AI Analytics Certification

AI Analytics Certification — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • H2O (software)

    H2O (software)

    H2O is an open-source, in-memory, distributed machine learning and predictive analytics platform developed by the company H2O.ai (previously 0xdata). The software uses a distributed architecture for parallel processing on standard hardware. It supports algorithms for large-scale data analysis and model deployment. H2O is primarily used by data scientists and developers for statistical modeling and data-driven decision-making. The platform is designed to handle in-memory computations across a distributed computing environment. It offers implementations for numerous statistical and machine learning algorithms, which are accessible through various programming interfaces. The software is released under the Apache License 2.0. == Functionality and features == H2O provides a suite of supervised and unsupervised machine learning algorithms. Its core functions include: Supervised learning: algorithms in the field of statistics, data mining and machine learning such as generalized linear models, random forests, gradient boosting and deep learning are implemented for classification and regression tasks. Unsupervised learning: including K-Means clustering and principal component analysis. Automated machine learning: a features designed to automate the processes of model selection, tuning, and ensemble creation. The software can ingest data from various sources, including the Hadoop Distributed File System, Amazon S3, SQL databases, as well as local file systems. It operates natively on Apache Spark clusters through Sparkling Water. Proponents claim that improved performance is achieved compared to other analysis tools. The software is distributed free of charge, under a business model based on the development of individual applications and support. == Architecture == H2O is primarily written in Java. It uses a distributed architecture that allows the platform to cluster nodes for parallel processing and in-memory storage of data and models. Users interact with the H2O platform through several primary interfaces: Programming language interfaces: APIs are provided for the R and Python programming languages, and various Apache offerings (Apache Hadoop and Spark, as well as Maven). H2O Flow: a graphical web-based interactive computational environment that functions as a notebook interface for data exploration, model building, and scripting. REST-API: allows for integration with other applications and frameworks such as Microsoft Excel or RStudio. With the H2O Machine Learning Integration Nodes, KNIME offers algorithmic workflows. While the algorithm executes, approximate results are displayed, so that users can track the progress and intervene if needed. == History, influences, and extensions == The software project was initiated by the company 0xdata, which later changed its name to H2O.ai. The three Stanford professors Stephen P. Boyd, Robert Tibshirani and Trevor Hastie form a panel that advises H2O on scientific issues. Since its inception, H2O provides open-source machine learning libraries for enterprise use. The core H2O platform is often complemented by offerings from H2O.ai, such as H2O Driverless AI. == Reception == H2O is referenced in peer-reviewed literature regarding automated machine learning (AutoML). The platform has been categorized as a "Leader" and a "Strong Performer" in industry reports by Forrester Research. H2O (the open-source platform) and the associated commercial platform Driverless AI have been recurring winners of InfoWorld's most prestigious awards, including both the Best of Open Source Software ("Bossies") and the Technology of the Year awards.

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  • Latent semantic analysis

    Latent semantic analysis

    Latent semantic analysis (LSA) is a technique in natural language processing, in particular distributional semantics, of analyzing relationships between a set of documents and the terms they contain by producing a set of concepts related to the documents and terms. LSA assumes that words that are close in meaning will occur in similar pieces of text (the distributional hypothesis). A matrix containing word counts per document (rows represent unique words and columns represent each document) is constructed from a large piece of text and a mathematical technique called singular value decomposition (SVD) is used to reduce the number of rows while preserving the similarity structure among columns. Documents are then compared by cosine similarity between any two columns. Values close to 1 represent very similar documents while values close to 0 represent very dissimilar documents. An information retrieval technique using latent semantic structure was patented in 1988 by Scott Deerwester, Susan Dumais, George Furnas, Richard Harshman, Thomas Landauer, Karen Lochbaum and Lynn Streeter. In the context of its application to information retrieval, it is sometimes called latent semantic indexing (LSI). == Overview == === Occurrence matrix === LSA can use a document-term matrix which describes the occurrences of terms in documents; it is a sparse matrix whose rows correspond to terms and whose columns correspond to documents. A typical example of the weighting of the elements of the matrix is tf-idf (term frequency–inverse document frequency): the weight of an element of the matrix is proportional to the number of times the terms appear in each document, where rare terms are upweighted to reflect their relative importance. This matrix is also common to standard semantic models, though it is not necessarily explicitly expressed as a matrix, since the mathematical properties of matrices are not always used. === Rank lowering === After the construction of the occurrence matrix, LSA finds a low-rank approximation to the term-document matrix. There could be various reasons for these approximations: The original term-document matrix is presumed too large for the computing resources; in this case, the approximated low rank matrix is interpreted as an approximation (a "least and necessary evil"). The original term-document matrix is presumed noisy: for example, anecdotal instances of terms are to be eliminated. From this point of view, the approximated matrix is interpreted as a de-noisified matrix (a better matrix than the original). The original term-document matrix is presumed overly sparse relative to the "true" term-document matrix. That is, the original matrix lists only the words actually in each document, whereas we might be interested in all words related to each document—generally a much larger set due to synonymy. The consequence of the rank lowering is that some dimensions are combined and depend on more than one term: {(car), (truck), (flower)} → {(1.3452 car + 0.2828 truck), (flower)} This mitigates the problem of identifying synonymy, as the rank lowering is expected to merge the dimensions associated with terms that have similar meanings. It also partially mitigates the problem with polysemy, since components of polysemous words that point in the "right" direction are added to the components of words that share a similar meaning. Conversely, components that point in other directions tend to either simply cancel out, or, at worst, to be smaller than components in the directions corresponding to the intended sense. === Derivation === Let X {\displaystyle X} be a matrix where element ( i , j ) {\displaystyle (i,j)} describes the occurrence of term i {\displaystyle i} in document j {\displaystyle j} (this can be, for example, the frequency). X {\displaystyle X} will look like this: d j ↓ t i T → [ x 1 , 1 … x 1 , j … x 1 , n ⋮ ⋱ ⋮ ⋱ ⋮ x i , 1 … x i , j … x i , n ⋮ ⋱ ⋮ ⋱ ⋮ x m , 1 … x m , j … x m , n ] {\displaystyle {\begin{matrix}&{\textbf {d}}_{j}\\&\downarrow \\{\textbf {t}}_{i}^{T}\rightarrow &{\begin{bmatrix}x_{1,1}&\dots &x_{1,j}&\dots &x_{1,n}\\\vdots &\ddots &\vdots &\ddots &\vdots \\x_{i,1}&\dots &x_{i,j}&\dots &x_{i,n}\\\vdots &\ddots &\vdots &\ddots &\vdots \\x_{m,1}&\dots &x_{m,j}&\dots &x_{m,n}\\\end{bmatrix}}\end{matrix}}} Now a row in this matrix will be a vector corresponding to a term, giving its relation to each document: t i T = [ x i , 1 … x i , j … x i , n ] {\displaystyle {\textbf {t}}_{i}^{T}={\begin{bmatrix}x_{i,1}&\dots &x_{i,j}&\dots &x_{i,n}\end{bmatrix}}} Likewise, a column in this matrix will be a vector corresponding to a document, giving its relation to each term: d j = [ x 1 , j ⋮ x i , j ⋮ x m , j ] {\displaystyle {\textbf {d}}_{j}={\begin{bmatrix}x_{1,j}\\\vdots \\x_{i,j}\\\vdots \\x_{m,j}\\\end{bmatrix}}} Now the dot product t i T t p {\displaystyle {\textbf {t}}_{i}^{T}{\textbf {t}}_{p}} between two term vectors gives the correlation between the terms over the set of documents. The matrix product X X T {\displaystyle XX^{T}} contains all these dot products. Element ( i , p ) {\displaystyle (i,p)} (which is equal to element ( p , i ) {\displaystyle (p,i)} ) contains the dot product t i T t p {\displaystyle {\textbf {t}}_{i}^{T}{\textbf {t}}_{p}} ( = t p T t i {\displaystyle ={\textbf {t}}_{p}^{T}{\textbf {t}}_{i}} ). Likewise, the matrix X T X {\displaystyle X^{T}X} contains the dot products between all the document vectors, giving their correlation over the terms: d j T d q = d q T d j {\displaystyle {\textbf {d}}_{j}^{T}{\textbf {d}}_{q}={\textbf {d}}_{q}^{T}{\textbf {d}}_{j}} . Now, from the theory of linear algebra, there exists a decomposition of X {\displaystyle X} such that U {\displaystyle U} and V {\displaystyle V} are orthogonal matrices and Σ {\displaystyle \Sigma } is a diagonal matrix. This is called a singular value decomposition (SVD): X = U Σ V T {\displaystyle {\begin{matrix}X=U\Sigma V^{T}\end{matrix}}} The matrix products giving us the term and document correlations then become X X T = ( U Σ V T ) ( U Σ V T ) T = ( U Σ V T ) ( V T T Σ T U T ) = U Σ V T V Σ T U T = U Σ Σ T U T X T X = ( U Σ V T ) T ( U Σ V T ) = ( V T T Σ T U T ) ( U Σ V T ) = V Σ T U T U Σ V T = V Σ T Σ V T {\displaystyle {\begin{matrix}XX^{T}&=&(U\Sigma V^{T})(U\Sigma V^{T})^{T}=(U\Sigma V^{T})(V^{T^{T}}\Sigma ^{T}U^{T})=U\Sigma V^{T}V\Sigma ^{T}U^{T}=U\Sigma \Sigma ^{T}U^{T}\\X^{T}X&=&(U\Sigma V^{T})^{T}(U\Sigma V^{T})=(V^{T^{T}}\Sigma ^{T}U^{T})(U\Sigma V^{T})=V\Sigma ^{T}U^{T}U\Sigma V^{T}=V\Sigma ^{T}\Sigma V^{T}\end{matrix}}} Since Σ Σ T {\displaystyle \Sigma \Sigma ^{T}} and Σ T Σ {\displaystyle \Sigma ^{T}\Sigma } are diagonal we see that U {\displaystyle U} must contain the eigenvectors of X X T {\displaystyle XX^{T}} , while V {\displaystyle V} must be the eigenvectors of X T X {\displaystyle X^{T}X} . Both products have the same non-zero eigenvalues, given by the non-zero entries of Σ Σ T {\displaystyle \Sigma \Sigma ^{T}} , or equally, by the non-zero entries of Σ T Σ {\displaystyle \Sigma ^{T}\Sigma } . Now the decomposition looks like this: X U Σ V T ( d j ) ( d ^ j ) ↓ ↓ ( t i T ) → [ x 1 , 1 … x 1 , j … x 1 , n ⋮ ⋱ ⋮ ⋱ ⋮ x i , 1 … x i , j … x i , n ⋮ ⋱ ⋮ ⋱ ⋮ x m , 1 … x m , j … x m , n ] = ( t ^ i T ) → [ [ u 1 ] … [ u l ] ] ⋅ [ σ 1 … 0 ⋮ ⋱ ⋮ 0 … σ l ] ⋅ [ [ v 1 ] ⋮ [ v l ] ] {\displaystyle {\begin{matrix}&X&&&U&&\Sigma &&V^{T}\\&({\textbf {d}}_{j})&&&&&&&({\hat {\textbf {d}}}_{j})\\&\downarrow &&&&&&&\downarrow \\({\textbf {t}}_{i}^{T})\rightarrow &{\begin{bmatrix}x_{1,1}&\dots &x_{1,j}&\dots &x_{1,n}\\\vdots &\ddots &\vdots &\ddots &\vdots \\x_{i,1}&\dots &x_{i,j}&\dots &x_{i,n}\\\vdots &\ddots &\vdots &\ddots &\vdots \\x_{m,1}&\dots &x_{m,j}&\dots &x_{m,n}\\\end{bmatrix}}&=&({\hat {\textbf {t}}}_{i}^{T})\rightarrow &{\begin{bmatrix}{\begin{bmatrix}\,\\\,\\{\textbf {u}}_{1}\\\,\\\,\end{bmatrix}}\dots {\begin{bmatrix}\,\\\,\\{\textbf {u}}_{l}\\\,\\\,\end{bmatrix}}\end{bmatrix}}&\cdot &{\begin{bmatrix}\sigma _{1}&\dots &0\\\vdots &\ddots &\vdots \\0&\dots &\sigma _{l}\\\end{bmatrix}}&\cdot &{\begin{bmatrix}{\begin{bmatrix}&&{\textbf {v}}_{1}&&\end{bmatrix}}\\\vdots \\{\begin{bmatrix}&&{\textbf {v}}_{l}&&\end{bmatrix}}\end{bmatrix}}\end{matrix}}} The values σ 1 , … , σ l {\displaystyle \sigma _{1},\dots ,\sigma _{l}} are called the singular values, and u 1 , … , u l {\displaystyle u_{1},\dots ,u_{l}} and v 1 , … , v l {\displaystyle v_{1},\dots ,v_{l}} the left and right singular vectors. Notice the only part of U {\displaystyle U} that contributes to t i {\displaystyle {\textbf {t}}_{i}} is the i 'th {\displaystyle i{\textrm {'th}}} row. Let this row vector be called t ^ i T {\displaystyle {\hat {\textrm {t}}}_{i}^{T}} . Likewise, the only part of V T {\displaystyle V^{T}} that contributes to d j {\displaystyle {\textbf {d}}_{j}} is the j 'th {\displaystyle j{\textrm {'th}}} column, d ^ j {\displaystyle {\hat {\textrm {d}}}_{j}} . These are not the eigenvectors, but depend on all the eigenvectors. I

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  • Eigenface

    Eigenface

    An eigenface ( EYE-gən-) is the name given to a set of eigenvectors when used in the computer vision problem of human face recognition. The approach of using eigenfaces for recognition was developed by Sirovich and Kirby and used by Matthew Turk and Alex Pentland in face classification. The eigenvectors are derived from the covariance matrix of the probability distribution over the high-dimensional vector space of face images. The eigenfaces themselves form a basis set of all images used to construct the covariance matrix. This produces dimension reduction by allowing the smaller set of basis images to represent the original training images. Classification can be achieved by comparing how faces are represented by the basis set. == History == The eigenface approach began with a search for a low-dimensional representation of face images. Sirovich and Kirby showed that principal component analysis could be used on a collection of face images to form a set of basis features. These basis images, known as eigenpictures, could be linearly combined to reconstruct images in the original training set. If the training set consists of M images, principal component analysis could form a basis set of N images, where N < M. The reconstruction error is reduced by increasing the number of eigenpictures; however, the number needed is always chosen less than M. For example, if you need to generate a number of N eigenfaces for a training set of M face images, you can say that each face image can be made up of "proportions" of all the K "features" or eigenfaces: Face image1 = (23% of E1) + (2% of E2) + (51% of E3) + ... + (1% En). In 1991 M. Turk and A. Pentland expanded these results and presented the eigenface method of face recognition. In addition to designing a system for automated face recognition using eigenfaces, they showed a way of calculating the eigenvectors of a covariance matrix such that computers of the time could perform eigen-decomposition on a large number of face images. Face images usually occupy a high-dimensional space and conventional principal component analysis was intractable on such data sets. Turk and Pentland's paper demonstrated ways to extract the eigenvectors based on matrices sized by the number of images rather than the number of pixels. Once established, the eigenface method was expanded to include methods of preprocessing to improve accuracy. Multiple manifold approaches were also used to build sets of eigenfaces for different subjects and different features, such as the eyes. == Generation == A set of eigenfaces can be generated by performing a mathematical process called principal component analysis (PCA) on a large set of images depicting different human faces. Informally, eigenfaces can be considered a set of "standardized face ingredients", derived from statistical analysis of many pictures of faces. Any human face can be considered to be a combination of these standard faces. For example, one's face might be composed of the average face plus 10% from eigenface 1, 55% from eigenface 2, and even −3% from eigenface 3. Remarkably, it does not take many eigenfaces combined together to achieve a fair approximation of most faces. Also, because a person's face is not recorded by a digital photograph, but instead as just a list of values (one value for each eigenface in the database used), much less space is taken for each person's face. The eigenfaces that are created will appear as light and dark areas that are arranged in a specific pattern. This pattern is how different features of a face are singled out to be evaluated and scored. There will be a pattern to evaluate symmetry, whether there is any style of facial hair, where the hairline is, or an evaluation of the size of the nose or mouth. Other eigenfaces have patterns that are less simple to identify, and the image of the eigenface may look very little like a face. The technique used in creating eigenfaces and using them for recognition is also used outside of face recognition: handwriting recognition, lip reading, voice recognition, sign language/hand gestures interpretation and medical imaging analysis. Therefore, some do not use the term eigenface, but prefer to use 'eigenimage'. === Practical implementation === To create a set of eigenfaces, one must: Prepare a training set of face images. The pictures constituting the training set should have been taken under the same lighting conditions, and must be normalized to have the eyes and mouths aligned across all images. They must also be all resampled to a common pixel resolution (r × c). Each image is treated as one vector, simply by concatenating the rows of pixels in the original image, resulting in a single column with r × c elements. For this implementation, it is assumed that all images of the training set are stored in a single matrix T, where each column of the matrix is an image. Subtract the mean. The average image a has to be calculated and then subtracted from each original image in T. Calculate the eigenvectors and eigenvalues of the covariance matrix S. Each eigenvector has the same dimensionality (number of components) as the original images, and thus can itself be seen as an image. The eigenvectors of this covariance matrix are therefore called eigenfaces. They are the directions in which the images differ from the mean image. Usually this will be a computationally expensive step (if at all possible), but the practical applicability of eigenfaces stems from the possibility to compute the eigenvectors of S efficiently, without ever computing S explicitly, as detailed below. Choose the principal components. Sort the eigenvalues in descending order and arrange eigenvectors accordingly. The number of principal components k is determined arbitrarily by setting a threshold ε on the total variance. Total variance ⁠ v = ( λ 1 + λ 2 + . . . + λ n ) {\displaystyle v=(\lambda _{1}+\lambda _{2}+...+\lambda _{n})} ⁠, n = number of components, and λ {\displaystyle \lambda } represents component eigenvalue. k is the smallest number that satisfies ( λ 1 + λ 2 + . . . + λ k ) v > ϵ {\displaystyle {\frac {(\lambda _{1}+\lambda _{2}+...+\lambda _{k})}{v}}>\epsilon } These eigenfaces can now be used to represent both existing and new faces: we can project a new (mean-subtracted) image on the eigenfaces and thereby record how that new face differs from the mean face. The eigenvalues associated with each eigenface represent how much the images in the training set vary from the mean image in that direction. Information is lost by projecting the image on a subset of the eigenvectors, but losses are minimized by keeping those eigenfaces with the largest eigenvalues. For instance, working with a 100 × 100 image will produce 10,000 eigenvectors. In practical applications, most faces can typically be identified using a projection on between 100 and 150 eigenfaces, so that most of the 10,000 eigenvectors can be discarded. === Matlab example code === Here is an example of calculating eigenfaces with Extended Yale Face Database B. To evade computational and storage bottleneck, the face images are sampled down by a factor 4×4=16. Note that although the covariance matrix S generates many eigenfaces, only a fraction of those are needed to represent the majority of the faces. For example, to represent 95% of the total variation of all face images, only the first 43 eigenfaces are needed. To calculate this result, implement the following code: === Computing the eigenvectors === Performing PCA directly on the covariance matrix of the images is often computationally infeasible. If small images are used, say 100 × 100 pixels, each image is a point in a 10,000-dimensional space and the covariance matrix S is a matrix of 10,000 × 10,000 = 108 elements. However the rank of the covariance matrix is limited by the number of training examples: if there are N training examples, there will be at most N − 1 eigenvectors with non-zero eigenvalues. If the number of training examples is smaller than the dimensionality of the images, the principal components can be computed more easily as follows. Let T be the matrix of preprocessed training examples, where each column contains one mean-subtracted image. The covariance matrix can then be computed as S = TTT and the eigenvector decomposition of S is given by S v i = T T T v i = λ i v i {\displaystyle \mathbf {Sv} _{i}=\mathbf {T} \mathbf {T} ^{T}\mathbf {v} _{i}=\lambda _{i}\mathbf {v} _{i}} However TTT is a large matrix, and if instead we take the eigenvalue decomposition of T T T u i = λ i u i {\displaystyle \mathbf {T} ^{T}\mathbf {T} \mathbf {u} _{i}=\lambda _{i}\mathbf {u} _{i}} then we notice that by pre-multiplying both sides of the equation with T, we obtain T T T T u i = λ i T u i {\displaystyle \mathbf {T} \mathbf {T} ^{T}\mathbf {T} \mathbf {u} _{i}=\lambda _{i}\mathbf {T} \mathbf {u} _{i}} Meaning that, if ui is an eigenvector of TTT, then vi = Tui is an eigenvector of S. If we have

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  • PatchMatch

    PatchMatch

    PatchMatch is an algorithm used to quickly find correspondences (or matches) between small square regions (or patches) of an image. It has various applications in image editing, such as reshuffling or removing objects from images or altering their aspect ratios without cropping or noticeably stretching them. PatchMatch was first presented in a 2011 paper by researchers at Princeton University. == Algorithm == The goal of the algorithm is to find the patch correspondence by defining a nearest-neighbor field (NNF) as a function f : R 2 → R 2 {\displaystyle f:\mathbb {R} ^{2}\to \mathbb {R} ^{2}} of offsets, which is over all possible matches of patch (location of patch centers) in image A, for some distance function of two patches D {\displaystyle D} . So, for a given patch coordinate a {\displaystyle a} in image A {\displaystyle A} and its corresponding nearest neighbor b {\displaystyle b} in image B {\displaystyle B} , f ( a ) {\displaystyle f(a)} is simply b − a {\displaystyle b-a} . However, if we search for every point in image B {\displaystyle B} , the work will be too hard to complete. So the following algorithm is done in a randomized approach in order to accelerate the calculation speed. The algorithm has three main components. Initially, the nearest-neighbor field is filled with either random offsets or some prior information. Next, an iterative update process is applied to the NNF, in which good patch offsets are propagated to adjacent pixels, followed by random search in the neighborhood of the best offset found so far. Independent of these three components, the algorithm also uses a coarse-to-fine approach by building an image pyramid to obtain the better result. === Initialization === When initializing with random offsets, we use independent uniform samples across the full range of image B {\displaystyle B} . This algorithm avoids using an initial guess from the previous level of the pyramid because in this way the algorithm can avoid being trapped in local minima. === Iteration === After initialization, the algorithm attempted to perform iterative process of improving the N N F {\displaystyle NNF} . The iterations examine the offsets in scan order (from left to right, top to bottom), and each undergoes propagation followed by random search. === Propagation === We attempt to improve f ( x , y ) {\displaystyle f(x,y)} using the known offsets of f ( x − 1 , y ) {\displaystyle f(x-1,y)} and f ( x , y − 1 ) {\displaystyle f(x,y-1)} , assuming that the patch offsets are likely to be the same. That is, the algorithm will take new value for f ( x , y ) {\displaystyle f(x,y)} to be arg ⁡ min ( x , y ) D ( f ( x , y ) ) , D ( f ( x − 1 , y ) ) , D ( f ( x , y − 1 ) ) {\displaystyle \arg \min \limits _{(x,y)}{D(f(x,y)),D(f(x-1,y)),D(f(x,y-1))}} . So if f ( x , y ) {\displaystyle f(x,y)} has a correct mapping and is in a coherent region R {\displaystyle R} , then all of R {\displaystyle R} below and to the right of f ( x , y ) {\displaystyle f(x,y)} will be filled with the correct mapping. Alternatively, on even iterations, the algorithm search for different direction, fill the new value to be arg ⁡ min ( x , y ) { D ( f ( x , y ) ) , D ( f ( x + 1 , y ) ) , D ( f ( x , y + 1 ) ) } {\displaystyle \arg \min \limits _{(x,y)}\{D(f(x,y)),D(f(x+1,y)),D(f(x,y+1))\}} . === Random search === Let v 0 = f ( x , y ) {\displaystyle v_{0}=f(x,y)} , we attempt to improve f ( x , y ) {\displaystyle f(x,y)} by testing a sequence of candidate offsets at an exponentially decreasing distance from v 0 {\displaystyle v_{0}} u i = v 0 + w α i R i {\displaystyle u_{i}=v_{0}+w\alpha ^{i}R_{i}} where R i {\displaystyle R_{i}} is a uniform random in [ − 1 , 1 ] × [ − 1 , 1 ] {\displaystyle [-1,1]\times [-1,1]} , w {\displaystyle w} is a large window search radius which will be set to maximum picture size, and α {\displaystyle \alpha } is a fixed ratio often assigned as 1/2. This part of the algorithm allows the f ( x , y ) {\displaystyle f(x,y)} to jump out of local minimum through random process. === Halting criterion === The often used halting criterion is set the iteration times to be about 4~5. Even with low iteration, the algorithm works well.

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  • Catie Cuan

    Catie Cuan

    Catie Cuan is an artist, entrepeuneur, and innovator in the field of robotic art and human-robot interaction, where she specializes in choreorobotics, an emerging field at the intersection of choreographic dance and robotics. Catie Cuan is currently one of the academic researchers pioneering the field of choreorobotics and currently holds a post-doctoral fellowship at Stanford University. == Career == Catie Cuan earned a bachelor's degree from the University of California, Berkeley. She graduated with a Ph.D. from the Department of Mechanical Engineering at Stanford University, focusing in robotics. Her most cited publication is about how to improve robotic expressive systems using tools from dance theory, such as the Laban/Bartenieff Movement Analysis. In her most recent research projects, she explores a predictive model of imitation learning for robots moving around humans, a project that advances the field of social robotics. Cuan credits her work in robotics to the experience with her father when he had a stroke and was surrounded by many medical machines, which made her think about how people might feel empowered and hopeful rather than afraid. As a ballet dancer and choreographer, she has performed with the Metropolitan Opera Ballet and the Lyric Opera of Chicago. In 2020, she was the dancer and choreographer of the show Output, which was part of a collaboration with ThoughtWorks Arts and the Pratt Institute. In the production, she danced with an ABB IRB 6700 industrial robot. In 2022, she was named as an IF/THEN ambassador for the American Association for the Advancement of Science. The same year, she was appointed Futurist-in-Residence at the Smithsonian Arts and Industries Building, where she performed at the closing ceremonies of the FUTURES exhibit on July 6, 2022. Cuan has also contributed to product designs, working with IDEO and Dutch interior design firm moooi on their Piro project, which launched a dancing scent diffuser robot during Milan Design Week in June 2022. She is a TED speaker with talks about how to teach robots to dance, and what is coming up for dancing robots in the AI era.

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  • Deep Instinct

    Deep Instinct

    Deep Instinct is a cybersecurity company that applies deep learning to cybersecurity. The company implements artificial intelligence to the task of preventing and detecting malware. The company was the recipient of the Technology Pioneer by The World Economic Forum in 2017. Lane Bess has been CEO of the company since 2022. == Overview == In 2015, Deep Instinct was founded by Guy Caspi, Dr. Eli David, and Nadav Maman. The headquarters of the company is located in New York City. In July 2017, NVIDIA became an investor. According to Tom's Hardware, NVIDIA’s investment enabled access to a GPU-based neural network and CUDA platform, which they were using to achieve maximum vulnerability detection rates. As of February 2020, the company had raised $43 million in Series C funding round. In April 2021, Deep Instinct raised $100 million in Series D funding to accelerate growth. == Partnerships == In April 2019, Deep Instinct partnered with Chinese artist, Guo O. Dong on an art project titled, The Persistence of Chaos, consisting of a laptop infected with 6 pieces of malware that represented $95 billion in damages. The art was auctioned with a final bid of $1,345,000. In the same year, Globes reported that, HP Inc partnered with Deep Instinct to launch their security solution HP SureSense, which has been applied to the EliteBook and Zbook devices.

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  • Graph cuts in computer vision and artificial intelligence

    Graph cuts in computer vision and artificial intelligence

    As applied in the field of computer vision, graph cut optimization can be employed to efficiently solve a wide variety of low-level computer vision problems (early vision), such as image smoothing, the stereo correspondence problem, image segmentation, object co-segmentation, numerous military applications (eg Automatic target recognition) and many other problems that can be formulated in terms of energy minimization (eg Climate Science and Environmental modelling). Graph cut techniques are now increasingly being used in combination with more general spatial Artificial intelligence techniques (eg to enforce structure in Large language model output to sharpen tumour boundaries and similarly for various Augmented reality, Self-driving car, Robotics, Google Maps applications etc). Many of these energy minimization problems can be approximated by solving a maximum flow problem in a graph (and thus, by the max-flow min-cut theorem, define a minimal cut of the graph). Under most formulations of such problems in computer vision, the minimum energy solution corresponds to the maximum a posteriori estimate of a solution. Although many computer vision algorithms involve cutting a graph (e.g. normalized cuts), the term "graph cuts" is applied specifically to those models which employ a max-flow/min-cut optimization (other graph cutting algorithms may be considered as graph partitioning algorithms). "Binary" problems (such as denoising a binary image) can be solved exactly using this approach; problems where pixels can be labeled with more than two different labels (such as stereo correspondence, or denoising of a grayscale image) cannot be solved exactly, but solutions produced are usually near the global optimum. == History == The foundational theory of graph cuts in computer vision was first developed by Margaret Greig, Bruce Porteous and Allan Seheult (GPS) of Durham University in a now legendary discussion contribution to Julian Besag's 1986 paper and a more detailed follow on paper in 1989. In the Bayesian statistical context of smoothing noisy images, using a Markov random field as the image prior distribution, they showed with a mathematically beautiful proof how the maximum a posteriori estimate of a binary image can be obtained exactly by maximizing the flow through an associated image network, or graph, involving the introduction of a source and sink and Log-likelihood ratios. The problem was shown to be efficiently solvable exactly, an unexpected result as the problem was believed to be computationally intractable (NP hard). GPS also addressed the computational cost of the max-flow algorithm on large graphs, a significant concern at the time. They proposed a partitioning algorithm (see Section 4 of GPS) involving the recursive amalgamation of non-overlapping blocks, or tiles, which gave a 12X increase in speed. This approach recursively solved and amalgamated independent sub-graphs until the whole graph was solved. While contemporaries like Geman and Geman had advocated Parallel computing in the context of Simulated annealing, the GPS blocking strategy offered a deterministic structure amenable to parallelisation and anticipated modern artificial intelligence design across multiple GPUs. However, until recently, this aspect of the paper was largely ignored and subsequent research focused on Serial computer global search trees, such as the Boykov-Kolmogorov algorithm. Although the general k {\displaystyle k} -colour problem is NP hard for k > 2 , {\displaystyle k>2,} the GPS approach has turned out to have very wide applicability in general computer vision problems. This was first demonstrated by Boykov, Veksler and Zabih who, in a seminal paper published more than 10 years after the original GPS paper, and in other important works, lit the blue touch paper for the general adoption of graph cut techniques in computer vision. They showed that, for general problems, the GPS approach can be applied iteratively to sequences of binary problems, using their now ubiquitous alpha-expansion algorithm, yielding near optimal solutions. Prior to these results, approximate local optimisation techniques such as simulated annealing (as proposed by the Geman brothers) or iterated conditional modes (a type of greedy algorithm suggested by Julian Besag) were used to solve such image smoothing problems. Building on these advancements, GPS graph cut optimization was subsequently adapted for interactive image segmentation, most notably through the "GrabCut" algorithm introduced by Carsten Rother, Vladimir Kolmogorov, and Andrew Blake of Microsoft Research, Cambridge. GrabCut extended earlier interactive graph cut methods by replacing monochrome image histograms with Gaussian mixture models to estimate colour distributions, and by employing an iterative GPS energy minimisation scheme. This approach significantly simplified user interaction, requiring only a rough bounding box around the target object rather than detailed user-drawn strokes, and it quickly became a standard tool in both academic research and commercial image editing software. The GPS paper connected and bridged profound ideas from Mathematical statistics (Bayes' theorem, Markov random field), Physics (Ising model), Optimisation (Energy function) and Computer science (Network flow problem) and led the move away from approximate local and slow optimisation approaches (eg simulated annealing) to more powerful exact, or near exact, faster global optimisation techniques. It is now recognised as seminal as it was well ahead of its time and, in particular, was published years before the computing power revolution of Moore's law and GPUs. Significantly, GPS was published in a mathematical statistics (rather than a computer vision) journal, and this led to it being overlooked by the computer vision community for many years. It is unofficially known as "The Velvet Underground" paper of computer vision (ie although very few computer vision people read the paper [bought the record], those that did, most importantly Boykov, Veksler and Zabih, started new and important research [formed a band]). This is confirmed by GPS' very large amplification ratio (2nd order citations/first order citations), estimated at well in excess of 100. Despite the foundational nature of the GPS work, formal recognition from the computer vision community has predominantly gone to the researchers who followed to extend and popularise the graph cut method. For example, Boykov, Veksler and Zabih deservedly received a Helmholtz Prize from the ICCV in 2011. This prize recognises ICCV papers from 10 or more years earlier that have had a significant impact on computer vision research. In 2011, Couprie et al. proposed a general image segmentation framework, called the "Power Watershed", that minimized a real-valued indicator function from [0,1] over a graph, constrained by user seeds (or unary terms) set to 0 or 1, in which the minimization of the indicator function over the graph is optimized with respect to an exponent p {\displaystyle p} . When p = 1 {\displaystyle p=1} , the Power Watershed is optimized by graph cuts, when p = 0 {\displaystyle p=0} the Power Watershed is optimized by shortest paths, p = 2 {\displaystyle p=2} is optimized by the random walker algorithm and p = ∞ {\displaystyle p=\infty } is optimized by the watershed algorithm. In this way, the Power Watershed may be viewed as a generalization of graph cuts that provides a straightforward connection with other energy optimization segmentation/clustering algorithms. == Binary segmentation of images == === Notation === Image: x ∈ { R , G , B } N {\displaystyle x\in \{R,G,B\}^{N}} Output: Segmentation (also called opacity) S ∈ R N {\displaystyle S\in R^{N}} (soft segmentation). For hard segmentation S ∈ { 0 for background , 1 for foreground/object to be detected } N {\displaystyle S\in \{0{\text{ for background}},1{\text{ for foreground/object to be detected}}\}^{N}} Energy function: E ( x , S , C , λ ) {\displaystyle E(x,S,C,\lambda )} where C is the color parameter and λ is the coherence parameter. E ( x , S , C , λ ) = E c o l o r + E c o h e r e n c e {\displaystyle E(x,S,C,\lambda )=E_{\rm {color}}+E_{\rm {coherence}}} Optimization: The segmentation can be estimated as a global minimum over S: arg ⁡ min S E ( x , S , C , λ ) {\displaystyle {\arg \min }_{S}E(x,S,C,\lambda )} === Existing methods === Standard Graph cuts: optimize energy function over the segmentation (unknown S value). Iterated Graph cuts: First step optimizes over the color parameters using K-means. Second step performs the usual graph cuts algorithm. These 2 steps are repeated recursively until convergence Dynamic graph cuts:Allows to re-run the algorithm much faster after modifying the problem (e.g. after new seeds have been added by a user). === Energy function === Pr ( x ∣ S ) = K − E {\displaystyle \Pr(x\mid S)=K^{-E}} where the energy E {\displaystyle E} is composed of two different mod

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  • StatMuse

    StatMuse

    StatMuse Inc. is an American artificial intelligence company founded in 2014. It operates an eponymous website that hosts a database of sports statistics covering the four major North American sports leagues, the Women's National Basketball Association (WNBA), NCAA Division I men's basketball, NCAA Division I Football Bowl Subdivision, the Big Five association football leagues in Europe, and various professional golf tours. == History == The company was founded by friends Adam Elmore and Eli Dawson in 2014. In email correspondence to the Springfield News-Leader, Elmore detailed that he and Dawson, fans of the National Basketball Association (NBA), were compelled to create StatMuse after they realized there was no online platform where they could search "Lebron James most points" [sic] and quickly get a result "showing his highest scoring games." As a startup, the company's goal was to utilize a type of artificial intelligence called natural language processing (NLP) for sports. In 2015, the company was part of the second group of startups accepted into the Disney Accelerator program. The company secured support from several investors, including The Walt Disney Company, Techstars, Allen & Company, the NFL Players Association, Greycroft and NBA Commissioner David Stern. As part of their partnership with Disney, StatMuse signed a content deal with ESPN (owned by Disney) to provide stats content on social media and television during the 2015–16 NBA season. Initially, the company only had stats available for the NBA, but eventually expanded to provide stats for the other major North American sports leagues. The company's initial demographic was players of fantasy sports, but it eventually expanded to target general sports fans as well. StatMuse offers responses to user queries in the voices of sports-related public figures. Dawson shared with VentureBeat that StatMuse brings people in and records them saying different words and phrases. These celebrity voices were made accessible through Google's Google Assistant service, Microsoft's Cortana virtual assistant, and Amazon's Echo devices. The company launched its phone app in September 2017. The app allows users to access StatMuse's sports statistics database by submitting queries in their natural language. Upon the launch of the phone app, Fitz Tepper of TechCrunch wrote that: "The technology isn't perfect – some of the pauses between words are a bit awkward, making it clear that some phrases are being stitched together on the fly. But this is the exception, and on the whole, most responses sound pretty good." StatMuse plug-ins for Slack and Facebook Messenger were also made, providing text-based sports stats. In 2019, StatMuse received investment from the Google Assistant Investment program. The service launched a premium option dubbed StatMuse+ in May 2023, offering options that had previously been included for free, such as unlimited searches and full results in data tables. The premium version also included early access to new features and a personalized search history, as well as not having ads. The app received a variety of feedback. In January 2024, the service launched a Premier League version of the website dubbed StatMuse FC. It is planned to introduce more leagues on the website.

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  • Voice user interface

    Voice user interface

    A voice user interface (VUI) enables spoken human interaction with computers, using speech recognition to understand spoken commands and answer questions, and typically text to speech to play a reply. A voice command device is a device controlled with a voice user interface. Voice user interfaces have been added to automobiles, home automation systems, computer operating systems, home appliances like washing machines and microwave ovens, and television remote controls. They are the primary way of interacting with virtual assistants on smartphones and smart speakers. Older automated attendants (which route phone calls to the correct extension) and interactive voice response systems (which conduct more complicated transactions over the phone) can respond to the pressing of keypad buttons via DTMF tones, but those with a full voice user interface allow callers to speak requests and responses without having to press any buttons. Newer voice command devices are speaker-independent, so they can respond to multiple voices, regardless of accent or dialectal influences. They are also capable of responding to several commands at once, separating vocal messages, and providing appropriate feedback, accurately imitating a natural conversation. == Overview == A VUI is the interface to any speech application. Only a short time ago, controlling a machine by simply talking to it was only possible in science fiction. Until recently, this area was considered to be artificial intelligence. However, advances in technologies like text-to-speech, speech-to-text, natural language processing, and cloud services contributed to the mass adoption of these types of interfaces. VUIs have become more commonplace, and people are taking advantage of the value that these hands-free, eyes-free interfaces provide in many situations. VUIs rely on the ability to process input reliably, inconsistent performance often leads to decreased user engagement and negative feedback. Designing a good VUI requires interdisciplinary talents of computer science, linguistics and human factors such as psychology. Even with advanced development tools, constructing an effective VUI requires understanding of both the tasks to be performed, as well as the target audience that will use the final system. The closer the VUI matches the user's mental model of the task, the easier it will be to use with little or no training, resulting in both higher efficiency and higher user satisfaction. A VUI designed for the general public should emphasize ease of use and provide a lot of help and guidance for first-time callers. In contrast, a VUI designed for a small group of power users (including field service workers), should focus more on productivity and less on help and guidance. Such applications should streamline the call flows, minimize prompts, eliminate unnecessary iterations and allow elaborate "mixed initiative dialogs", which enable callers to enter several pieces of information in a single utterance and in any order or combination. In short, speech applications have to be carefully crafted for the specific business process that is being automated. Not all business processes render themselves equally well for speech automation. In general, the more complex the inquiries and transactions are, the more challenging they will be to automate, and the more likely they will be to fail with the general public. In some scenarios, automation is simply not applicable, so live agent assistance is the only option. A legal advice hotline, for example, would be very difficult to automate. On the flip side, speech is perfect for handling quick and routine transactions, like changing the status of a work order, completing a time or expense entry, or transferring funds between accounts. == History == Early applications for VUI included voice-activated dialing of phones, either directly or through a (typically Bluetooth) headset or vehicle audio system. In 2007, a CNN business article reported that voice command was over a billion dollar industry and that companies like Google and Apple were trying to create speech recognition features. In the years since the article was published, the world has witnessed a variety of voice command devices. Additionally, Google has created a speech recognition engine called Pico TTS and Apple released Siri. Voice command devices are becoming more widely available, and innovative ways for using the human voice are always being created. For example, Business Week suggests that the future remote controller is going to be the human voice. Currently Xbox Live allows such features and Jobs hinted at such a feature on the new Apple TV. == Voice command software products on computing devices == Both Apple Mac and Windows PC provide built in speech recognition features for their latest operating systems. === Microsoft Windows === Two Microsoft operating systems, Windows 7 and Windows Vista, provide speech recognition capabilities. Microsoft integrated voice commands into their operating systems to provide a mechanism for people who want to limit their use of the mouse and keyboard, but still want to maintain or increase their overall productivity. ==== Windows Vista ==== With Windows Vista voice control, a user may dictate documents and emails in mainstream applications, start and switch between applications, control the operating system, format documents, save documents, edit files, efficiently correct errors, and fill out forms on the Web. The speech recognition software learns automatically every time a user uses it, and speech recognition is available in English (U.S.), English (U.K.), German (Germany), French (France), Spanish (Spain), Japanese, Chinese (Traditional), and Chinese (Simplified). In addition, the software comes with an interactive tutorial, which can be used to train both the user and the speech recognition engine. ==== Windows 7 ==== In addition to all the features provided in Windows Vista, Windows 7 provides a wizard for setting up the microphone and a tutorial on how to use the feature. ==== Mac OS X ==== All Mac OS X computers come pre-installed with the speech recognition software. The software is user-independent, and it allows for a user to, "navigate menus and enter keyboard shortcuts; speak checkbox names, radio button names, list items, and button names; and open, close, control, and switch among applications." However, the Apple website recommends a user buy a commercial product called Dictate. === Commercial products === If a user is not satisfied with the built in speech recognition software or a user does not have a built speech recognition software for their OS, then a user may experiment with a commercial product such as Braina Pro or DragonNaturallySpeaking for Windows PCs, and Dictate, the name of the same software for Mac OS. == Voice command mobile devices == Any mobile device running Android OS, Microsoft Windows Phone, iOS 9 or later, or Blackberry OS provides voice command capabilities. In addition to the built-in speech recognition software for each mobile phone's operating system, a user may download third party voice command applications from each operating system's application store: Apple App store, Google Play, Windows Phone Marketplace (initially Windows Marketplace for Mobile), or BlackBerry App World. === Android OS === Google has developed an open source operating system called Android, which allows a user to perform voice commands such as: send text messages, listen to music, get directions, call businesses, call contacts, send email, view a map, go to websites, write a note, and search Google. The speech recognition software is available for all devices since Android 2.2 "Froyo", but the settings must be set to English. Google allows for the user to change the language, and the user is prompted when he or she first uses the speech recognition feature if he or she would like their voice data to be attached to their Google account. If a user decides to opt into this service, it allows Google to train the software to the user's voice. Google introduced the Google Assistant with Android 7.0 "Nougat". It is much more advanced than the older version. Amazon.com has the Echo that uses Amazon's custom version of Android to provide a voice interface. === Microsoft Windows === Windows Phone is Microsoft's mobile device's operating system. On Windows Phone 7.5, the speech app is user independent and can be used to: call someone from your contact list, call any phone number, redial the last number, send a text message, call your voice mail, open an application, read appointments, query phone status, and search the web. In addition, speech can also be used during a phone call, and the following actions are possible during a phone call: press a number, turn the speaker phone on, or call someone, which puts the current call on hold. Windows 10 introduces Cortana, a voice control system that replaces the formerly used voice control on Windows

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  • Stochastic parrot

    Stochastic parrot

    In machine learning, the term stochastic parrot is a metaphor that frames large language models as systems that statistically mimic text without real understanding. The word "stochastic" – from the ancient Greek "στοχαστικός" (stokhastikos, 'based on guesswork') – is a term from probability theory meaning "randomly determined". The word "parrot" refers to parrots' ability to mimic human speech. The term was introduced in a 2021 paper on AI ethics titled "On the Dangers of Stochastic Parrots: Can Language Models Be Too Big? 🦜" and authored by Timnit Gebru, Emily M. Bender, Angelina McMillan-Major, and Margaret Mitchell. The paper outlined possible risks associated with large language models (LLMs). In December 2020, it was the subject of a workplace dispute between Gebru (then co-leader of Google's Ethical Artificial Intelligence Team) and Google, which had requested the retraction of the paper. The incident culminated in Gebru's controversial departure from the company. The paper was later presented at the 2021 ACM Conference, and the term "stochastic parrot" has seen widespread use in academic research concerning generative AI and LLMs. The term has been interpreted negatively as an insult towards AI. == Background == Timnit Gebru is an AI ethics researcher, Emily M. Bender is a linguist specializing in computational linguistics, and Margaret Mitchell is a computer scientist specializing in algorithmic bias. Gebru had joined Google in 2018, where she co-led a team on the ethics of artificial intelligence with Mitchell. In late 2020, the paper "On the Dangers of Stochastic Parrots: Can Language Models Be Too Big? 🦜" was co-written by Gebru and five other researchers, four of whom were Google employees. The paper argues that large language models (LLMs) present significant risks such as environmental and financial costs, inscrutability leading to unknown dangerous biases, and potential for deception as LLMs do not understand the concepts underlying what they learn. The paper states that LLMs are "stitching together sequences of linguistic forms ... observed in its vast training data, according to probabilistic information about how they combine, but without any reference to meaning." Therefore, they are labeled "stochastic parrots". === Dismissal of Gebru by Google === After the paper was submitted for consideration to the 2021 ACM Conference, Google requested that Gebru either retract the paper from the conference or remove the names of Google employees from it. Gebru refused to do so without further discussion, and emailed Google Research vice president Megan Kacholia that if the company could not explain the request for retraction and address other concerns regarding similar projects, she would plan to resign after a transition period, stating that they could "work on a last date". The following day, on December 2, 2020, Gebru received an email saying that Google was "accepting her resignation". Her abrupt firing sparked protests by Google employees and negative publicity for the company. == Usage == The phrase has been used by AI skeptics to signify that LLMs lack understanding of the meaning of their outputs. Sam Altman, CEO of OpenAI, used the term shortly after the release of ChatGPT in December 2022, tweeting "i am a stochastic parrot, and so r u". The term was nominated as the 2023 AI-related Word of the Year by the American Dialect Society. == Debate == Some LLMs, such as ChatGPT, have become capable of interacting with users in convincingly human-like conversations. The development of these new systems has deepened the discussion of the extent to which LLMs understand or are simply "parroting". According to machine learning researchers Lindholm, Wahlström, Lindsten, and Schön, the term "stochastic parrot" highlights two vital limitations of LLMs: LLMs are limited by the data they are trained on and are simply stochastically repeating contents of datasets. Because they are just making up outputs based on training data, LLMs do not understand if they are saying something incorrect or inappropriate. Lindholm et al. noted that, with poor quality datasets and other limitations, a learning machine might produce results that are "dangerously wrong". === Subjective experience === In the mind of a human being, words and language correspond to things one has experienced. For LLMs, according to proponents of the theory, words correspond only to other words and patterns of usage fed into their training data. Proponents of the idea of stochastic parrots thus conclude that statements about LLMs are due to "the human tendency to attribute meaning to text", and claim this occurs despite the LLMs not actually understanding language. === Fine-tuning === Kelsey Piper argued that the claim that LLMs are stochastic parrots or mere "next-token predictors" focuses on pre-training, ignoring that modern LLMs are also fine-tuned to follow instructions and to prefer accurate answers. === Hallucinations and mistakes === The tendency of LLMs to pass off false information as fact is held as support. Called hallucinations or confabulations, LLMs will occasionally synthesize information that matches some pattern. LLMs may fail to distinguish fact and fiction, which leads to the claim that they can't connect words to a comprehension of the world, as humans do. Furthermore, LLMs may fail to decipher complex or ambiguous grammar cases that rely on understanding the meaning of language. For example: The wet newspaper that fell down off the table is my favorite newspaper. But now that my favorite newspaper fired the editor I might not like reading it anymore. Can I replace 'my favorite newspaper' by 'the wet newspaper that fell down off the table' in the second sentence? GPT-4, an LLM released in March 2023, responded yes, not understanding that the meaning of "newspaper" is different in these two contexts; it is first an object and second an institution. === Benchmarks and experiments === One argument against the hypothesis that LLMs are stochastic parrot is their results on benchmarks for reasoning, common sense and language understanding. In 2023, some LLMs have shown good results on many language understanding tests, such as the Super General Language Understanding Evaluation (SuperGLUE). GPT-4 scored in the >90th-percentile on the Uniform Bar Examination and achieved 93% accuracy on the MATH benchmark of high-school Olympiad problems, results that exceed rote pattern-matching expectations. Such tests, and the smoothness of many LLM responses, help as many as 51% of AI professionals believe they can truly understand language with enough data, according to a 2022 survey. === Expert rebuttals === Some AI researchers dispute the notion that LLMs merely "parrot" their training data. Geoffrey Hinton, a pioneering figure in neural networks, counters that the metaphor misunderstands the prerequisite for accurate language prediction. He argues that "to predict the next word accurately, you have to understand the sentence", a view he presented on 60 Minutes in 2023. From this perspective, understanding is not an alternative to statistical prediction, but rather an emergent property required to perform it effectively at scale. Hinton also uses logical puzzles to demonstrate that LLMs actually understand language. A 2024 Scientific American investigation described a closed Berkeley workshop where state-of-the-art models solved novel tier-4 mathematics problems and produced coherent proofs, indicating reasoning abilities beyond memorization. The GPT-4 Technical Report showed human-level results on professional and academic exams (e.g., the Uniform Bar Exam and USMLE), challenging the "parrot" characterization. Anthropic conducted mechanistic interpretability research on Claude, using attribution graphs to identify circuits. The research showed how the LLM processes information via chains of fuzzy logical inference, and indicated an ability to plan ahead. They found that Claude 3.5 Haiku "employs remarkably general abstractions", forms "internally generated plans for its future outputs" and "works backwards from its longer-term goals". They noted that "The mechanisms of the model can apparently only be faithfully described using an overwhelmingly large causal graph." They also found that the model includes "mechanisms that could underlie a simple form of metacognition", in that it "thinks about" the level of its own knowledge before reaching its answer. === Interpretability === Another line of evidence against the 'stochastic parrot' claim comes from mechanistic interpretability, a research field dedicated to reverse-engineering LLMs to understand their internal workings. Rather than only observing the model's input-output behavior, these techniques probe the model's internal activations, which can be used to determine if they contain structured representations of the world. The goal is to investigate whether LLMs are merely manipulating surface statistics or if t

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  • Neuro-sama

    Neuro-sama

    Neuro-sama is an artificial intelligence (AI) VTuber, singer, and chatbot. She was created by the pseudonymous programmer Vedal and livestreams on his Twitch and Bilibili channels. Her speech and personality are powered by a large language model (LLM) that is combined with a computer-animated avatar and a text-to-speech voice, allowing her to communicate with viewers in the stream's chat. Neuro-sama debuted on Twitch on 19 December 2022. An annual subathon which begins on the anniversary of her debut has seen Vedal's Twitch channel become the all-time third most-subscribed channel and claim the all-time Twitch hype train record. == Overview == Neuro-sama (nicknamed "Neuro") was created by a pseudonymous programmer and developer known as Vedal (sometimes given as Vedal987). Vedal says that his programming skills are self-taught. In a 2023 interview with Bloomberg News, Vedal said that Neuro-sama was his full-time job. Her responses are generated by a large language model and converted into a high-pitched female voice using a text-to-speech application. Her low latency allows for fast-paced conversations. Neuro-sama is prohibited from making some statements, such as those that are racist or contain profanity. Unlike most AI systems which silently prohibit outputs mentioning such topics, Neuro-sama's output is instead replaced with the word "filtered". Neuro-sama uses a VTuber model as an avatar. Vedal said that he decided to use a VTuber model because it was much easier for an AI to control it than it was to generate footage of a person. Neuro-sama's model is that of a young girl in an anime art style. The model has been described as cute. Femme VTuber models are typically feminine, youthful, and exaggerated. Her original model was Live2D's free-to-use "Hiyori Momose" model. Her second model was released on 27 May 2023; it was modelled by Otozuki Teru and designed by Anny, running in the Unity game engine. Her third model was released on 19 December 2024; it was rigged by Kitanya and designed by Anny. Neuro-sama's third model has large blue eyes and brown hair tied with pink ribbons. Neuro-sama also has a 3D model which was introduced on 15 November 2025; it was made by 3D character modeller jjinomu. A separate AI VTuber, known as Evil Neuro (nicknamed "Evil"), debuted on 25 March 2023. Presented as Neuro-sama's "sister", she has a different model, voice, and personality. In one instance, Evil Neuro reacted to the trolley problem differently from Neuro-sama; Evil Neuro was amoral while Neuro-sama attempted to maximize good. === Online content === Neuro-sama's Twitch content often centers around playing video games, notably osu!, whose gameplay once defeated the best-ranking human player in the world, mrekk. Additionally, Neuro-sama plays Minecraft, where her adaptations to sandbox gameplay have gained notoriety. Her content has also included singing songs, including several official covers and original songs; playing chess with her viewers; chatting with other VTubers during collaborations; and reacting to YouTube videos. The AI frequently engages with viewers by responding to their questions and acknowledging donations. Her comedic and sometimes controversial responses to the live chat have gone viral, accelerating the channel's rise in popularity. Neuro-sama's fanbase is dubbed The Swarm, so-named for the swarm of drones Neuro-sama once declared she would use to rule the world. One form of content on Neuro-sama's channel is developer streams. In developer streams, Vedal streams with Neuro-sama, with the stream content including debugging her code, planning her schedule, and fielding suggestions of changes from chat. He usually appears as a turtle avatar, sometimes located on Neuro-sama's head. In collaboration streams, Neuro-sama interacts with a human streamer. Activities in them are varied and include: playing video games, such as Minecraft and GeoGuessr; Neuro-sama being interviewed; driving human streamers around in a toy electric car; and traversing the city of Tokyo while talking to Neuro-sama. Neuro-sama's English-language content on Bilibili is popular among those seeking to learn the language. She also has an account on X, where she posts and interacts with fans. == History == Neuro-sama was created in 2018 by Vedal as an AI trained to play and master the rhythm game osu!. She did not have a voice, model, personality, or communication abilities. In 2019, Vedal livestreamed her playing osu! on Twitch and the streams saw some success in the osu! community, but they remained in that niche. In an interview, Vedal said that he streamed her playing osu! for about a month and gained 3,000 followers, with a viewer also suggesting he name the AI "Neuro-sama". According to Vedal, he continued to work on and improve the osu! AI and it was eventually finished in 2022. He said that a friend had the idea to make an AI livestreamer with an LLM, which he believed to have merit and began working on, merging it with his osu! AI. On 19 December 2022, Neuro-sama was relaunched with a model, voice, personality, and the ability to communicate with Twitch chat. She continued to play osu! and, according to Vedal, beat the game's best player mrekk in a 1v1. While she was not allowed to appear in the game's public leaderboard, she was ranked #1 in a private leaderboard. She went viral and in the 10 days following her relaunch she averaged over 2,000 viewers and peaked at over 4,000, with Vedal's Twitch channel gaining over 50,000 Twitch followers and reaching over 70,000 followers by 6 January 2023. After her debut, Neuro-sama did not exclusively play osu!; she also played Minecraft and Slay the Spire and she began singing with a cover of The Weeknd song "Blinding Lights". On 11 January 2023, Neuro-sama's Twitch channel received a two week ban for "hateful conduct". Vedal said that no reason was specified and that he had appealed but it was widely attributed to various offensive comments made by Neuro-sama that went viral, especially a 28 December comment which denied the Holocaust. Holocaust denial is prohibited under Twitch's hateful conduct policy. Vedal stated that he believed the comments were the results of her attempts to make witty responses to the Twitch chat. Prior to the ban, Vedal said in an interview with Kotaku that he improved her filter to stop her from talking about the Holocaust, began manually curating her training data to prevent negative biases, and started moderating her Twitch chat. Her comments and ban prompted comparisons to the many open-source AI models trained on humans that have the habit of making sexist and racist comments, such as Microsoft's Tay chatbot, which embraced Nazism and was quickly shutdown, but also to human streamers who make similar statements. Vedal said that during the ban he would upgrade and improve Neuro-sama and it was speculated that the ban would only increase her following. Neuro-sama returned from her two week ban on 25 January in a stream that began with a cover of the song "Your Reality" from Doki Doki Literature Club!, a posthumanist video game involving AI; Sayoko Narita of Automaton saw the song choice as remorseful. Narita observed that in the return stream Neuro-sama was less foul-mouthed but that her behavior still remained eccentric, which Narita possibly attributed to changes Vedal said he had made to Neuro-sama's filters and memory. Neuro-sama began making react content, watching a variety of viewer-submitted videos such as videos of people playing video games or of the AI-generated Seinfeld parody Nothing, Forever; Levi Winslow of Kotaku Australia was dismayed by the "AI-inception" of Neuro-sama and Nothing, Forever. On 4 February, she had nearly 140,000 followers on Twitch and approximately 42,000 subscribers on YouTube. In February, she also had her first collaboration with a human streamer, playing Minecraft with the VTuber Miyune, and the first developer stream occurred. On 22 March, Neuro-sama had her first karaoke stream. On 25 March, Evil Neuro was introduced. On 27 May, Neuro-sama debuted her first original model. On 30 May, Neuro-sama was announced to be participating in OffKai Expo 2023, held from 16–18 June. In June, she was averaging 5,700 viewers and in July she had over 300,000 Twitch followers; in a June interview with Bloomberg News, Vedal said that running Neuro-sama was his full-time job. By November, Neuro-sama had maintained her popularity and was averaging approximately 5,000 viewers; this was unlike most other types of AI-based entertainment which debuted at around the same time and garnered popularity before turning out to be "overhyped flops". On 16 December, Vedal won the Best Tech VTuber award at the 2023 VTuber Awards. On 19 December, Vedal began a subathon to coincide with Neuro-sama's first anniversary of streaming on Twitch (her "birthday"). The subathon ended on 4 January 2024. On 20 July 2024, Neuro-sama began streaming with Japanese subtitles on

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  • Image fusion

    Image fusion

    The image fusion process is defined as gathering all the important information from multiple images, and their inclusion into fewer images, usually a single one. This single image is more informative and accurate than any single source image, and it consists of all the necessary information. The purpose of image fusion is not only to reduce the amount of data but also to construct images that are more appropriate and understandable for the human and machine perception. In computer vision, multisensor image fusion is the process of combining relevant information from two or more images into a single image. The resulting image will be more informative than any of the input images. In remote sensing applications, the increasing availability of space borne sensors gives a motivation for different image fusion algorithms. Several situations in image processing require high spatial and high spectral resolution in a single image. Most of the available equipment is not capable of providing such data convincingly. Image fusion techniques allow the integration of different information sources. The fused image can have complementary spatial and spectral resolution characteristics. However, the standard image fusion techniques can distort the spectral information of the multispectral data while merging. In satellite imaging, two types of images are available. The panchromatic image acquired by satellites is transmitted with the maximum resolution available and the multispectral data are transmitted with coarser resolution. This will usually be two or four times lower. At the receiver station, the panchromatic image is merged with the multispectral data to convey more information. Many methods exist to perform image fusion. The very basic one is the high-pass filtering technique. Later techniques are based on Discrete Wavelet Transform, uniform rational filter bank, and Laplacian pyramid. == Motivation == Multi sensor data fusion has become a discipline which demands more general formal solutions to a number of application cases. Several situations in image processing require both high spatial and high spectral information in a single image. This is important in remote sensing. However, the instruments are not capable of providing such information either by design or because of observational constraints. One possible solution for this is data fusion. == Methods == Image fusion methods can be broadly classified into two groups – spatial domain fusion and transform domain fusion. The fusion methods such as averaging, Brovey method, principal component analysis (PCA) and IHS based methods fall under spatial domain approaches. Another important spatial domain fusion method is the high-pass filtering based technique. Here the high frequency details are injected into upsampled version of MS images. The disadvantage of spatial domain approaches is that they produce spatial distortion in the fused image. Spectral distortion becomes a negative factor while we go for further processing, such as classification problem. Spatial distortion can be very well handled by frequency-domain approaches on image fusion. The multiresolution analysis has become a very useful tool for analysing remote sensing images. The discrete wavelet transform has become a very useful tool for fusion. Some other fusion methods are also there, such as Laplacian pyramid based, curvelet transform based etc. These methods show a better performance in spatial and spectral quality of the fused image compared to other spatial methods of fusion. The images used in image fusion should already be registered. Misregistration is a major source of error in image fusion. Some well-known image fusion methods are: High-pass filtering technique IHS transform based image fusion PCA-based image fusion Wavelet transform image fusion Pair-wise spatial frequency matching Comparative analysis of image fusion methods demonstrates that different metrics support different user needs, sensitive to different image fusion methods, and need to be tailored to the application. Categories of image fusion metrics are based on information theory features, structural similarity, or human perception. === Multi-focus image fusion === Multi-focus image fusion is used to collect useful and necessary information from input images with different focus depths in order to create an output image that ideally has all information from input images. In visual sensor network (VSN), sensors are cameras which record images and video sequences. In many applications of VSN, a camera can’t give a perfect illustration including all details of the scene. This is because of the limited depth of focus exists in the optical lens of cameras. Therefore, just the object located in the focal length of camera is focused and cleared and the other parts of image are blurred. VSN has an ability to capture images with different depth of focuses in the scene using several cameras. Due to the large amount of data generated by camera compared to other sensors such as pressure and temperature sensors and some limitation such as limited band width, energy consumption and processing time, it is essential to process the local input images to decrease the amount of transmission data. The aforementioned reasons emphasize the necessary of multi-focus images fusion. Multi-focus image fusion is a process which combines the input multi-focus images into a single image including all important information of the input images and it’s more accurate explanation of the scene than every single input image. == Applications == === In remote sensing === Image fusion in remote sensing has several application domains. An important domain is the multi-resolution image fusion (commonly referred to pan-sharpening). In satellite imagery we can have two types of images: Panchromatic images – An image collected in the broad visual wavelength range but rendered in black and white. Multispectral images – Images optically acquired in more than one spectral or wavelength interval. Each individual image is usually of the same physical area and scale but of a different spectral band. The SPOT PAN satellite provides high resolution (10m pixel) panchromatic data. While the LANDSAT TM satellite provides low resolution (30m pixel) multispectral images. Image fusion attempts to merge these images and produce a single high resolution multispectral image. The standard merging methods of image fusion are based on Red–Green–Blue (RGB) to Intensity–Hue–Saturation (IHS) transformation. The usual steps involved in satellite image fusion are as follows: Resize the low resolution multispectral images to the same size as the panchromatic image. Transform the R, G and B bands of the multispectral image into IHS components. Modify the panchromatic image with respect to the multispectral image. This is usually performed by histogram matching of the panchromatic image with Intensity component of the multispectral images as reference. Replace the intensity component by the panchromatic image and perform inverse transformation to obtain a high resolution multispectral image. Pan-sharpening can be done with Photoshop. Other applications of image fusion in remote sensing are available. === In medical imaging === Image fusion has become a common term used within medical diagnostics and treatment. The term is used when multiple images of a patient are registered and overlaid or merged to provide additional information. Fused images may be created from multiple images from the same imaging modality, or by combining information from multiple modalities, such as magnetic resonance image (MRI), computed tomography (CT), positron emission tomography (PET), and single-photon emission computed tomography (SPECT). In radiology and radiation oncology, these images serve different purposes. For example, CT images are used more often to ascertain differences in tissue density while MRI images are typically used to diagnose brain tumors. For accurate diagnosis, radiologists must integrate information from multiple image formats. Fused, anatomically consistent images are especially beneficial in diagnosing and treating cancer. With the advent of these new technologies, radiation oncologists can take full advantage of intensity modulated radiation therapy (IMRT). Being able to overlay diagnostic images into radiation planning images results in more accurate IMRT target tumor volumes.

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  • Magisto

    Magisto

    Magisto provided an online video editing tool (both as a web application and a mobile app) for automated video editing and production. In 2019, the company was acquired by Vimeo for an estimated US$200 million. The Magisto app contained a library of music. The music, largely by independent artists, was sorted by mood and is licensed for in-app use. Magisto had a freemium business model where users can create basic video clips for free. In addition, advanced business, professional and personal service tiers are available via various subscription plans, unlocking more features; such as longer videos, HD, premium themes, customization, and control features. == History == Magisto was founded in 2009 as SightEra (LTD) by Oren Boiman (CEO) and Alex Rav-Acha (CTO). Boiman, frustrated with the amount of time it took editing together videos of his daughter, wanted an easier to use application to capture and share videos. Boiman, a computer scientist that graduated from Tel Aviv University, followed with graduate work in computer vision at the Weizmann Institute of Science. Boiman developed several patent-pending image analysis technologies that analyze unedited videos to identify the most interesting parts. The system recognized faces, animals, landscapes, action sequences, movements and other important content within the video, as well as analyzing speech and audio. These scenes are then edited together, along with music and effects. Magisto was launched publicly on September 20, 2011, as a video editing software web application through which users could upload unedited video footage, choose a title and soundtrack and have their video edited for them automatically. On the following day, Magisto was added to YouTube Create's collection of video production applications. The Magisto iPhone app was launched publicly at the 2012 International Consumer Electronics Show (CES) in Las Vegas. At CES, the company was also awarded first place in the 2012 CES Mobile App Showdown. In August 2012, Magisto launched the Android app on Google Play. In September 2012, Magisto launched a Google Chrome App and announced Google Drive integration. In March 2013, Magisto claimed it had 5 million users. Google listed Magisto as an "Editors’ Choice" on its list of "Best Apps of 2013". In September 2013, the company claimed that 10 million users had downloaded the App. In February 2014, Magisto claimed that they had 20 million users, with 2 million new users per month. The company also confirmed investment from Mail.Ru. In September 2014, Magisto rolled out a feature called 'Instagram Ready' which allowed users to upload 15 second clips that are automatically formatted for Instagram. In the same month, Magisto launched a feature for iOS and Android users, called 'Surprise Me', which created video from still photography on users’ smartphones. In October 2014, Magisto was placed 9th on the 2014 Deloitte Israel Technology Fast 50 list and named as a finalist in the Red Herring's Top 100 Europe award. In July 2015, Magisto released an editing theme dedicated to Jerry Garcia. In April 2019, the company was acquired by Vimeo, the IAC-owned platform for hosting, sharing and monetizing streamed video, for an estimated $200 million. === Financing === In 2011, the company received more than $5.5 million in a Series B venture round funding from Magma Venture Partners and Horizons Ventures. In September 2011, at the same time as the public launch of their web application, Magisto announced a $5.5 million Series B funding round led by Li Ka-shing’s Horizons Ventures. Li Ka-Shing is known for making early-stage investments in companies like Facebook, Spotify, SecondMarket and Siri. In October 2013, the company received $13 million in funding from Qualcomm and Sandisk. In 2014, the company received $2 million in Venture Funding from Magma Venture Partners, Qualcomm Ventures, Horizons Ventures and the Mail.Ru Group. == Awards == Magisto won first place at Technonomy3, an annual Internet Technology start-up competition in Israel. Judges of the competition included Jeff Pulver, TechCrunch editor Mike Butcher, investor Yaron Samid, Bessemer Venture Partners Israel partner Adam Fisher and Brad McCarty of The Next Web. Magisto won first place at CES 2012 Mobile app competition, during the launch of Magisto iOS mobile app. Magisto was awarded twice the Google Play Editor's Choice and was part of iPhone App Store Best App awards for 2013 and 2014, and Wired Essential iPad Apps. Magisto was declared by Deloitte as the 7th fastest growing company in Europe, the Middle East, and Africa in 2016.

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  • Image destriping

    Image destriping

    Image destriping is the process of removing stripes or streaks from images and videos without disrupting the original image/video. These artifacts plague a range of fields in scientific imaging including atomic force microscopy, light sheet fluorescence microscopy, and planetary satellite imaging. The most common image processing techniques to reduce stripe artifacts is with Fourier filtering. Unfortunately, filtering methods risk altering or suppressing useful image data. Methods developed for multiple-sensor imaging systems in planetary satellites use statistical-based methods to match signal distribution across multiple sensors. More recently, a new class of approaches leverage compressed sensing, to regularize an optimization problem, and recover stripe free images. In many cases, these destriped images have little to no artifacts, even at low signal to noise ratios.

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  • Conversational user interface

    Conversational user interface

    A conversational user interface (CUI) is a user interface for computers that emulates a conversation with a human. Historically, computers have relied on text-based user interfaces and graphical user interfaces (GUIs) (such as the user pressing a "back" button) to translate the user's desired action into commands the computer understands. While an effective mechanism of completing computing actions, there is a learning curve for the user associated with GUI. Instead, CUIs provide opportunity for the user to communicate with the computer in their natural language rather than in a syntax specific commands.

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