts: In e-learning, various principles can quickly be illustrated to students by means of interactive computer animations, for example during lecture demonstrations and computer exercises. In distance learning, web-based simulation may provide an alternative to installing expensive simulation software on the student computer, or an alternative to expensive laboratory equipment. In software engineering, web-based emulation allows application development and testing on one platform for other target platforms, for example for various mobile operating systems or mobile web browsers, without the need of target hardware or locally installed emulation software. In online computer games, 3D environments can be simulated, and old home computers and video game consoles can be emulated, allowing the user to play old computer games in the web browser. In medical education, nurse education and allied health education (like sonographer training), web-based simulations can be used for learning and practicing clinical healthcare procedures. Web-based procedural simulations emphasize the cognitive elements such as the steps of the procedure, the decisions, the tools/devices to be used, and the correct anatomical location. == Client-side vs server-side approaches == Web-based simulation can take place either on the server side or on the client side. In server-side simulation, the numerical calculations and visualization (generation of plots and other computer graphics) is carried out on the web server, while the interactive graphical user interface (GUI) often partly is provided by the client-side, for example using server-side scripting such as PHP or CGI scripts, interactive services based on Ajax or a conventional application software remotely accessed through a VNC Java applet. In client-side simulation, the simulation program is downloaded from the server side but completely executed on the client side, for example using Java applets, Flash animations, JavaScript, or some mathematical software viewer plug-in. Server-side simulation is not scalable for many simultaneous users, but places fewer demands on the user computer performance and web-browser plug-ins than client-side simulation. The term on-line simulation sometimes refers to server-side web-based simulation, sometimes to symbiotic simulation, i.e. a simulation that interacts in real-time with a physical system. The upcoming cloud-computing technologies can be used for new server-side simulation approaches. For instance, there are multi-agent-simulation applications which are deployed on cloud-computing instances and act independently. This allows simulations to be highly scalable. == Existing tools == AgentSheets – graphically programmed tool for creating web-based The Sims-like simulation games, and for teaching beginner students programming. AnyLogic – a graphically programmed tool that generates Java code for discrete-event simulation, system dynamics and agent-based models Easy Java Simulations – a tool for modelling and visualization of physical phenomenons, that automatically generates Java code from mathematical expressions. ExploreLearning Gizmos – a large library of interactive online simulations for math and science education in grades 3–12. FreeFem++ Javascript Version – FreeFem++ is a free and open source PDE solver using the finite element method. GNU Octave web interfaces – MATLAB compatible open-source software Lanner Group Ltd L-SIM Server – Java-based discrete-event simulation engine which supports model standards such as BPMN 2.0 Nanohub – web 2.0 in-browser interactive simulation of nanotechnology NetLogo – a multi-agent programming language and integrated modeling environment that runs on the Java Virtual Machine OpenPlaG – PHP-based function graph plotter for the use on websites OpenEpi – web-based packet of tools for biostatistics Recursive Porous Agent Simulation Toolkit (Repast) – agent-based modeling and simulation toolkit implemented in Java and many other languages SageMath – open-source numerical-analysis software with web interface, based on the Python programming language SimScale – web-based simulation platform supporting computational fluid dynamics, solid mechanics, and thermodynamics StarLogo – agent-based simulation language written in Java. VisSim viewer – graphically programmed data-flow diagrams for simulation of dynamical systems webMathematica and Mathematica Player – a computer algebra system and programming language. VisualSim Architect – VisualSim Explorer enables system-level models to be embedded in documents for viewing, simulation and analysis from within a web browser without any local software installation.

XRX (web application architecture)

In software development XRX is a web application architecture based on XForms, REST and XQuery. XRX applications store data on both the web client and on the web server in XML format and do not require a translation between data formats. XRX is considered a simple and elegant application architecture due to the minimal number of translations needed to transport data between client and server systems. The XRX architecture is also tightly coupled to W3C standards (CSS, XHTML 2.0, XPath, XML Schema) to ensure XRX applications will be robust in the future. Because XRX applications leverage modern declarative languages on the client and functional languages on the server they are designed to empower non-developers who are not familiar with traditional imperative languages such as JavaScript, Java or .Net. == Overview of XRX == XRX is a zero translation application architecture that uses XML to store data in the client web browser, on the application server and in the database server. It is because each of these layers uses XML as the same structural data model that XRX applications do not have to translate data structures to and from both object and relational data structures. Because of the lack of need for translation, XRX is considered to have a clean and elegant design. The XRX web application architecture allows developers to focus on the business problem and not the translation problem. XRX benefits from several advances in software technology: === Client Architectural Features === A model–view–controller (MVC) architecture that separates the data from its presentation and business logic. A single element (xf:submission) for all server submissions. This replaces much of the JavaScript code required in most AJAX applications. An advanced event model (XML Events) consistent with W3C standards that frees applications from having to deal with vendor-specific and browser-specific event handling. A Dependency graph that is used to store the dependency structure of the client controllers. This frees the developer from having to manually update either the model or the views when data changes in an application. This allows spreadsheet-like applications to be created on the client with very little effort. A declarative programming style that allows most client XForms applications to be created using a small set of approximately 20 elements. This allows rich client applications to be created without knowledge of JavaScript or other procedural scripting languages. An easy-to-extend system for creating new user interface controls using the EXtensible Bindings Language. This allows developers to add new controls at any time without fear of incompatibilities with W3C standards. === Server Architecture Features === Many native XML databases have built-in REST interfaces making each XQuery inherently a RESTful web service. A functional programming model that promotes side-effect free systems that are easier to debug and easier to run on multiple processors. An easy-to-extend system using XQuery function and modules. === Both Client and Server === Both XRX client and server components support a wide range of XML related standards such as XPath, XML Schema and XML Namespaces. Consistent use of REST interfaces to exchange data between the client and server for all transfers of data including as-you-type data checking and suggest functions. Consistent integration of W3C standards including use of XPath and XML Schema data types. A large library of standard of functions used on both the client and server. == Overall Benefits of XRX == One of the principal benefits of the XRX architecture is that it avoids the requirement to "shred" complex data structures into relational structures and then reconstitute the data back into structures when a record is edited on the client. Another benefits of the XRX Web application architecture is that it avoids most of the problems around the object-relational impedance mismatch. Another advantage is that the client developer does not have to learn JavaScript on the client. == Comparison with Traditional Object/Relational Web Application Architectures == Many traditional web application architectures created in the late 1990 were based on middle object tiers and persistence layers that used tabular data streams and relational database systems. Because each of these layers used different structures to store the models the systems required much additional complexity to translate between layers. == History of XRX == Early examples of using a zero-translation architecture in multi-tier systems can be traced back to the rise of object-oriented databases in the 1990s. See OODBMS History Mark Birbeck suggested that the combination of XForms, XQuery with REST interfaces between the two had many advantages in a meeting to the UK XML User Group in September 2006 . His presentation was one of the first to specifically suggest that the combination of three technologies: XForms and XQuery with REST interfaces would have surprisingly beneficial effects. Mark termed this process "Skimming" but that term did not seem to be contagious. Erik Bruchez of Orbeon spoke at the XML 2007 conference on Boston in December 2007. In his presentation "XForms and the eXist XML database: a perfect couple", Bruchez showed that many people were discovering synergistic benefits of XForms on the client and XQuery on the server. The label for XRX was suggested by a blog posting by Dan McCreary on December 14, 2007. It was in this article that Dan suggested the need for a contagious meme for the ideas behind the XRX architecture. == Generalizations of XRX == Although XRX was originally intended to connote the use of XForms on the client, REST as an interface and XQuery on the server, other proponents of the symmetrical use of XML on the client and server have generalized the term to encompass any XML-centric web client and any server that can store and query XML documents. This use of XRX is generally referred to as "shallow XRX". These generalizations do benefit from a simplified zero-translation architecture but many do not benefit from REST interfaces, XPath for consistent data selection, declarative systems in the client, and functional languages on the server (one of the key aspects of XRX). Use of all three technologies (XForms, REST and XQuery) is referred to as "deep XRX". Although XRX architecture is centred on XForms and XQuery, it does not preclude the use of other technologies that manipulate XML natively, such as XSLT, XProc, and XSL-FO.

Class activation mapping

Class activation mapping methods are explainable AI (XAI) techniques used to visualize the regions of an input image that are the most relevant for a particular task, especially image classification, in convolutional neural networks (CNNs). These methods generate heatmaps by weighting the feature maps from a convolutional layer according to their relevance to the target class. In the field of artificial intelligence, generically defined as "the effort to automate intellectual tasks normally performed by humans", machine learning and deep learning were created. They both use statistical and computational methods to learn patterns from data, reducing the need for manually coded rules. Machine learning models are trained on input data and the known respective answers, learning the underlying patterns or structures present in the data. Traditional Machine learning algorithms employ manually designed feature sets, posing a direct link between machine learning designers and employed features. Deep learning is a subfield of machine learning, based on the concept of successive layers of representation, in which the data is progressively unfolded in different ways, to extract relevant and informative patterns in data analysis. Deep learning algorithms are defined as feature learning algorithms automatically learning hierarchical feature representations from raw data, extracting increasingly abstract features through multiple layers. CNNs are a specific architecture of deep learning models, designed to process spatially structured data, such as images, exploiting a series of convolution, non-linear activation and pooling operations to extract relevant features, contained in the so-called feature maps from input data. CNNs have demonstrated to be highly effective in a variety of computer vision and image processing tasks. CNNs (and deep learning models more broadly) are described as black boxes due to their complex and non-transparent internal layers of representation. The need for clearer indications on its internal working and decision-making process gave birth to XAI techniques. Among the proposed XAI techniques for computer vision tasks, Class activation mapping methods can show which pixels in an input image are important to the predicted logit for a class of interest, in a classification task. Class activation mapping methods were originally developed for class-discriminative scenarios to visualize which parts of the input image influenced the classification decision, namely to visually highlight the regions of those feature maps that contribute most strongly to the prediction of a given class. More advanced versions of these methods are not limited to image classification tasks, but have been extended also to several vision-related tasks, such as object detection, image captioning, visual question answering and image segmentation. == Background == The following methods laid the groundwork for the class activation maps approaches, forming the conceptual basis of using gradients to highlight class-discriminative regions. === Class model visualization and saliency maps for convolutional neural networks === The class model visualization and image-specific saliency maps approaches have been presented in the foundational work "Deep Inside Convolutional Networks: Visualising Image Classification Models and Saliency Maps" by Karen Simonyan, Andrea Vedaldi, and Andrew Zisserman and it generalizes the deconvnet method by Zeiler and Fergus. Class model visualization synthesizes an artificial input image that strongly activates the output neurons associated with a target class. Given a trained, fixed model, this method starts with a zero-initialized image, backpropagates the gradients from the class score to the image pixels, updates the image pixels increasing the specific class scores and it repeats the pixel updating process, showing an encoded (idealized version) prototype of the class of interest. Image-specific class saliency visualization method provides a visual explanation by highlighting the most relevant pixels in an image for predicting a certain class C of interest. This is done by computing the gradient of the class score with respect to the input image, I 0 , {\displaystyle I_{0},} w = ∂ S C ∂ I | I 0 {\displaystyle w=\left.{\frac {\partial S_{C}}{\partial I}}\right|_{I_{0}}} approximating the model locally (around I 0 {\displaystyle I_{0}} ) as linear, using a first-order Taylor expansion: S C ( I ) ≈ w C T I + b {\displaystyle S_{C}(I)\approx w_{C}^{T}I+b} . The magnitude of w C {\displaystyle w_{C}} , the gradient, indicates the importancy of the pixels: larger gradients suggest greater influence on the prediction. Once the gradient is known, the saliency map is defined as the maximum absolute gradient across the color channels: M i j = m a x C | ∂ S C ∂ I i j C | {\displaystyle M_{ij}=max_{C}\left|{\frac {\partial S_{C}}{\partial I_{ij}^{C}}}\right|} resulting in an saliency map (i.e. heatmap). === Guided backpropagation === The concept of guided backpropagation can be traced for the first time in the paper by Springenberg et al. "Striving For Simplicity: The All Convolutional Net" and also this method builds upon the work by Zeiler and Fergus "Visualizing and Understanding Convolutional Networks". Guided backpropagation core is to understand what a CNN is learning, by visualizing the patterns that activate more strongly individual neurons (or filters), in architectures which do not rely on max-pooling layer. When propagating gradients back through a rectified linear unit (ReLU), guided backpropagation passes the gradient if and only if the input to the ReLU was positive (forward pass) and the output gradient is positive (backward signal), tackling both inactive neurons, negative gradients and suppressing the noise. The result displays sharper, high-resolution visualizations of what each neuron is responding to. Guided backpropagation represents a simple and practical method for model interpretability, helping understand how and where neural networks detect semantic concepts across layers. Moreover, it can be applied to any network architecture, due to its working principle. == Base versions == Class activation mapping and gradient-weighted class activation mapping are the original and most widely used methods for visual explanations in convolutional neural networks. These methods serve as the foundation for many later developments in explainable AI. Notation: In this article, the symbols i and j represent integer indices that disappear inside sums or averages, while x and y are the continuous (or up-sampled integer) coordinates of the final heat-map that is plotted. === Class activation mapping (CAM) === Class activation mapping (CAM) was the first, and the original, version of CAM methods, and it gave the name to the whole category. The approach was firstly introduced by Zhou et al. in their seminal work "Learning Deep Features for Discriminative Localization". This approach achieves class-specific heatmaps by modifying image classification CNN architectures, replacing fully-connected layers with convolutional layers and a final global average pooling layer. Its main scope is to localize and highlight discriminative regions of an input image that a CNN uses to identify a particular class, without needing explicit bounding box annotations. ==== Global average pooling (GAP) ==== Global average pooling (GAP) represents the key element in the original CAM approach. It is a dimensionality reduction technique and, similarly to other pooling layers, it allows the downsampling of the feature maps, calculating representative values for a specific region of the feature map. The particularity of GAP is that it calculates a single value for an entire feature map, significantly reducing the model dimensions. ==== Mathematical description ==== The mathematical description considers as its key the combination of convolutional and GAP layers. In CAM, it is mandatory to have the GAP layer after the last convolutional layer and before the final linear classifier layer. This last element of the architecture connects the output logits (the network predictions) y C {\displaystyle y^{C}} , to the GAP values, with its respective fine-tuned weights, w k C {\displaystyle w_{k}^{C}} . Considering A k {\displaystyle A^{k}} as the last feature maps of the last convolutional layer, GAP produces one value for each feature map, by averaging all the matrix elements (i, j) of the feature map: F k = 1 m n ∑ i = 1 m ∑ j = 1 n A i j k {\displaystyle F^{k}={\frac {1}{mn}}\sum _{i=1}^{m}\sum _{j=1}^{n}A_{ij}^{k}} with A k = [ A 11 k A 12 k ⋯ A 1 n k A 21 k A 22 k ⋯ A 2 n k ⋮ ⋮ ⋱ ⋮ A m 1 k A m 2 k ⋯ A m n k ] = { A i j k ∣ 1 ≤ i ≤ m , 1 ≤ j ≤ n } {\displaystyle A^{k}={\begin{bmatrix}A_{11}^{k}&A_{12}^{k}&\cdots &A_{1n}^{k}\\A_{21}^{k}&A_{22}^{k}&\cdots &A_{2n}^{k}\\\vdots &\vdots &\ddots &\vdots \\A_{m1}^{k}&A_{m2}^{k}&\cdots &A_{mn}^{k}\end{bmatrix}}=\left\{A_{

Vote Compass

Vote Compass is an interactive, online voting advice application developed by political scientists and run during election campaigns. It surveys users about their political views and, based on their responses, calculates the individual alignment of each user with the parties or candidates running in a given election contest. It is operated by a social enterprise called Vox Pop Labs in partnership with locale-specific news organizations, including the Wall Street Journal, Vox Media, the Canadian and Australian Broadcasting Corporations, Television New Zealand, France24, RTL Group, and Grupo Globo. Vote Compass also operates under the trademarks Boussole électorale and Wahl-Navi for French- and German-language iterations, respectively. == Background == Vote Compass was developed by Clifton van der Linden, a professor in the Department of Political Science at McMaster University. It is run by van der Linden along with a team of social and statistical scientists from Vox Pop Labs. Although inspired by European Voting Advice Applications, van der Linden explicitly rejects this terminology, arguing that Vote Compass was "never intended to account for every variable that influences voter choice and its results should not be interpreted as voting advice." == Methodology == Using a Likert scale, users indicate their responses to a series of policy propositions designed to discriminate between candidates' policies on prominent issues relevant to the election. Propositions are crafted in collaboration with political scientists local to each jurisdiction in which Vote Compass is run. Based on a candidate or political party's public disclosures (i.e. party manifestos, policy proposals, official websites, speeches, media releases, statements made in the legislature, etc.) they are calibrated on the same propositions and scales as are users. A series of aggregation algorithms calculate the overall distance between the user and the candidates or parties. There have been claims that Vote Compass surveys have the potential to become push polling, if the survey questions posed are poorly designed.