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  • Cognition Network Technology

    Cognition Network Technology

    Cognition Network Technology (CNT), also known as Definiens Cognition Network Technology, is an object-based image analysis method developed by Nobel laureate Gerd Binnig together with a team of researchers at Definiens AG in Munich, Germany. It serves for extracting information from images using a hierarchy of image objects (groups of pixels), as opposed to traditional pixel processing methods. To emulate the human mind's cognitive powers, Definiens used patented image segmentation and classification processes, and developed a method to render knowledge in a semantic network. CNT examines pixels not in isolation, but in context. It builds up a picture iteratively, recognizing groups of pixels as objects. It uses the color, shape, texture and size of objects as well as their context and relationships to draw conclusions and inferences, similar to human analysis. == History == In 1994 Professor Gerd Binnig founded Definiens. CNT was first available with the launch of the eCognition software in May 2000. In June 2010, Trimble Navigation Ltd (NASDAQ: TRMB) acquired Definiens business asset in earth sciences markets, including eCognition software, and also licensed Definiens' patented CNT. In 2014, Definiens was acquired by MedImmune, the global biologics research and development arm of AstraZeneca, for an initial consideration of $150 million. == Software == Definiens Tissue Studio Definiens Tissue Studio is a digital pathology image analysis software application based on CNT. The intended use of Definiens Tissue Studio is for biomarker translational research in formalin-fixed, paraffin-embedded tissue samples which have been treated with immunohistochemical staining assays, or hematoxylin and eosin (H&E). The central concept behind Definiens Tissue Studio is a user interface that facilitates machine learning from example digital histopathology images to derive an image analysis solution suitable for the measurement of biomarkers and/or histological features within pre-defined regions of interest on a cell-by-cell basis, and within sub-cellular compartments. The derived image analysis solution is then automatically applied to subsequent digital images to objectively measure defined sets of multiparametric image features. These data sets are used for further understanding the underlying biological processes that drive cancer and other diseases. Image processing and data analysis are performed either on a local desktop computer workstation, or on a server grid. eCognition The eCognition suite offers three components that can be used stand-alone or in combination to solve image analysis tasks. eCognition Developer is a development environment for object-based image analysis. It is used in earth sciences to develop rule sets (or applications) for the analysis of remote sensing data. eCognition Architect enables non-technical users to configure, calibrate and execute image analysis workflows created in eCognition Developer. eCognition Server software provides a processing environment for batch execution of image analysis jobs. eCognition software is utilized in numerous remote sensing and geospatial application scenarios and environments, using a variety of data types: Generic: Rapid Mapping, Change Detection, Object Recognition By environment: Diverse Landcover Mapping, Urban Analysis (i.e. impervious surface area analysis for taxation, property assessment for insurance, inventory of green infrastructure), Forestry (i.e. biomass measurement, species identification, firescar measurement), Agriculture (i.e. regional planning, precision farming, crisis response), Marine and Riparian (i.e. ecosystem evaluation, disaster management, harbor monitoring). Other: Defense, security, atmosphere and climate The online eCognition community was launched in July 2009 and had 2813 members as of July 9, 2010. Membership is distributed globally and user conferences are held regularly, the last having taken place in November 2009 in Munich, Germany. The bi-annual GEOBIA (Geographic Object-Based Image Analysis) conference is heavily attended by eCognition users, with the majority of presentations based on eCognition software.

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  • Katia Sycara

    Katia Sycara

    Ekaterini Panagiotou Sycara (Greek: Κάτια Συκαρά) is a Greek computer scientist. She is an Edward Fredkin Research Professor of Robotics in the Robotics Institute, School of Computer Science at Carnegie Mellon University internationally known for her research in artificial intelligence, particularly in the fields of negotiation, autonomous agents and multi-agent systems. She directs the Advanced Agent-Robotics Technology Lab at Robotics Institute, Carnegie Mellon University. She also serves as academic advisor for PhD students at both Robotics Institute and Tepper School of Business. == Education and early life == Born in Greece, she went to the United States to pursue advanced education through various scholarships, including a Fulbright (1965-1969). She received a B.S. in applied mathematics from Brown University, M.S. in electrical engineering from the University of Wisconsin–Milwaukee, and PhD in computer science from Georgia Institute of Technology. == Research and career == Sycara is a pioneer in the field of semantic web, case-based reasoning, autonomous agents and multi-agent systems. She has authored or co-authored more than 700 technical papers dealing with multi-agent systems, software agents, web services, semantic web, human–computer interaction, human-robot interaction, negotiation, case-based reasoning and the application of these techniques to crisis action planning, scheduling, manufacturing, healthcare management, financial planning and e-commerce.[1] She has led multimillion-dollar research effort funded by DARPA, NASA, AFOSR, ONR, AFRL, NSF and industry. Through an ONR MURI program and though the COABS DARPA program, Prof. Sycara's group has developed the RETSINA multiagent infrastructure, a toolkit that enables the development of heterogeneous software agents that can dynamically coordinate in open information environments (e.g. the Internet). RETSINA has been used in multiple applications including supporting human joint mission teams for crisis response; creating autonomous agents for situation awareness and information fusion; financial portfolio management, negotiations and coalition formation for e-commerce, and coordinating robots for Urban Search and Rescue. Sycara is one of the contributors to the development of OWL-S, the Darpa-sponsored language for Semantic Web services, as well as matchmaking and brokering software for agent discovery, service integration and semantic interoperation. === Academic service === Sycara is the founding Editor-in-Chief of the journal Autonomous Agents and Multi-Agent Systems; Editor-in-Chief, of the Springer Series on Agents; and Area Editor of AI and Management Science, the journal "Group Decision and Negotiation." She is a member of the Editorial Board, the Kluwer book series on "Multiagent Systems, Artificial Societies and Simulated Organizations"; member of the editorial board, the journals "Agent Oriented Software Engineering", "Web Intelligence and Agent Technologies", "Journal of Infonomics", "Fundamenda Informaticae", and "Concurrent Engineering: Research and Applications"; and member of the editorial board of the "ETAI journal on the Semantic Web" (1998–2001). She was on the Editorial Board of "IEEE Intelligent Systems and their Applications" (1992–1996), and "AI in Engineering" (1990–1996). She is a member of the Scientific Advisory Board of France Telecom, 2003-2009; member of the Scientific Advisory Board of the Institute of Informatics and Telecommunications of the Greek National Research Center Demokritos, 2004-2012; member of the AAAI Executive Council (1996–99); member of the OASIS Technical committee on the development of UDDI (Universal Description and Discovery for Interoperability) software which is an industry standard; and an invited expert for W3C (the World Wide Web Consortium) Working Group on Web Services Architecture. She was a founding member of the Board of Directors of the International Foundation of Multiagent Systems (IFMAS), and founding member of the Semantic Web Science Association. Sycara served as the program chair of the Second International Semantic Web Conference (ISWC 2003); general chair, of the Second International Conference on Autonomous Agents (Agents 98); chair of the Steering Committee of the Agents Conference (1999–2001); scholarship chair of AAAI (1993–1999); and the US co-chair for the US-Europe Semantic Web Services Initiative. === Awards and honors === Sycara is a Fellow of Institute of Electrical and Electronics Engineers (IEEE), and a Fellow of American Association for Artificial Intelligence (AAAI). Sycara is the recipient of the 2002 ACM/SIGART Agents Research Award. She is also the recipient of the 2015 Group Decision and Negotiation (GDN) Award of the Institute for Operations Research and the Management Sciences (INFORMS) GDN Section for her outstanding contributions to the field of group decision and negotiation. According to the citation of the award: Katia Sycara is widely acknowledged as one of the leading researchers in the field of autonomous software agents and in particular on problems related to joint decision making and negotiations of such agents. Her work is characterized by a unique combination of methods from Artificial Intelligence and research on human negotiations, and thus has contributed to significant advances in both fields. Sycara's robot teams have won multiple international awards. In the 2005 Robocup Urban Search and Rescue (US Open) held in Atlanta, her team won the First-in-Class Award for Autonomy, and the First-in-Class Award for Mobility. Two years later, again in Atlanta, she led another team that became a world champions in the 2007 International Robocup Search and Rescue Simulation League Competition. In 2008, her robotic team placed third in the Worldwide Robocup Championship Competition in the Urban Search and Rescue Virtual robots League held in Beijing, China. In 2005, she received the Outstanding Alumnus Award from the University of Wisconsin–Milwaukee. She was awarded an Honorary Doctorate from the University of the Aegean in 2004.

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  • Trigram tagger

    Trigram tagger

    In computational linguistics, a trigram tagger is a statistical method for automatically identifying words as being nouns, verbs, adjectives, adverbs, etc. based on second order Markov models that consider triples of consecutive words. It is trained on a text corpus as a method to predict the next word, taking the product of the probabilities of unigram, bigram and trigram. In speech recognition, algorithms utilizing trigram-tagger score better than those algorithms utilizing IIMM tagger but less well than Net tagger. The description of the trigram tagger is provided by Brants (2000).

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  • Top 10 AI Photo Editors Compared (2026)

    Top 10 AI Photo Editors Compared (2026)

    Looking for the best AI photo editor? An AI photo editor is software that uses machine learning to help you get more done — it can save you hours every week by automating repetitive work. Most options offer a generous free tier, with paid plans unlocking higher limits, faster processing, and team features. Whether you are a beginner or a pro, the right AI photo editor slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

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  • Automated machine learning

    Automated machine learning

    Automated machine learning (AutoML) is the process of automating the tasks of applying machine learning to real-world problems. It is the combination of automation and ML. AutoML potentially includes every stage from beginning with a raw dataset to building a machine learning model ready for deployment. AutoML was proposed as an artificial intelligence-based solution to the growing challenge of applying machine learning. The high degree of automation in AutoML aims to allow non-experts to make use of machine learning models and techniques without requiring them to become experts in machine learning. Automating the process of applying machine learning end-to-end additionally offers the advantages of producing simpler solutions, faster creation of those solutions, and models that often outperform hand-designed models. Common techniques used in AutoML include hyperparameter optimization, meta-learning and neural architecture search. == Comparison to the standard approach == In a typical machine learning application, practitioners have a set of input data points to be used for training. The raw data may not be in a form that all algorithms can be applied to. To make the data amenable for machine learning, an expert may have to apply appropriate data pre-processing, feature engineering, feature extraction, and feature selection methods. After these steps, practitioners must then perform algorithm selection and hyperparameter optimization to maximize the predictive performance of their model. If deep learning is used, the architecture of the neural network must also be chosen manually by the machine learning expert. Each of these steps may be challenging, resulting in significant hurdles to using machine learning. AutoML aims to simplify these steps for non-experts, and to make it easier for them to use machine learning techniques correctly and effectively. AutoML plays an important role within the broader approach of automating data science, which also includes challenging tasks such as data engineering, data exploration and model interpretation and prediction. == Targets of automation == Automated machine learning can target various stages of the machine learning process. Steps to automate are: Data preparation and ingestion (from raw data and miscellaneous formats) Column type detection; e.g., Boolean, discrete numerical, continuous numerical, or text Column intent detection; e.g., target/label, stratification field, numerical feature, categorical text feature, or free text feature Task detection; e.g., binary classification, regression, clustering, or ranking Feature engineering Feature selection Feature extraction Meta-learning and transfer learning Detection and handling of skewed data and/or missing values Model selection - choosing which machine learning algorithm to use, often including multiple competing software implementations Ensembling - a form of consensus where using multiple models often gives better results than any single model Hyperparameter optimization of the learning algorithm and featurization Neural architecture search Pipeline selection under time, memory, and complexity constraints Selection of evaluation metrics and validation procedures Problem checking Leakage detection Misconfiguration detection Analysis of obtained results Creating user interfaces and visualizations == Challenges and Limitations == There are a number of key challenges being tackled around automated machine learning. A big issue surrounding the field is referred to as "development as a cottage industry". This phrase refers to the issue in machine learning where development relies on manual decisions and biases of experts. This is contrasted to the goal of machine learning which is to create systems that can learn and improve from their own usage and analysis of the data. Basically, it's the struggle between how much experts should get involved in the learning of the systems versus how much freedom they should be giving the machines. However, experts and developers must help create and guide these machines to prepare them for their own learning. To create this system, it requires labor intensive work with knowledge of machine learning algorithms and system design. Additionally, other challenges include meta-learning and computational resource allocation.

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  • RE/flex

    RE/flex

    RE/flex (or RE-flex) is a computer program that generates lexical analyzers also known as "scanners" or "lexers". Lexical analysis is the process of converting an input character stream into a sequence of tokens, a task known as lexical tokenization. == Overview == Most notable lexer generators used in practice, including Flex, Ragel, and RE/flex are based on deterministic finite automata (DFA) for efficient pattern matching, despite the theoretical possibility of an exponential increase in DFA size. In practice, lexer specifications typically use deterministic regular expressions, which makes substantial DFA blowup uncommon. RE/flex translates a POSIX-compliant lexer specification directly into a DFA using standard construction techniques described in the compiler literature, extending the techniques to handle lazy matching and indentation detection applicable to specific programming language tokenization tasks. Like Flex, RE/flex generates efficient DFA-based scanners, but it shares no code with Flex and is implemented as a complete rewrite in C++. In addition to its native DFA-based engine, RE/flex can also be combined with external regular expression libraries that are not DFA-based, such as the C++ standard library regex engine, PCRE, and boost.regex. This is achieved by systematically rewriting the set of lexer patterns into a form suitable for tokenization with the selected external library. RE/flex performs this rewriting automatically using translation rules that are specific to each supported regular expression library. A lexer specification defines a set of regular expression patterns { p i : i = 1 , … , n } {\displaystyle \{p_{i}:i=1,\ldots ,n\}} corresponding to different token classes, such as identifiers, keywords, literals, and operators. These patterns can be combined into a single regular expression R = ( p 1 ) ∣ ( p 2 ) ∣ … ∣ ( p n ) {\displaystyle R=(p_{1})\mid (p_{2})\mid \ldots \mid (p_{n})} . When applied to an input string, a regular expression engine repeatedly matches R {\displaystyle R} , returning the index i of the matched subpattern ( p i ) {\displaystyle (p_{i})} , thereby decomposing the input into a sequence of tokens. Example use cases include: Compiler construction, such as the use of RE/flex in the Tiger Compiler project within the EPITA compiler construction curriculum Compiler-compiler systems, including its use in Ox, an attribute-grammar–based compiling system Pattern matching and search tools, such as grep-like utilities, including the use of RE/flex in ugrep

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  • AI Code Generators Reviews: What Actually Works in 2026

    AI Code Generators Reviews: What Actually Works in 2026

    Trying to pick the best AI code generator? An AI code generator is software that uses machine learning to help you get more done — it scales effortlessly from a single task to thousands. The best picks balance beginner-friendly simplicity with the depth power users need, and they ship updates often. Whether you are a beginner or a pro, the right AI code generator slots into your workflow and pays for itself fast. This guide breaks down the top picks, their pros and cons, and who each one is best for.

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  • Generalized filtering

    Generalized filtering

    Generalized filtering is a generic Bayesian filtering scheme for nonlinear state-space models. It is based on a variational principle of least action, formulated in generalized coordinates of motion. Note that "generalized coordinates of motion" are related to—but distinct from—generalized coordinates as used in (multibody) dynamical systems analysis. Generalized filtering furnishes posterior densities over hidden states (and parameters) generating observed data using a generalized gradient descent on variational free energy, under the Laplace assumption. Unlike classical (e.g. Kalman-Bucy or particle) filtering, generalized filtering eschews Markovian assumptions about random fluctuations. Furthermore, it operates online, assimilating data to approximate the posterior density over unknown quantities, without the need for a backward pass. Special cases include variational filtering, dynamic expectation maximization and generalized predictive coding. == Definition == Definition: Generalized filtering rests on the tuple ( Ω , U , X , S , p , q ) {\displaystyle (\Omega ,U,X,S,p,q)} : A sample space Ω {\displaystyle \Omega } from which random fluctuations ω ∈ Ω {\displaystyle \omega \in \Omega } are drawn Control states U ∈ R {\displaystyle U\in \mathbb {R} } – that act as external causes, input or forcing terms Hidden states X : X × U × Ω → R {\displaystyle X:X\times U\times \Omega \to \mathbb {R} } – that cause sensory states and depend on control states Sensor states S : X × U × Ω → R {\displaystyle S:X\times U\times \Omega \to \mathbb {R} } – a probabilistic mapping from hidden and control states Generative density p ( s ~ , x ~ , u ~ ∣ m ) {\displaystyle p({\tilde {s}},{\tilde {x}},{\tilde {u}}\mid m)} – over sensory, hidden and control states under a generative model m {\displaystyle m} Variational density q ( x ~ , u ~ ∣ μ ~ ) {\displaystyle q({\tilde {x}},{\tilde {u}}\mid {\tilde {\mu }})} – over hidden and control states with mean μ ~ ∈ R {\displaystyle {\tilde {\mu }}\in \mathbb {R} } Here ~ denotes a variable in generalized coordinates of motion: u ~ = [ u , u ′ , u ″ , … ] T {\displaystyle {\tilde {u}}=[u,u',u'',\ldots ]^{T}} === Generalized filtering === The objective is to approximate the posterior density over hidden and control states, given sensor states and a generative model – and estimate the (path integral of) model evidence p ( s ~ ( t ) | m ) {\displaystyle p({\tilde {s}}(t)\vert m)} to compare different models. This generally involves an intractable marginalization over hidden states, so model evidence (or marginal likelihood) is replaced with a variational free energy bound. Given the following definitions: μ ~ ( t ) = a r g m i n μ ~ { F ( s ~ ( t ) , μ ~ ) } {\displaystyle {\tilde {\mu }}(t)={\underset {\tilde {\mu }}{\operatorname {arg\,min} }}\{F({\tilde {s}}(t),{\tilde {\mu }})\}} G ( s ~ , x ~ , u ~ ) = − ln ⁡ p ( s ~ , x ~ , u ~ | m ) {\displaystyle G({\tilde {s}},{\tilde {x}},{\tilde {u}})=-\ln p({\tilde {s}},{\tilde {x}},{\tilde {u}}\vert m)} Denote the Shannon entropy of the density q {\displaystyle q} by H [ q ] = E q [ − log ⁡ ( q ) ] {\displaystyle H[q]=E_{q}[-\log(q)]} . We can then write the variational free energy in two ways: F ( s ~ , μ ~ ) = E q [ G ( s ~ , x ~ , u ~ ) ] − H [ q ( x ~ , u ~ | μ ~ ) ] = − ln ⁡ p ( s ~ | m ) + D K L [ q ( x ~ , u ~ | μ ~ ) | | p ( x ~ , u ~ | s ~ , m ) ] {\displaystyle F({\tilde {s}},{\tilde {\mu }})=E_{q}[G({\tilde {s}},{\tilde {x}},{\tilde {u}})]-H[q({\tilde {x}},{\tilde {u}}\vert {\tilde {\mu }})]=-\ln p({\tilde {s}}\vert m)+D_{KL}[q({\tilde {x}},{\tilde {u}}\vert {\tilde {\mu }})\vert \vert p({\tilde {x}},{\tilde {u}}\vert {\tilde {s}},m)]} The second equality shows that minimizing variational free energy (i) minimizes the Kullback-Leibler divergence between the variational and true posterior density and (ii) renders the variational free energy (a bound approximation to) the negative log evidence (because the divergence can never be less than zero). Under the Laplace assumption q ( x ~ , u ~ ∣ μ ~ ) = N ( μ ~ , C ) {\displaystyle q({\tilde {x}},{\tilde {u}}\mid {\tilde {\mu }})={\mathcal {N}}({\tilde {\mu }},C)} the variational density is Gaussian and the precision that minimizes free energy is C − 1 = Π = ∂ μ ~ μ ~ G ( μ ~ ) {\displaystyle C^{-1}=\Pi =\partial _{{\tilde {\mu }}{\tilde {\mu }}}G({\tilde {\mu }})} . This means that free-energy can be expressed in terms of the variational mean (omitting constants): F = G ( μ ~ ) + 1 2 ln ⁡ | ∂ μ ~ μ ~ G ( μ ~ ) | {\displaystyle F=G({\tilde {\mu }})+\textstyle {1 \over 2}\ln \vert \partial _{{\tilde {\mu }}{\tilde {\mu }}}G({\tilde {\mu }})\vert } The variational means that minimize the (path integral) of free energy can now be recovered by solving the generalized filter: μ ~ ˙ = D μ ~ − ∂ μ ~ F ( s ~ , μ ~ ) {\displaystyle {\dot {\tilde {\mu }}}=D{\tilde {\mu }}-\partial _{\tilde {\mu }}F({\tilde {s}},{\tilde {\mu }})} where D {\displaystyle D} is a block matrix derivative operator of identify matrices such that D u ~ = [ u ′ , u ″ , … ] T {\displaystyle D{\tilde {u}}=[u',u'',\ldots ]^{T}} === Variational basis === Generalized filtering is based on the following lemma: The self-consistent solution to μ ~ ˙ = D μ ~ − ∂ μ ~ F ( s , μ ~ ) {\displaystyle {\dot {\tilde {\mu }}}=D{\tilde {\mu }}-\partial _{\tilde {\mu }}F(s,{\tilde {\mu }})} satisfies the variational principle of stationary action, where action is the path integral of variational free energy S = ∫ d t F ( s ~ ( t ) , μ ~ ( t ) ) {\displaystyle S=\int dt\,F({\tilde {s}}(t),{\tilde {\mu }}(t))} Proof: self-consistency requires the motion of the mean to be the mean of the motion and (by the fundamental lemma of variational calculus) μ ~ ˙ = D μ ~ ⇔ ∂ μ ~ F ( s ~ , μ ~ ) = 0 ⇔ δ μ ~ S = 0 {\displaystyle {\dot {\tilde {\mu }}}=D{\tilde {\mu }}\Leftrightarrow \partial _{\tilde {\mu }}F({\tilde {s}},{\tilde {\mu }})=0\Leftrightarrow \delta _{\tilde {\mu }}S=0} Put simply, small perturbations to the path of the mean do not change variational free energy and it has the least action of all possible (local) paths. Remarks: Heuristically, generalized filtering performs a gradient descent on variational free energy in a moving frame of reference: μ ~ ˙ − D μ ~ = − ∂ μ ~ F ( s , μ ~ ) {\displaystyle {\dot {\tilde {\mu }}}-D{\tilde {\mu }}=-\partial _{\tilde {\mu }}F(s,{\tilde {\mu }})} , where the frame itself minimizes variational free energy. For a related example in statistical physics, see Kerr and Graham who use ensemble dynamics in generalized coordinates to provide a generalized phase-space version of Langevin and associated Fokker-Planck equations. In practice, generalized filtering uses local linearization over intervals Δ t {\displaystyle \Delta t} to recover discrete updates Δ μ ~ = ( exp ⁡ ( Δ t ⋅ J ) − I ) J − 1 μ ~ ˙ J = ∂ μ ~ μ ~ ˙ = D − ∂ μ ~ μ ~ F ( s ~ , μ ~ ) {\displaystyle {\begin{aligned}\Delta {\tilde {\mu }}&=(\exp(\Delta t\cdot J)-I)J^{-1}{\dot {\tilde {\mu }}}\\J&=\partial _{\tilde {\mu }}{\dot {\tilde {\mu }}}=D-\partial _{{\tilde {\mu }}{\tilde {\mu }}}F({\tilde {s}},{\tilde {\mu }})\end{aligned}}} This updates the means of hidden variables at each interval (usually the interval between observations). == Generative (state-space) models in generalized coordinates == Usually, the generative density or model is specified in terms of a nonlinear input-state-output model with continuous nonlinear functions: s = g ( x , u ) + ω s x ˙ = f ( x , u ) + ω x {\displaystyle {\begin{aligned}s&=g(x,u)+\omega _{s}\\{\dot {x}}&=f(x,u)+\omega _{x}\end{aligned}}} The corresponding generalized model (under local linearity assumptions) obtains the from the chain rule s ~ = g ~ ( x ~ , u ~ ) + ω ~ s s = g ( x , u ) + ω s s ′ = ∂ x g ⋅ x ′ + ∂ u g ⋅ u ′ + ω s ′ s ″ = ∂ x g ⋅ x ″ + ∂ u g ⋅ u ″ + ω s ″ ⋮ x ~ ˙ = f ~ ( x ~ , u ~ ) + ω ~ x x ˙ = f ( x , u ) + ω x x ˙ ′ = ∂ x f ⋅ x ′ + ∂ u f ⋅ u ′ + ω x ′ x ˙ ″ = ∂ x f ⋅ x ″ + ∂ u f ⋅ u ″ + ω x ″ ⋮ {\displaystyle {\begin{aligned}{\tilde {s}}&={\tilde {g}}({\tilde {x}},{\tilde {u}})+{\tilde {\omega }}_{s}\\\\s&=g(x,u)+\omega _{s}\\s'&=\partial _{x}g\cdot x'+\partial _{u}g\cdot u'+\omega '_{s}\\s''&=\partial _{x}g\cdot x''+\partial _{u}g\cdot u''+\omega ''_{s}\\&\vdots \\\end{aligned}}\qquad {\begin{aligned}{\dot {\tilde {x}}}&={\tilde {f}}({\tilde {x}},{\tilde {u}})+{\tilde {\omega }}_{x}\\\\{\dot {x}}&=f(x,u)+\omega _{x}\\{\dot {x}}'&=\partial _{x}f\cdot x'+\partial _{u}f\cdot u'+\omega '_{x}\\{\dot {x}}''&=\partial _{x}f\cdot x''+\partial _{u}f\cdot u''+\omega ''_{x}\\&\vdots \end{aligned}}} Gaussian assumptions about the random fluctuations ω {\displaystyle \omega } then prescribe the likelihood and empirical priors on the motion of hidden states p ( s ~ , x ~ , u ~ | m ) = p ( s ~ | x ~ , u ~ , m ) p ( D x ~ | x , u ~ , m ) p ( x | m ) p ( u ~ | m ) p ( s ~ | x ~ , u ~ , m ) = N ( g ~ ( x ~ , u ~ ) , Σ ~ ( x ~ , u ~ ) s ) p ( D x ~ | x , u ~ , m ) = N ( f ~ ( x ~ , u ~ ) , Σ ~ ( x ~ , u ~ ) x ) {\displayst

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  • Game Jolt

    Game Jolt

    Game Jolt is a social community platform for video games, gamers and content creators. Founded by Yaprak and David DeCarmine, it is available on iOS, Android, and on the web and as a desktop app for Windows and Linux. Users share interactive content through a variety of formats including images, videos, live streams, chat rooms, and virtual events. == Features == === Crowd streaming === In 2021 Game Jolt revealed their own live streaming feature called Firesides. Firesides allowed multiple users to simultaneously livestream together with nearly no delay. The feature launched with a virtual concert showcasing its ability to accommodate multiple streamers. On October 16, 2023, Firesides were removed from Game Jolt. === Mobile app === Game Jolt Social by Game Jolt Inc. launched on both the Apple App Store and Google Play Store in March 2022. "It's clear to us that Gen Z is tired of generic social media and they want a place specifically for gaming that supports all types of content they're creating–art, videos, thoughts, and livestreams all in one place." said Game Jolt founder and CEO Yaprak DeCarmine, in a statement to VentureBeat. === Game API === The Game Jolt Application Programming Interface (usually known as the Game Jolt Game API) allows any developer using a game development platform that supports HTTP operations and MD5 or SHA-1. Game Jolt advertises that the API can: Create multiple "scoreboards" which collect high scores from players made publicly available on the game's profile and give user accounts EXP Award player's trophies which give user accounts EXP Store game data on Game Jolt's data servers Log whether a user is currently playing a game they're logged into via the GJAPI == Game jams and competitions == Game Jolt regularly hosts game jams where participants are encouraged to develop games for a chance to win prizes. They hosted their first game jam in 2009, Shocking Contest. In November 2014, Game Jolt announced the "Indies vs PewDiePie" game jam, partnering with the popular YouTuber Felix "PewDiePie" Kjellberg. Developers were given a weekend (21–24 November) to create a game with the theme of "fun to play, fun to watch" to suit the Let's Plays entertainment style. Users could rate entries afterwards until December 1 when the scores were counted up. The prize to the top 10 rated games was Felix playing the games on his channel as a means of promotion for the developers, although later he played other entries. One of the participants of the jam, now known as Outerminds Inc. was discovered and hired by PewDiePie to develop his mobile game, Legend of the Brofist. Game Jolt partnered with Felix, Sean "Jacksepticeye" McLoughlin and Mark "Markiplier" Fischbach to host "Indies vs Gamers" in July 2015. The requirements for entries were arcade games using the Game Jolt Game API highscore tables, to be made between the July 17–20 and the top 5 games were played on the partner's YouTube channels. Following the "Indies vs PewDiePie" game jam in 2014, Game Jolt released their internal jam hosting tools public for all users to use as a service, to create their own game jams that integrated with the main site. Today, Game Jolt focuses on hosting and co-hosting game competitions with established brands in order to bring monetary and educational opportunities to their users. On April 15, 2024, an announcement was made about a collaboration with Pocket Worlds for the "HighRise Game Jam". Pocket Worlds had sold NFTs up until roughly 2022, causing a community outburst. The situation was addressed, and the situation started to disperse. == Contests == == Events == Game Jolt hosts both physical and virtual events to entertain and prank its users, which consists of the following: == History == Game Jolt has supported independent creators with a central platform to manage their content and communities since its start in 2003. David DeCarmine began development of Game Jolt at the age of 14 for a group of hobbyists, making games and sharing on forums in an early iteration known as Holo World. The original intention was to create a platform for gamers where new games could be discoverable and quickly playable, and where feedback could be provided directly to the creators, allowing them to continue improving their games. In 2008, Game Jolt was registered as an LLC, then incorporated as Game Jolt Inc. in September 2020. A new site launched in 2015 featuring a responsive design, automated curation for both games and game news articles which weighs how recent a game was uploaded and how popular it is ("hot") and filtering options on game listings for platform, maturity rating and development status. In March 2022, Game Jolt launched a mobile application simultaneously on the Google Play Store and Apple App Store targeted at Gen Z gamers and creators. While in beta, the mobile app had 100,000 installs pre-launch. === Game store === Game Jolt continues to host a large library of independent games. Game developers can upload their games directly to the site to share or sell. They would allow distribution for downloadable games, later adding support for Adobe Flash, Unity and Java games which allowed support for browser based games. In February 2013, Game Jolt built support for browser-based HTML5 games as well. A user levelling system was released into public beta in April 2013, incorporating the GJAPI trophies and highscores, as well as site activity, to generate 'EXP' (experience points). Game Jolt Jams released in early 2014 as a service to allow users to create their own game jams that integrated with the main site. In April 2016, an online marketplace was announced and released the following month with an exclusive set of game titles, including Bendy and the Ink Machine, allowing developers to sell their games on the site. In January 2016, Game Jolt released source code of the client and site's front end on GitHub under MIT license. In January 2022, Game Jolt banned adult games from appearing on the site, stating in an email to developers that the site had become a "social media platform" and they "had to make decisions around the direction and future of the brand which has now included the removal of hosted games with explicitly adult content." In response to a tweet by Itch.io saying the site is not for prudes, they wrote in their own tweet: "Game Jolt is a platform with a large audience of 13-16 year olds. Our users asked us to clean up, so here we are." == Investments == After bootstrapping Game Jolt with revenue earned from ads on the website for years, the DeCarmines secured venture capital in 2020 from SoftBank, doing so again in 2021 from founders of Twitch, Rec Room, Modio and more.

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  • Bob Coecke

    Bob Coecke

    Bob Coecke (born 23 July 1968) is a Belgian theoretical physicist and logician. He was Professor of Quantum foundations, Logics, and Structures at Oxford University until 2020. He was Chief Scientist at quantum computing company Quantinuum, until 2025 and founded a startup called Relational Intelligence in 2026. He is also Distinguished Visiting Research Chair at the Perimeter Institute for Theoretical Physics, and Emeritus Fellow at Wolfson College, Oxford. He pioneered categorical quantum mechanics (entry 18M40 in Mathematics Subject Classification 2020), Quantum Picturalism, ZX-calculus, DisCoCat model for natural language,, quantum natural language processing (QNLP) and quantum education through the book Quantum in Pictures. He is a founder of the Quantum Physics and Logic community and the Applied Category Theory communities and conference series, and of the journal Compositionality. Coecke is also a composer and musician, who has been called a pioneer of industrial music, and is also one of the pioneers of employing quantum computers in music. == Education and career == Coecke obtained his doctorate in sciences at the Vrije Universiteit Brussel in 1996, and performed postdoctoral work in the Theoretical Physics Group of Imperial College, London in the Category Theory Group of the Mathematics and Statistics Department at McGill University in Montreal, in the Department of Pure Mathematics and Mathematical Statistics of Cambridge University, and in the Department of Computer Science, University of Oxford. He was an EPSRC Advanced Research Fellow at the Department of Computer Science, University of Oxford, where he became Lecturer in Quantum Computer Science in 2007, and jointly with Samson Abramsky built and headed the Quantum Group. In July 2011, he was nominated professor of Quantum Foundations, Logics and Structures at Oxford University, with retroactive effect as of October 2010. He was a Governing Body Fellow of Wolfson College, Oxford since 2007, where he now is an Emeritus Fellow. In January 2019, Coecke became Senior Scientific Advisor of Cambridge Quantum Computing, and in January 2021 he resigned from his Professorship at Oxford, to become Chief Scientist of Cambridge Quantum Computing. After the merger of Cambridge Quantum Computing with Honeywell Quantum Systems, he stayed on as Chief Scientist of the joint entity Quantinuum until 2025. In January 2023 he also became Distinguished Visiting Research Chair at the Perimeter Institute for Theoretical Physics. == Work == Coecke's research focuses on the foundations of physics, more particularly category theory, logic, and diagrammatic reasoning, with application to quantum informatics, quantum gravity, and NLP. He has pioneered categorical quantum mechanics together with Samson Abramsky, and spearheaded the development of a diagrammatic quantum formalism based on Penrose graphical notation, on which he wrote a textbook entitled Picturing Quantum Processes with Aleks Kissinger. With Ross Duncan he pioneered ZX-calculus. He pioneered the DisCoCat model for natural language, with Stephen Clark and Mehrnoosh Sadrzadeh. He also pioneered quantum natural language processing (QNLP), with Will Zeng, and colleagues at Cambridge Quantum Computing. == Music == Coecke is also a musician, performing and recording since the eighties. He retrospectively has been named a pioneer of industrial music. His band, Black Tish, "used cutting edge sampling techniques for the time, a host of synth and sound loops and metal-style guitars to create a heavy rock/electronica fusion unlike anything heard before", and "bridge the gap between the pure experimental nature of bands like Throbbing Gristle and Einstürzende Neubauten and the (comparatively) more radio accessible Ministry or Nine Inch Nails". Coecke is also one of the pioneers of employing quantum computers in music. == Selected publications == Textbooks Bob Coecke, Aleks Kissinger:Picturing Quantum Processes. A First Course in Quantum Theory and Diagrammatic Reasoning, Cambridge University Press, 2017, ISBN 978-1316219317 Bob Coecke, Stefano Gogioso:Quantum in Pictures, Quantinuum, 2022, ISBN 978-1-7392147-1-5 Books (as editor) Bob Coecke, David Moore, Alexander Wilce (eds.): Current Research in Operational Quantum Logic: Algebras, Categories, Languages, Fundamental Theories of Physics, Kluwer Academic, 2010, ISBN 978-9048154371 Bob Coecke (ed.): New Structures for Physics, Lecture Notes in Physics 813, Springer, 2011, ISBN 978-3642128202 Articles Bob Coecke: Kindergarten quantum mechanics, arXiv:quant-ph/0510032 Samson Abramsky, Bob Coecke: A categorical semantics of quantum protocols, Proceedings of the 19th Annual IEEE Symposium on Logic in Computer Science, 2004, pp. 415–425 Bob Coecke, Ross Duncan: Interacting quantum observables, Automata, Languages and Programming, pp. 298–310, 2008 Konstantinos Meichanetzidis, Alexis Toumi, Giovanni de Felice, Bob Coecke: Grammar-Aware Question-Answering on Quantum Computers, arXiv:2012.03756 Bob Coecke: The Mathematics of Text Structure, arXiv:1904.03478 Will Zeng, Bob Coecke: Quantum Algorithms for Compositional Natural Language Processing, arXiv:1608.01406 Bob Coecke, Tobias Fritz, Robert Spekkens: A mathematical theory of resources, arXiv:1409.5531 Bob Coecke: An Alternative Gospel of structure: order, composition, processes, arxiv:1307.4038 Bob Coecke, Mehrnoosh Sadrzadeh, Steven Clark: Mathematical Foundations for a Compositional Distributional Model of Meaning, arXiv:1003.4394 Bob Coecke: Quantum Picturalism, arXiv:0908.1787 Software articles Eduardo Reck Miranda, Richie Yeung, Anna Pearson, Konstantinos Meichanetzidis, Bob Coecke: A quantum natural language processing approach to musical intelligence, arXiv:2111.06741 Dimitri Kartsaklis, Ian Fan, Richie Yeung, Anna Pearson, Robin Lorenz, Alexis Toumi, Giovanni de Felice, Konstantinos Meichanetzidis, Stephen Clark, Bob Coecke: lambeq: An efficient high-level python library for quantum NLP, arXiv:2110.04236 Giovanni de Felice, Alexis Toumi, Bob Coecke: Discopy: monoidal categories in Python, arXiv:2111.06741

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  • AI Logo Makers Reviews: What Actually Works in 2026

    AI Logo Makers Reviews: What Actually Works in 2026

    Shopping for the best AI logo maker? An AI logo maker is software that uses machine learning to help you get more done — it keeps getting smarter as the underlying models improve. Pricing, accuracy, and the size of the model behind the tool are the three factors that most affect daily usefulness. Whether you are a beginner or a pro, the right AI logo maker slots into your workflow and pays for itself fast. We tested the leading options and ranked them by quality, value, and ease of use.

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  • Angelo Dalli

    Angelo Dalli

    Angelo Dalli (born 14 April 1978) is a computer scientist specialising in artificial intelligence, a serial entrepreneur, and business angel investor. == Early life and education == Dalli was born in Malta and grew up in the town of Birżebbuġa. Dalli was educated at the Archbishop's Seminary, Malta and represented Malta in the Young European Environmental Research contest held in Cologne in 1994. Dalli represented Malta in the International Olympiad in Informatics held in Eindhoven in 1995, where he won a bronze medal. Dalli started selling computer software as a teenager, and worked for the International Data Group as a freelance contributor for PC World. == Academic work == After graduating from the University of Malta, Dalli spent time lecturing on artificial intelligence and natural language processing before reading for his PhD at the University of Sheffield under the supervision of Yorick Wilks. Dalli has published over 23 peer reviewed papers in the artificial intelligence and natural language processing fields, including one of the earliest methods on timestamp extraction from documents that is now commonly used in most email applications. Angelo has also contributed to the encoding of European languages in Unicode, in particular for the Common Locale Data Repository. In the field of Bioinformatics Dalli has found a particularly useful integer sequence (sequence A062208 in the OEIS) which efficiently computes all alignments of strings of length 3 together with other generalisations (sequence A062204 in the OEIS), (sequence A062205 in the OEIS) for applications in natural language and sequence alignment. Dalli has an Erdős number of 3. Dalli has led the Maltese national informatics team in the International Olympiad in Informatics at IOI 2002 in Seoul, South Korea and IOI 2004 in Athens, Greece. == Artificial intelligence == === Trustworthy AI and Hybrid Intelligence === Angelo has been a vocal proponent of trustworthy AI that impacts society positively and believes that AI should be properly regulated. Angelo has co-founded UMNAI in 2019, with the aim of creating a new form of trustworthy AI that can explain the decisions and steps that the AI has taken to output an answer, based on a neurosymbolic AI architecture that combines neural and symbolic AI in an auditable and certain manner. === AI and society === Angelo led the Government of Malta taskforce that produced Malta's new AI regulation and national AI strategy, and is an active member of the IEEE, AAAI, ACM and the ACL. === AI in transport === Angelo had led the introduction of different machine learning techniques in intelligent transport systems (ITS), including parking, controlled vehicle access zones and dynamic traffic interchange control. His intelligent transport company, Traffiko, operated in Europe, Australia and the Middle East, and was eventually sold to Q-Free in Norway in 2015. === AI in gaming === Angelo is a well known speaker in the online gambling industry. Angelo setup one of the first companies that applied artificial intelligence in the online gambling industry, called Bit8 (now part of Intralot), with the most notable work being on algorithms that estimate and maximise player lifetime value and personalised bonusing systems. These techniques have since been widely adopted by the online gambling industry Intralot subsequently bought Bit8 in 2017. === AI and creativity === Angelo has been collaborating various artists and creatives to teach AI about creativity. The results of this collaboration is the UMA AI entity, short for Universal Machine Artist. Angelo has also co-founded the Creative Science and Arts Institute to act as a foundation for future research into AI, science, technology and creativity. UMA is creating original artwork using a modified Generative adversarial network has a third component, the human artist, to produce different learning results than standard generative AI models. The underlying discriminator in UMA started from an anti-fraud detection system and has now gradually evolved to add stable diffusion and procedural generation methods. The first two artworks generated by UMA were auctioned in October and November 2018 respectively, with all proceeds donated to charity and good causes. Ongoing work in improving UMA and furthering collaboration with other artists is ongoing. Notable exhibitions include Tomorrow's Blossoms with Selina Scerri at Esplora Museum in 2024, which explored the theme of AI and emotions. == Angel investor == Angelo is an angel investor active in the high-tech startup scene, and is a member of EBAN, and World Business Angel Forum senator. Angelo has been encouraging Maltese startups via various public events including the Zest and Budding Rockstars conferences and co-founded BAM, the Malta Business Angel network, in 2019. == Awards and honours == === Entrepreneurial and scientific === Bronze Medal, International Olympiad in Informatics (1995) Malta Top Entrepreneur Award (2019) Malta Top Entrepreneur Award (2014) WIPO IP Enterprise Award for the UMNAI Neuro-symbolic AI architecture (2022) === Corporate awards === Intralot Bit8 EGR Rising Star Award (2014) Intralot Bit8 Malta Communication Authority eBusiness Award for the Best B2B application (2015) Intralot Bit8 Malta iGaming Award for Excellence (2017)

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  • 1 Second Everyday

    1 Second Everyday

    1 Second Everyday (1SE) is an application developed by Cesar Kuriyama. The application allows the user to record one second of video every day and then chronologically edits (mashes) them together into a single film. It is compatible with iOS and Android. The idea of the application was developed by Kuriyama's 1 Second Everyday — Age 30 video. The application was launched in January 2013. 1 Second Everyday played a part in the plot of Chef and also became the inspiration for the 2014 short animated clip Feast. == Background == === Kuriyama's video === In February 2011, when Cesar Kuriyama turned 30, after saving money, he quit his job in an advertising firm and took a year off to travel. During this time, he started working on a project he called 1 Second Everyday. As part of the project, every day he recorded one second of video – something that was supposed to help him remember that day. He started the project because he was frustrated with his memory. He planned to stockpile the 365 one-second clips into one film to serve as a memento of his year. While working on the project Kuriyama realized that recording one second every day impacted the decisions he made in a positive way. After a year he made a 365-second clip out of his recordings. The video called 1 Second Everyday – Age 30, went viral. According to Kuriyama, he was initially inspired to take a year off from work by a TED talk given by Stefan Sagmeister called "The Power of Time Off." Kuriyama also delivered a TED talk about 1 Second Everyday in 2012 at TED 2012 in Long Beach California. === Kickstarter campaign === After completing his own video, Kuriyama decided to develop an application that would allow the users to record one second every day and compile their own videos. He developed a prototype of the application and then in 2012, he launched a Kickstarter campaign to raise funds for completing the application. The campaign became one of the most backed app campaigns in the history of Kickstarter. It was backed by 11,281 backers who pledged a total of $56,959 on an initial goal of $20,000. Following the completion of the Kickstarter campaign, he partnered with an application design studio in Brooklyn to develop the application. 1 Second Everyday was released two weeks after the completion of its Kickstarter campaign. == Application == The application was released for iOS on 10 January 2013. An Android-compatible version of the application was developed later. Using it, the user can record the videos in the application or they can select one second portions from their libraries. 1 Second Everyday dates every snippet. The user can also set alarms to remember to record their daily video. In order to compile a video, the user selects the seconds they want and the application creates a compilation video. The user can keep multiple timelines. It also allows users to post directly on social networks. The main interface in 1 Second Everyday is a calendar, which shows the user which days have snippets and which they can still fill in. In the beginning, 1 Second Everyday restricted the recording to one second. However, the developers later released Super Seconds, which allowed users to record an additional half a second video. In 2014, 1 Second Everyday Crowds was launched, which is an area in the application featuring compilations of second clips from different users. == In the media == The Kickstarter campaign of 1 Second Everyday was featured in Entrepreneur's 3 Innovative Tech Startups on Kickstarter Right Now in 2012. The application was featured in The New York Times, The Washington Post, Gawker and other media outlets. By the end of the launch day, it was in Top 10 Free Apps on App Store. It was also selected as the App of the Week on GeekWire in 2013. Several other one-second compilation videos were also posted on the Internet after Kuriyama's video gained media attention. Sam Cornwell, an English photographer documented his son Indigo's growth using a montage of one-second iPhone clips. He shot these clips every single day from the moment of birth right up to the baby's first birthday. According to Cornwell, he was inspired by Kuriyama's project. The video of Cornwell's son gained considerable media attention after it was posted on YouTube. Save the Children also made a video commercial based on a similar format that showed a British girl oblivious of the Syrian war end up being a refugee. 1SE was a finalist for the Fast Company Innovation by Design Award in 2015, but lost to Google Maps. In 2015, Google Android created a gallery, Leap Second 2015, with the help of Droga5 and Kuriyama. The gallery showcased how people around the world enjoyed the one extra second of their lives. Through the 1 Second Everyday app available at Google Play, people were able to submit their extra second, which were then vetted and added to the gallery. The viewers were able to view other celebratory seconds from around the world as well as searching for them using different hashtags.

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  • Marine Carpuat

    Marine Carpuat

    Marine Carpuat is a computer scientist who works on machine translation and natural language processing. She is known for her research connecting cross-lingual semantics with machine translation. She has been recognized with a NSF Career Award in 2018, a Google Research award in 2016, and Amazon Faculty Awards in 2016 and 2018. == Education == Marine Carpuat obtained her MPhil and PhD from Hong Kong University of Science and Technology in 2008 under the supervision of Dekai Wu. Her PhD thesis was on the topic of machine translation, and demonstrated the first results showing that explicit modeling of lexical semantics could improve the accuracy of a machine translation system. == Career == After completing her education, Carpuat worked at the National Research Council Canada as a researcher. In 2015, she joined University of Maryland as an assistant professor in Computer Science where she is a member of the CLIP lab. Carpuat works in the area of natural language processing with a focus on machine translation and cross-lingual semantics. She has published over 100 peer-reviewed research papers. Her work is published in the proceedings of computer science conferences, including the Annual Meeting of the Association for Computational Linguistics and Empirical Methods in Natural Language Processing. == Selected honors and distinctions == 2016 Google Research Award 2016, 2018 Amazon Research Awards 2018 NSF Career Award

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  • Lillian Lee (computer scientist)

    Lillian Lee (computer scientist)

    Lillian Lee is a computer scientist whose research involves natural language processing, sentiment analysis, and computational social science. She is a professor of computer science and information science at Cornell University, and co-editor-in-chief of the journal Transactions of the Association for Computational Linguistics. == Education == Lee graduated from Cornell University in 1993 with an undergraduate degree in math and science. She completed her Ph.D. at Harvard University in 1997. Her dissertation, Similarity-Based Approaches to Natural Language Processing, was supervised by Stuart M. Shieber. == Career == Lee has been a member of the Cornell faculty since 1997. == Recognition == Lee has been a fellow of the Association for the Advancement of Artificial Intelligence since 2013, and of the Association for Computational Linguistics since 2017. Lee was elected as an ACM Fellow in 2018 for "contributions to natural language processing, sentiment analysis, and computational social science".

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