Smart object

Smart object

A smart object is an object that enhances the interaction with not only people but also with other smart objects. Also known as smart connected products or smart connected things (SCoT), they are products, assets and other things embedded with processors, sensors, software and connectivity that allow data to be exchanged between the product and its environment, manufacturer, operator/user, and other products and systems. Connectivity also enables some capabilities of the product to exist outside the physical device, in what is known as the product cloud. The data collected from these products can be then analysed to inform decision-making, enable operational efficiencies and continuously improve the performance of the product. It can not only refer to interaction with physical world objects but also to interaction with virtual (computing environment) objects. A smart physical object may be created either as an artifact or manufactured product or by embedding electronic tags such as RFID tags or sensors into non-smart physical objects. Smart virtual objects are created as software objects that are intrinsic when creating and operating a virtual or cyber world simulation or game. The concept of a smart object has several origins and uses, see History. There are also several overlapping terms, see also smart device, tangible object or tangible user interface and Thing as in the Internet of things. == History == In the early 1990s, Mark Weiser, from whom the term ubiquitous computing originated, referred to a vision "When almost every object either contains a computer or can have a tab attached to it, obtaining information will be trivial", Although Weiser did not specifically refer to an object as being smart, his early work did imply that smart physical objects are smart in the sense that they act as digital information sources. Hiroshi Ishii and Brygg Ullmer refer to tangible objects in terms of tangibles bits or tangible user interfaces that enable users to "grasp & manipulate" bits in the center of users' attention by coupling the bits with everyday physical objects and architectural surfaces. The smart object concept was introduced by Marcelo Kallman and Daniel Thalmann as an object that can describe its own possible interactions. The main focus here is to model interactions of smart virtual objects with virtual humans, agents, in virtual worlds. The opposite approach to smart objects is 'plain' objects that do not provide this information. The additional information provided by this concept enables far more general interaction schemes, and can greatly simplify the planner of an artificial intelligence agent. In contrast to smart virtual objects used in virtual worlds, Lev Manovich focuses on physical space filled with electronic and visual information. Here, "smart objects" are described as "objects connected to the Net; objects that can sense their users and display smart behaviour". More recently in the early 2010s, smart objects are being proposed as a key enabler for the vision of the Internet of things. The combination of the Internet and emerging technologies such as near field communications, real-time localization, and embedded sensors enables everyday objects to be transformed into smart objects that can understand and react to their environment. Such objects are building blocks for the Internet of things and enable novel computing applications. In 2018, one of the world's first smart houses was built in Klaukkala, Finland in the form of a five-floor apartment block, using the Kone Residential Flow solution created by KONE, allowing even a smartphone to act as a home key. == Characteristics == Although we can view interaction with physical smart object in the physical world as distinct from interaction with virtual smart objects in a virtual simulated world, these can be related. Poslad considers the progression of: how humans use models of smart objects situated in the physical world to enhance human to physical world interaction; versus how smart physical objects situated in the physical world can model human interaction in order to lessen the need for human to physical world interaction; versus how virtual smart objects by modelling both physical world objects and modelling humans as objects and their subsequent interactions can form a predominantly smart virtual object environment. === Smart physical objects === The concept smart for a smart physical object simply means that it is active, digital, networked, can operate to some extent autonomously, is reconfigurable and has local control of the resources it needs such as energy, data storage, etc. Note, a smart object does not necessarily need to be intelligent as in exhibiting a strong essence of artificial intelligence—although it can be designed to also be intelligent. Physical world smart objects can be described in terms of three properties: Awareness: is a smart object's ability to understand (that is, sense, interpret, and react to) events and human activities occurring in the physical world. Representation: refers to a smart object's application and programming model—in particular, programming abstractions. Interaction: denotes the object's ability to converse with the user in terms of input, output, control, and feedback. Based upon these properties, these have been classified into three types: Activity-Aware Smart Objects: Are objects that can record information about work activities and its own use. Policy-Aware Smart Objects: Are objects that are activity-aware Objects can interpret events and activities with respect to predefined organizational policies. Process-Aware Smart Objects: Processes play a fundamental role in industrial work management and operation. A process is a collection of related activities or tasks that are ordered according to their position in time and space. === Smart virtual objects === For the virtual object in a virtual world case, an object is called smart when it has the ability to describe its possible interactions. This focuses on constructing a virtual world using only virtual objects that contain their own interaction information. There are four basic elements to constructing such a smart virtual object framework. Object properties: physical properties and a text description Interaction information: position of handles, buttons, grips, and the like Object behavior: different behaviors based on state variables Agent behaviors: description of the behavior an agent should follow when using the object Some versions of smart objects also include animation information in the object information, but this is not considered to be an efficient approach, since this can make objects inappropriately oversized. === Categorization === The terms smart, connected product or smart product can be confusing as it is used to cover a broad range of different products, ranging from smart home appliances (e.g., smart bathroom scales or smart light bulbs) to smart cars (e.g., Tesla). While these products share certain similarities, they often differ substantially in their capabilities. Raff et al. developed a conceptual framework that distinguishes different smart products based on their capabilities, which features 4 types of smart product archetypes (in ascending order of "smartness"). Digital Connected Responsive Intelligent == Advantages == Smart, connected products have three primary components: Physical – made up of the product's mechanical and electrical parts. Smart – made up of sensors, microprocessors, data storage, controls, software, and an embedded operating system with enhanced user interface. Connectivity – made up of ports, antennae, and protocols enabling wired/wireless connections that serve two purposes, it allows data to be exchanged with the product and enables some functions of the product to exist outside the physical device. Each component expands the capabilities of one another resulting in "a virtuous cycle of value improvement". First, the smart components of a product amplify the value and capabilities of the physical components. Then, connectivity amplifies the value and capabilities of the smart components. These improvements include: Monitoring of the product's conditions, its external environment, and its operations and usage. Control of various product functions to better respond to changes in its environment, as well as to personalize the user experience. Optimization of the product's overall operations based on actual performance data, and reduction of downtimes through predictive maintenance and remote service. Autonomous product operation, including learning from their environment, adapting to users' preferences and self-diagnosing and service. === The Internet of things (IoT) === The Internet of things is the network of physical objects that contain embedded technology to communicate and sense or interact with their internal states or the external environment. The phrase "Internet of things" reflects the gro

Controlled natural language

Controlled natural languages (CNLs) are subsets of natural languages that are obtained by restricting the grammar and vocabulary in order to reduce or eliminate ambiguity and complexity. Traditionally, controlled languages fall into two major types: those that improve readability for human readers (e.g. non-native speakers), and those that enable reliable automatic semantic analysis of the language. The first type of languages (often called "simplified" or "technical" languages), for example ASD Simplified Technical English, Caterpillar Technical English, IBM's Easy English, are used in the industry to increase the quality of technical documentation, and possibly simplify the semi-automatic translation of the documentation. These languages restrict the writer by general rules such as "Keep sentences short", "Avoid the use of pronouns", "Only use dictionary-approved words", and "Use only the active voice". The second type of languages have a formal syntax and formal semantics, and can be mapped to an existing formal language, such as first-order logic. Thus, those languages can be used as knowledge representation languages, and writing of those languages is supported by fully automatic consistency and redundancy checks, query answering, etc. == Languages == Existing controlled natural languages include: == Encoding == IETF has reserved simple as a BCP 47 variant subtag for simplified versions of languages.

Junction tree algorithm

The junction tree algorithm (also known as 'Clique Tree') is a method used in machine learning to extract marginalization in general graphs. In essence, it entails performing belief propagation on a modified graph called a junction tree. The graph is called a tree because it branches into different sections of data; nodes of variables are the branches. The basic premise is to eliminate cycles by clustering them into single nodes. Multiple extensive classes of queries can be compiled at the same time into larger structures of data. There are different algorithms to meet specific needs and for what needs to be calculated. Inference algorithms gather new developments in the data and calculate it based on the new information provided. == Junction tree algorithm == === Hugin algorithm === If the graph is directed then moralize it to make it un-directed. Introduce the evidence. Triangulate the graph to make it chordal. Construct a junction tree from the triangulated graph (we will call the vertices of the junction tree "supernodes"). Propagate the probabilities along the junction tree (via belief propagation) Note that this last step is inefficient for graphs of large treewidth. Computing the messages to pass between supernodes involves doing exact marginalization over the variables in both supernodes. Performing this algorithm for a graph with treewidth k will thus have at least one computation which takes time exponential in k. It is a message passing algorithm. The Hugin algorithm takes fewer computations to find a solution compared to Shafer-Shenoy. === Shafer-Shenoy algorithm === Computed recursively Multiple recursions of the Shafer-Shenoy algorithm results in Hugin algorithm Found by the message passing equation Separator potentials are not stored The Shafer-Shenoy algorithm is the sum product of a junction tree. It is used because it runs programs and queries more efficiently than the Hugin algorithm. The algorithm makes calculations for conditionals for belief functions possible. Joint distributions are needed to make local computations happen. === Underlying theory === The first step concerns only Bayesian networks, and is a procedure to turn a directed graph into an undirected one. We do this because it allows for the universal applicability of the algorithm, regardless of direction. The second step is setting variables to their observed value. This is usually needed when we want to calculate conditional probabilities, so we fix the value of the random variables we condition on. Those variables are also said to be clamped to their particular value. The third step is to ensure that graphs are made chordal if they aren't already chordal. This is the first essential step of the algorithm. It makes use of the following theorem: Theorem: For an undirected graph, G, the following properties are equivalent: Graph G is triangulated. The clique graph of G has a junction tree. There is an elimination ordering for G that does not lead to any added edges. Thus, by triangulating a graph, we make sure that the corresponding junction tree exists. A usual way to do this, is to decide an elimination order for its nodes, and then run the Variable elimination algorithm. The variable elimination algorithm states that the algorithm must be run each time there is a different query. This will result to adding more edges to the initial graph, in such a way that the output will be a chordal graph. All chordal graphs have a junction tree. The next step is to construct the junction tree. To do so, we use the graph from the previous step, and form its corresponding clique graph. Now the next theorem gives us a way to find a junction tree: Theorem: Given a triangulated graph, weight the edges of the clique graph by their cardinality, |A∩B|, of the intersection of the adjacent cliques A and B. Then any maximum-weight spanning tree of the clique graph is a junction tree. So, to construct a junction tree we just have to extract a maximum weight spanning tree out of the clique graph. This can be efficiently done by, for example, modifying Kruskal's algorithm. The last step is to apply belief propagation to the obtained junction tree. Usage: A junction tree graph is used to visualize the probabilities of the problem. The tree can become a binary tree to form the actual building of the tree. A specific use could be found in auto encoders, which combine the graph and a passing network on a large scale automatically. === Inference Algorithms === Loopy belief propagation: A different method of interpreting complex graphs. The loopy belief propagation is used when an approximate solution is needed instead of the exact solution. It is an approximate inference. Cutset conditioning: Used with smaller sets of variables. Cutset conditioning allows for simpler graphs that are easier to read but are not exact.

Rprop

Rprop, short for resilient backpropagation, is a learning heuristic for supervised learning in feedforward artificial neural networks. This is a first-order optimization algorithm. This algorithm was created by Martin Riedmiller and Heinrich Braun in 1992. Similarly to the Manhattan update rule, Rprop takes into account only the sign of the partial derivative over all patterns (not the magnitude), and acts independently on each "weight". For each weight, if there was a sign change of the partial derivative of the total error function compared to the last iteration, the update value for that weight is multiplied by a factor η−, where η− < 1. If the last iteration produced the same sign, the update value is multiplied by a factor of η+, where η+ > 1. The update values are calculated for each weight in the above manner, and finally each weight is changed by its own update value, in the opposite direction of that weight's partial derivative, so as to minimise the total error function. η+ is empirically set to 1.2 and η− to 0.5. Rprop can result in very large weight increments or decrements if the gradients are large, which is a problem when using mini-batches as opposed to full batches. RMSprop addresses this problem by keeping the moving average of the squared gradients for each weight and dividing the gradient by the square root of the mean square. RPROP is a batch update algorithm. Next to the cascade correlation algorithm and the Levenberg–Marquardt algorithm, Rprop is one of the fastest weight update mechanisms. == Variations == Martin Riedmiller developed three algorithms, all named RPROP. Igel and Hüsken assigned names to them and added a new variant: RPROP+ is defined at A Direct Adaptive Method for Faster Backpropagation Learning: The RPROP Algorithm. RPROP− is defined at Advanced Supervised Learning in Multi-layer Perceptrons – From Backpropagation to Adaptive Learning Algorithms. Backtracking is removed from RPROP+. iRPROP− is defined in Rprop – Description and Implementation Details and was reinvented by Igel and Hüsken. This variant is very popular and most simple. iRPROP+ is defined at Improving the Rprop Learning Algorithm and is very robust and typically faster than the other three variants.

Variable kernel density estimation

In statistics, adaptive or "variable-bandwidth" kernel density estimation is a form of kernel density estimation in which the size of the kernels used in the estimate are varied depending upon either the location of the samples or the location of the test point. It is a particularly effective technique when the sample space is multi-dimensional. == Rationale == Given a set of samples, { x → i } {\displaystyle \lbrace {\vec {x}}_{i}\rbrace } , we wish to estimate the density, P ( x → ) {\displaystyle P({\vec {x}})} , at a test point, x → {\displaystyle {\vec {x}}} : P ( x → ) ≈ W n h D {\displaystyle P({\vec {x}})\approx {\frac {W}{nh^{D}}}} W = ∑ i = 1 n w i {\displaystyle W=\sum _{i=1}^{n}w_{i}} w i = K ( x → − x → i h ) {\displaystyle w_{i}=K\left({\frac {{\vec {x}}-{\vec {x}}_{i}}{h}}\right)} where n is the number of samples, K is the "kernel", h is its width and D is the number of dimensions in x → {\displaystyle {\vec {x}}} . The kernel can be thought of as a simple, linear filter. Using a fixed filter width may mean that in regions of low density, all samples will fall in the tails of the filter with very low weighting, while regions of high density will find an excessive number of samples in the central region with weighting close to unity. To fix this problem, we vary the width of the kernel in different regions of the sample space. There are two methods of doing this: balloon and pointwise estimation. In a balloon estimator, the kernel width is varied depending on the location of the test point. In a pointwise estimator, the kernel width is varied depending on the location of the sample. For multivariate estimators, the parameter, h, can be generalized to vary not just the size, but also the shape of the kernel. This more complicated approach will not be covered here. == Balloon estimators == A common method of varying the kernel width is to make it inversely proportional to the density at the test point: h = k [ n P ( x → ) ] 1 / D {\displaystyle h={\frac {k}{\left[nP({\vec {x}})\right]^{1/D}}}} where k is a constant. If we back-substitute the estimated PDF, and assuming a Gaussian kernel function, we can show that W is a constant: W = k D ( 2 π ) D / 2 {\displaystyle W=k^{D}(2\pi )^{D/2}} A similar derivation holds for any kernel whose normalising function is of the order hD, although with a different constant factor in place of the (2 π)D/2 term. This produces a generalization of the k-nearest neighbour algorithm. That is, a uniform kernel function will return the KNN technique. There are two components to the error: a variance term and a bias term. The variance term is given as: e 1 = P ∫ K 2 n h D {\displaystyle e_{1}={\frac {P\int K^{2}}{nh^{D}}}} . The bias term is found by evaluating the approximated function in the limit as the kernel width becomes much larger than the sample spacing. By using a Taylor expansion for the real function, the bias term drops out: e 2 = h 2 n ∇ 2 P {\displaystyle e_{2}={\frac {h^{2}}{n}}\nabla ^{2}P} An optimal kernel width that minimizes the error of each estimate can thus be derived. == Use for statistical classification == The method is particularly effective when applied to statistical classification. There are two ways we can proceed: the first is to compute the PDFs of each class separately, using different bandwidth parameters, and then compare them as in Taylor. Alternatively, we can divide up the sum based on the class of each sample: P ( j , x → ) ≈ 1 n ∑ i = 1 , c i = j n w i {\displaystyle P(j,{\vec {x}})\approx {\frac {1}{n}}\sum _{i=1,c_{i}=j}^{n}w_{i}} where ci is the class of the ith sample. The class of the test point may be estimated through maximum likelihood.

Conduit (company)

Conduit Ltd. is an international software company. From its founding in 2005 to 2013, its most well-known product was the Conduit toolbar, which was widely-described as malware. In 2013, it spun off its toolbar business; today, its main product is a mobile development platform that allows users to create native and web mobile applications for smartphones. == Products == From 2005 to 2013, the company's most well-known product was the Conduit toolbar, which is flagged by most antivirus software as potentially unwanted and adware. Conduit's toolbar software is often downloaded by malware packages from other publishers. The company spun off the toolbar division that manages the Conduit toolbar in 2013. Today, the company's main product is a mobile development platform that allows users to create native and web mobile applications for smartphones. App creation for its App Gallery is free, but it charges a monthly subscription fee to place apps on the App Store or Google Play. == History == Conduit was founded in 2005 by Shilo, Dror Erez, and Gaby Bilcyzk. Between years 2005 and 2013, it ran a successful but controversial toolbar platform business. Conduit was part of the so-called Download Valley companies monetizing free software and downloads by bundling adware. The toolbars were criticized by some as being very difficult to uninstall. The toolbar software was referred to as a "potentially unwanted program" by some in the computer industry because it could be used to change browser settings. The company had more than 400 employees in 2013. In September same year, Conduit spun off its entire website toolbar business division, which combined with Perion Network. After the deal, Conduit shareholders owned 81% of Perion's existing shares and both Perion and Conduit remained independent companies. The substantial size of the Conduit user base allowed Perion to immediately surpass AOL in U.S. searches. In 2015, Conduit announced it would purchase Keeprz, a mobile customer loyalty platform, for $45 million.

Vowpal Wabbit

Vowpal Wabbit (VW) is an open-source fast online interactive machine learning system library and program developed originally at Yahoo! Research, and currently at Microsoft Research. It was started and is led by John Langford. Vowpal Wabbit's interactive learning support is particularly notable including Contextual Bandits, Active Learning, and forms of guided Reinforcement Learning. Vowpal Wabbit provides an efficient scalable out-of-core implementation with support for a number of machine learning reductions, importance weighting, and a selection of different loss functions and optimization algorithms. == Notable features == The VW program supports: Multiple supervised (and semi-supervised) learning problems: Classification (both binary and multi-class) Regression Active learning (partially labeled data) for both regression and classification Multiple learning algorithms (model-types / representations) OLS regression Matrix factorization (sparse matrix SVD) Single layer neural net (with user specified hidden layer node count) Searn (Search and Learn) Latent Dirichlet Allocation (LDA) Stagewise polynomial approximation Recommend top-K out of N One-against-all (OAA) and cost-sensitive OAA reduction for multi-class Weighted all pairs Contextual-bandit (with multiple exploration/exploitation strategies) Multiple loss functions: squared error quantile hinge logistic poisson Multiple optimization algorithms Stochastic gradient descent (SGD) BFGS Conjugate gradient Regularization (L1 norm, L2 norm, & elastic net regularization) Flexible input - input features may be: Binary Numerical Categorical (via flexible feature-naming and the hash trick) Can deal with missing values/sparse-features Other features On the fly generation of feature interactions (quadratic and cubic) On the fly generation of N-grams with optional skips (useful for word/language data-sets) Automatic test-set holdout and early termination on multiple passes bootstrapping User settable online learning progress report + auditing of the model Hyperparameter optimization == Scalability == Vowpal wabbit has been used to learn a tera-feature (1012) data-set on 1000 nodes in one hour. Its scalability is aided by several factors: Out-of-core online learning: no need to load all data into memory The hashing trick: feature identities are converted to a weight index via a hash (uses 32-bit MurmurHash3) Exploiting multi-core CPUs: parsing of input and learning are done in separate threads. Compiled C++ code