Glottochronology

Glottochronology

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

Accelerated Linear Algebra

XLA (Accelerated Linear Algebra) is an open-source compiler for machine learning developed by the OpenXLA project. XLA is designed to improve the performance of machine learning models by optimizing the computation graphs at a lower level, making it particularly useful for large-scale computations and high-performance machine learning models. Key features of XLA include: Compilation of Computation Graphs: Compiles computation graphs into efficient machine code. Optimization Techniques: Applies operation fusion, memory optimization, and other techniques. Hardware Support: Optimizes models for various hardware, including CPUs, GPUs, and NPUs. Improved Model Execution Time: Aims to reduce machine learning models' execution time for both training and inference. Seamless Integration: Can be used with existing machine learning code with minimal changes. XLA represents a significant step in optimizing machine learning models, providing developers with tools to enhance computational efficiency and performance. == OpenXLA Project == OpenXLA Project is an open-source machine learning compiler and infrastructure initiative intended to provide a common set of tools for compiling and deploying machine learning models across different frameworks and hardware platforms. It provides a modular compilation stack that can be used by major deep learning frameworks like JAX, PyTorch, and TensorFlow. The project focuses on supplying shared components for optimization, portability, and execution across CPUs, GPUs, and specialized accelerators. Its design emphasizes interoperability between frameworks and a standardized set of representations for model computation. == Components == The OpenXLA ecosystem includes several core components: XLA – A deep learning compiler that optimizes computational graphs for multiple hardware targets. PJRT – A runtime interface that allows different back-ends to connect to XLA through a consistent API. StableHLO – A high-level operator set intended to serve as a stable, portable representation for ML models across compilers and frameworks. Shardy – An MLIR-based system for describing and transforming models that run in distributed or multi-device environments. Additional profiling, testing, and integration tools maintained under the OpenXLA organization. == Users and adopters == Several machine learning frameworks can use or interoperate with OpenXLA components, including JAX, TensorFlow, and parts of the PyTorch ecosystem. The project is developed with participation from multiple hardware and software organizations that contribute back-end integrations, testing, or specifications for their devices. This includes Alibaba, Amazon Web Services, AMD, Anyscale, Apple, Arm, Cerebras, Google, Graphcore, Hugging Face, Intel, Meta, NVIDIA and SiFive. == Supported target devices == x86-64 ARM64 NVIDIA GPU AMD GPU Intel GPU Apple GPU Google TPU AWS Trainium, Inferentia Cerebras Graphcore IPU == Governance == OpenXLA is developed as a community project with its work carried out in public repositories, discussion forums, and design meetings. Some components, such as StableHLO, began with stewardship from specific organizations and have outlined plans for more formal and distributed governance models as the project matures. == History == The project was announced in 2022 as an effort to coordinate development of ML compiler technologies across major AI companies, notably: Alibaba, Amazon Web Services, AMD, Anyscale, Apple, Arm, Cerebras, Google, Graphcore, Hugging Face, Intel, Meta, NVIDIA and SiFive.. It consolidated the XLA compiler, introduced StableHLO as a portable operator set, and created a unified structure for additional tools. Development continues within multiple repositories under the OpenXLA umbrella. It was founded by Eugene Burmako, James Rubin, Magnus Hyttsten, Mehdi Amini, Navid Khajouei, and Thea Lamkin from Google's Machine Learning organization.

Dry Drowning

Dry Drowning is a cyberpunk mystery visual novel developed by Studio V and published by VLG Publishing and WhisperGames for Microsoft Windows on August 2, 2019. It was released on the Nintendo Switch on February 22, 2021. == Gameplay == The player takes control of Mordred Foley and has to read through the story, while making decisions at certain points. Depending on the choices, the player can influence the relationship to other characters as well as the course of the game, discovering more than 150 story branches, and eventually reach one out of three different endings with variations. The game also includes passages where the player has to find clues or items on the screen by clicking on them. These can be used in interrogation scenes with certain characters in order to unmask them and discover their lies. Throughout the game, the player has access to an in-game operating system called AquaOS. With that, they can re-read their conversations, look at their found items, and read biographies of the characters encountered. == Plot == The game is set in the fictional and totalitarian city Nova Polemos in Europa in 2066. Mordred Foley and Hera Kairis are private investigators and before the events of the game, they sent two of the most dangerous serial killers ever, Jennifer Kingston and Robert Herrington, to the electric chair. However, after their execution, their agency underwent an investigation for falsifying the evidence presented during the case, which completely destroyed its reputation. Now they want to restart their careers and lives, while dealing with their past traumas. Soon, Mordred is caught up in several cases that all led him to believe that the dreaded serial killer named Pandora has returned. In order to solve these cases, both Mordred and Hera have to face their pasts and fears, all while a racist political party is about to make the lives of refugees in Nova Polemos even worse. == Development == The game was initially conceived by Giacomo Masi and Samuele Zolfanelli, then developed by Studio V and directed and written by Giacomo Masi. It was originally written in Italian and translated into English, Chinese, Japanese, Korean, and German. The soundtrack was composed, written, and performed by Giorgio Maioli. The ending theme and Hera's pieces, performed on piano, were created by Alessandro Masi. The background and character artworks were made by Giulia Carli, other graphic elements such as the UI were created by Samuele Zolfanelli. The developers cited L.A. Noire, Ace Attorney, Blade Runner and Heavy Rain as some of their inspirations for the game. === Releases === Dry Drowning was originally released on Microsoft Windows through Steam, GOG, Itch.io, and Utomik in August 2019. In July 2019, Giacomo Masi announced the game would be released for Xbox One in 2020, though it was not released that year. A Nintendo Switch port was released on February 22, 2021, and a version for PlayStation 4 is set to release in 2021. == Reception == According to review aggregator platform Metacritic, Dry Drowning received "mixed or average reviews" for PC based on 11 reviews and "generally favorable reviews" for Nintendo Switch based on 6 reviews. Fellow review aggregator OpenCritic assessed that the game received fair approval, being recommended by 55% of critics. 4players.de gave a positive rating of 80% and wrote: "Stylish noir thriller with an interesting story, but mechanical limitations – despite a variety of possible interactions." Screen Rant gave a mixed rating of 3 out of 5 stars and wrote, "Dry Drowning may be a fair bit messy, but there's charm here. Players who are willing to embrace the cheesier elements will find some joy in its well-crafted setting and a decent murder mystery plot. The game is constrictive and lacks the genuine shock and engagement of top tier visual novels like Doki Doki Literature Club!, but there are some moments of clever world building and a strong enough mystery propelling it." The Italian review site SpazioGames gave a positive rating of 8.5 out of 10 points and wrote: "Dry Drowning is a very good game with great narrative experience. Every relationship between the characters is layered to increase player involvement, and each choice has different consequences. A thriller game that deserves to be played." === Awards === The game won Best of EGS 2019 and Best of JOIN 2019 awards, an honorable mention at GAMEROME and was nominated as "Best Italian Debut Game" at the Italian Video Game Awards 2020. It was also declared Best Game at Join The Indie 2019.

Fuzzy finite element

The fuzzy finite element method combines the well-established finite element method with the concept of fuzzy numbers, the latter being a special case of a fuzzy set. The advantage of using fuzzy numbers instead of real numbers lies in the incorporation of uncertainty (on material properties, parameters, geometry, initial conditions, etc.) in the finite element analysis. One way to establish a fuzzy finite element (FE) analysis is to use existing FE software (in-house or commercial) as an inner-level module to compute a deterministic result, and to add an outer-level loop to handle the fuzziness (uncertainty). This outer-level loop comes down to solving an optimization problem. If the inner-level deterministic module produces monotonic behavior with respect to the input variables, then the outer-level optimization problem is greatly simplified, since in this case the extrema will be located at the vertices of the domain.

Overwatch

Overwatch (abbreviated as OW) is a multimedia franchise centered on a series of multiplayer first-person shooter (FPS) video games developed by Blizzard Entertainment. Overwatch was released in 2016. Overwatch 2 was released in 2022 and the original game was taken offline upon its release, though Blizzard renamed it back to Overwatch in 2026. Overwatch features hero-based combat between two teams of players fighting over various objectives, along with other traditional gameplay modes. Released in 2016, Overwatch lacked a traditional story mode. Instead, Blizzard employed a transmedia storytelling strategy to disseminate lore regarding the game's characters, releasing comics and other literary media, as well as animated media that includes short films. The game enjoyed both critical and commercial success, and garnered a devoted following. The fan community around the franchise has produced a large amount of content including art, cosplay, fan fiction, anime-influenced music videos, Internet memes, and pornography. Blizzard helped launch and promote an esports scene surrounding the game, including an annual Overwatch World Cup, Overwatch League a minor league, and the Overwatch Champions Series which borrowed elements found in traditional American sports leagues. == Gameplay == Both games in the Overwatch series are team-based hero shooters. Players select a hero character from a large roster (52 as of Season 2), divided among three class types. These are: Tanks, who have higher health and generally meant to help protect their teammates from damage, but are larger and easier to hit; Damage, who act as the team's offensive leads; and Support, who heal, provide buffs for teammates, or de-buff the opposing team. Each role also features sub-roles with extra passives. These sub-roles include 'Initiator', 'Stalwart', and 'Bruiser' for Tank. 'Specialist', 'Flanker', 'Recon', and 'Sharpshooter' for Damage. 'Medic', 'Tactician', and 'Survivor' for Support. Players are generally free to change to different heroes while inside their spawn room during the course of a match in response to the current tactics employed by other players. As of the development of Overwatch 2, a standard game features one tank player, two damage players and two support players, a change from having two of each class in its predecessor. Players choose their class before the match, and can only pick characters within that class for the duration of the game. There are different styles of game modes, however, that allow players to choose characters from any class throughout the game. Each hero has a skill kit that includes a primary attack, active skills that require a cooldown period before they can be used again, passive skills that remain active at all times, and an Ultimate skill that can only be used once they fill their Ultimate meter either by damaging opponents, mitigating damage, healing teammates or by passively generating it over time. An update in 2025 saw each hero receive a total of four unique abilities known as perks. Each hero has two minor and two major perks; minor perks consist of smaller changes to a hero's kit, while major perks are intended to affect the match more significantly. At the beginning of each match, all heroes are set to level 1 for each player. As the match progresses, players can individually level up their respective heroes, minor perks are unlocked at level 2, and major perks are unlocked at the maximum level 3. When perks become available, players may only select one of each type of perk; a selected perk becomes irreversibly attached to the current hero for the remainder of the match. If a player switches to another hero mid-match, the previously selected hero retains their level and perk progress. Game types of Overwatch are split between standard matches, competitive play, custom games, and arcade modes. Standard matches have matchmaking based loosely on the player's skill level as measured by the game. Competitive mode uses more strict matchmaking based on a player's current rank on the competitive ladder, with their rank increasing or decreasing when they win or lose a game, respectively. Arcade modes do not use matchmaking and are generally more experimental modes compared to standard and competitive modes. Custom games are created via the workshop and can be utilised to make game modes that are very different from the base game. The workshop, is the software in Overwatch which creates the game using either presets and settings or rules and conditions made by code. These game modes can be published directly onto Overwatch’s custom browse tab or shared off platform using a 5 digit alphanumeric code. Standard and competitive game modes are randomly selected at the start of each match, and are objective based, requiring teams to control a fixed objective point for a duration of time, or escort a payload to a target zone before match time expires. These modes include: Assault (introduced in Overwatch): Also known as 2 Capture Points (or 2CP), Assault has the attacking team tasked with capturing two target points in sequence on the map, while the defending team must stop them. Assault-style maps were removed from main gameplay rotation after Overwatch 2 released but available in the game's arcade mode. It is still available in the game's custom game modes. Since Season 2, Assault-style maps are available in Arcade Mode daily routines. Escort (introduced in Overwatch): Also known as "Payload" by the community, The attacking team is tasked with escorting a payload to a certain delivery point before time runs out, while the defending team must stop them. The payload vehicle moves along a fixed track when any player on the attacking team is close to it, increasing in speed if multiple attackers are present, the increase capping at 3, but will stop if a defending player is nearby; should no attacker be near the vehicle, it will start to move backwards along the track. The payload will also heal any attacking players by 10 health per second while they are near the payload. Passing specific checkpoints will extend the match time and prevent the payload from moving backwards from that point. Hybrid (Assault/Escort) (introduced in Overwatch): The attacking team has to capture the payload (as if it were a target point from Assault) and escort it to its destination, while the defending team tries to hold them back. Control (introduced in Overwatch): Each team tries to capture and maintain a common control point until their capture percentage reaches 100%. This game mode is played in a best-of-three format. Control maps are laid out in a symmetric fashion so no team has an intrinsic position advantage. Push (introduced in Overwatch 2's launch): Each team attempts to secure control of a large robot that pushes one of two barriers to the opposing team's side of the map, whilst being escorted by at least one team member, stopping when enemy players are nearby, similar to the payload movement system in Escort. The team that pushes the payload fully to the other side, or furthest into the enemy territory before the time runs out, wins the match. Flashpoint (introduced in Overwatch 2 in 2023): Similar to Control, each team attempts to capture and maintain a common control point until their capture percentage reaches 100%. This game mode takes place on significantly larger maps with five separate control points, which take a shorter amount of time to capture as compared to a standard Control map. A central control point is always activated first; after it is secured by one team, the remaining four are activated in a random order. The first team to secure three control points wins. Clash (introduced in Overwatch 2 in 2024): Clash maps feature symmetrical maps with five control points. Teams initially vie for control of the central point, with the winning team progressing to the next control point, towards the opponent's base. Opponents can push back by winning control points and shifting the next point away from their base. If a team captures the point closest to the opponent's base, they win. Otherwise the match plays out until one team wins control five times. Arcade modes may include variations of the above modes with experimental rules, and can also include modes like Deathmatch and Capture the Flag. Other common arcade modes include: Elimination (introduced in Overwatch in 2016): Two teams face off in a series of rounds, attempting to wipe out the other team; once a player is killed they remain out of the game until the next round, though they can be revived by Mercy's 'Resurrect' ability. If no team has won a round by a certain time, then the winners are decided by the team that can first take a neutral control point. Players cannot change heroes until the next round. Some of these can be played in "lockout" mode, in which the heroes selected by the winning team for a round are "locked" and cannot be selected in future rounds. Total Mayhem (i

Data annotation

Data annotation is the process of labeling or tagging relevant metadata within a dataset to enable machines to interpret the data accurately. The dataset can take various forms, including images, audio files, video footage, or text. == Applications == Data is a fundamental component in the development of artificial intelligence (AI). Training AI models, particularly in computer vision and natural language processing, requires large volumes of annotated data. Proper annotation ensures that machine learning algorithms can recognize patterns and make accurate predictions. Common types of data annotation include classification, bounding boxes, semantic segmentation, and keypoint annotation. Data annotation is used in AI-driven fields, including healthcare, autonomous vehicles, retail, security, and entertainment. By accurately labeling data, machine learning models can perform complex tasks such as object detection, sentiment analysis, and speech recognition with greater precision. This growing demand has led to the emergence of specialized sectors and platforms dedicated to AI training and human-in-the-loop workflows, which often utilize Reinforcement Learning from Human Feedback (RLHF) to refine model behavior. == In computer vision == === Image classification === Image classification, also known as image categorization, involves assigning predefined labels to images. Machine learning algorithms trained on classified images can later recognize objects and differentiate between categories. For instance, an AI model trained to recognize furniture styles can distinguish between Georgian and Rococo armchairs. === Semantic segmentation === Semantic segmentation assigns each pixel in an image to a specific class, such as trees, vehicles, humans, or buildings. This type of annotation enables machine learning models to differentiate objects by grouping similar pixels, allowing for a detailed understanding of an image. === Bounding boxes === Bounding box annotation involves drawing rectangular boxes around objects in an image. This technique is commonly used in autonomous driving, security surveillance, and retail analytics to detect and classify objects such as pedestrians, vehicles, and products on store shelves. === 3D cuboids === 3D cuboid annotation enhances traditional bounding boxes by adding depth, enabling models to predict an object's spatial orientation, movement, and size. This method is particularly useful for autonomous vehicles and robotics, where understanding object dimensions and depth is critical. === Polygonal annotation === For objects with irregular shapes, such as curved or multi-sided items, polygonal annotation provides more precise labeling than bounding boxes. This technique is often used in applications that require detailed object recognition, such as medical imaging or aerial mapping. === Keypoint annotation === Keypoint annotation marks specific points on an object, such as facial landmarks or body joints, to enable tracking and motion analysis. This method is widely used in facial recognition, emotion detection, sports analytics, and augmented reality applications.

Speech synthesis

Speech synthesis is the artificial production of human speech. A computer system used for this purpose is called a speech synthesizer, and can be implemented in software or hardware products. A text-to-speech (TTS) system converts normal language text into speech; other systems render symbolic linguistic representations like phonetic transcriptions into speech. The reverse process is speech recognition. Synthesized speech can be created by concatenating pieces of recorded speech that are stored in a database. Systems differ in the size of the stored speech units; a system that stores phones or diphones provides the largest output range, but may lack clarity. For specific usage domains, the storage of entire words or sentences allows for high-quality output. Alternatively, a synthesizer can incorporate a model of the vocal tract and other human voice characteristics to create a completely "synthetic" voice output. The quality of a speech synthesizer is judged by its similarity to the human voice and by its ability to be understood clearly. An intelligible text-to-speech program allows people with visual impairments or reading disabilities to listen to written words on a home computer. The earliest computer operating system to have included a speech synthesizer was Unix in 1974, through the Unix speak utility. In 2000, Microsoft Sam was the default text-to-speech voice synthesizer used by the narrator accessibility feature, which shipped with all Windows 2000 operating systems, and subsequent Windows XP systems. A text-to-speech system (or "engine") is composed of two parts: a front-end and a back-end. The front-end has two major tasks. First, it converts raw text containing symbols like numbers and abbreviations into the equivalent of written-out words. This process is often called text normalization, pre-processing, or tokenization. The front-end then assigns phonetic transcriptions to each word, and divides and marks the text into prosodic units, like phrases, clauses, and sentences. The process of assigning phonetic transcriptions to words is called text-to-phoneme or grapheme-to-phoneme conversion. Phonetic transcriptions and prosody information together make up the symbolic linguistic representation that is output by the front-end. The back-end—often referred to as the synthesizer—then converts the symbolic linguistic representation into sound. In certain systems, this part includes the computation of the target prosody (pitch contour, phoneme durations), which is then imposed on the output speech. == History == Long before the invention of electronic signal processing, some people tried to build machines to emulate human speech. There were also legends of the existence of "Brazen Heads", such as those involving Pope Silvester II (d. 1003 AD), Albertus Magnus (1198–1280), and Roger Bacon (1214–1294). In 1779, the German-Danish scientist Christian Gottlieb Kratzenstein won the first prize in a competition announced by the Russian Imperial Academy of Sciences and Arts for models he built of the human vocal tract that could produce the five long vowel sounds (in International Phonetic Alphabet notation: [aː], [eː], [iː], [oː] and [uː]). There followed the bellows-operated "acoustic-mechanical speech machine" of Wolfgang von Kempelen of Pressburg, Hungary, described in a 1791 paper. This machine added models of the tongue and lips, enabling it to produce consonants as well as vowels. In 1837, Charles Wheatstone produced a "speaking machine" based on von Kempelen's design, and in 1846, Joseph Faber exhibited the "Euphonia". In 1923, Paget resurrected Wheatstone's design. In the 1930s, Bell Labs developed the vocoder, which automatically analyzed speech into its fundamental tones and resonances. From his work on the vocoder, Homer Dudley developed a keyboard-operated voice-synthesizer called The Voder (Voice Demonstrator), which he exhibited at the 1939 New York World's Fair. Franklin S. Cooper and his colleagues at Haskins Laboratories built the pattern playback in the late 1940s and completed it in 1950. There were several different versions of this hardware device; only one currently survives. The machine converts pictures of the acoustic patterns of speech in the form of a spectrogram back into sound. Using this device, Alvin Liberman and colleagues discovered acoustic cues for the perception of phonetic segments (consonants and vowels). === Electronic devices === The first computer-based speech-synthesis systems originated in the late 1950s. Noriko Umeda et al. developed the first general English text-to-speech system in 1968, at the Electrotechnical Laboratory in Japan. In 1961, physicist John Larry Kelly, Jr and his colleague Louis Gerstman used an IBM 704 computer to synthesize speech, an event among the most prominent in the history of Bell Labs. Kelly's voice recorder synthesizer (vocoder) recreated the song "Daisy Bell", with musical accompaniment from Max Mathews. Coincidentally, Arthur C. Clarke was visiting his friend and colleague John Pierce at the Bell Labs Murray Hill facility. Clarke was so impressed by the demonstration that he used it in the climactic scene of his screenplay for his novel 2001: A Space Odyssey, where the HAL 9000 computer sings the same song as astronaut Dave Bowman puts it to sleep. Despite the success of purely electronic speech synthesis, research into mechanical speech-synthesizers continues. Linear predictive coding (LPC), a form of speech coding, began development with the work of Fumitada Itakura of Nagoya University and Shuzo Saito of Nippon Telegraph and Telephone (NTT) in 1966. Further developments in LPC technology were made by Bishnu S. Atal and Manfred R. Schroeder at Bell Labs during the 1970s. LPC was later the basis for early speech synthesizer chips, such as the Texas Instruments LPC Speech Chips used in the Speak & Spell toys from 1978. In 1975, Fumitada Itakura developed the line spectral pairs (LSP) method for high-compression speech coding, while at NTT. From 1975 to 1981, Itakura studied problems in speech analysis and synthesis based on the LSP method. In 1980, his team developed an LSP-based speech synthesizer chip. LSP is an important technology for speech synthesis and coding, and in the 1990s was adopted by almost all international speech coding standards as an essential component, contributing to the enhancement of digital speech communication over mobile channels and the internet. In 1975, MUSA was released, and was one of the first Speech Synthesis systems. It consisted of a stand-alone computer hardware and a specialized software that enabled it to read Italian. A second version, released in 1978, was also able to sing Italian in an "a cappella" style. Dominant systems in the 1980s and 1990s were the DECtalk system, based largely on the work of Dennis Klatt at MIT, and the Bell Labs system; the latter was one of the first multilingual language-independent systems, making extensive use of natural language processing methods. Handheld electronics featuring speech synthesis began emerging in the 1970s. One of the first was the Telesensory Systems Inc. (TSI) Speech+ portable calculator for the blind in 1976. Other devices had primarily educational purposes, such as the Speak & Spell toy produced by Texas Instruments in 1978. Fidelity released a speaking version of its electronic chess computer in 1979. The first video game to feature speech synthesis was the 1980 shoot 'em up arcade game, Stratovox (known in Japan as Speak & Rescue), from Sun Electronics. The first personal computer game with speech synthesis was Manbiki Shoujo (Shoplifting Girl), released in 1980 for the PET 2001, for which the game's developer, Hiroshi Suzuki, developed a "zero cross" programming technique to produce a synthesized speech waveform. Another early example, the arcade version of Berzerk, also dates from 1980. The Milton Bradley Company produced the first multi-player electronic game using voice synthesis, Milton, in the same year. In 1976, Computalker Consultants released their CT-1 Speech Synthesizer. Designed by D. Lloyd Rice and Jim Cooper, it was an analog synthesizer built to work with microcomputers using the S-100 bus standard. Synthesized voices typically sounded male until 1990, when Ann Syrdal, at AT&T Bell Laboratories, created a female voice. Ray Kurzweil predicted in 2005 that as the cost-performance ratio caused speech synthesizers to become cheaper and more accessible, more people would benefit from the use of text-to-speech programs. === Artificial intelligence === In September 2016, DeepMind released WaveNet, which demonstrated that deep learning models are capable of modeling raw waveforms and generating speech from acoustic features like spectrograms or mel-spectrograms, starting the field of deep learning speech synthesis. Although WaveNet was initially considered to be computationally expensive and slow to be used in consumer products at the time, a year after its