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  • Reconstruction from projections

    Reconstruction from projections

    The problem of reconstructing a multidimensional signal from its projection is uniquely multidimensional, having no 1-D counterpart. It has applications that range from computer-aided tomography to geophysical signal processing. It is a problem which can be explored from several points of view—as a deconvolution problem, a modeling problem, an estimation problem, or an interpolation problem. == Motivation and applications == Many fields in science and engineering use reconstruction from projections, especially in imaging. It is widely applied geophysical tomography, medical imaging and industrial radiography. For example, in a CT scanner, the 3D structure of the patient’s body being scanned is measured with beams going through the tissue and hitting a detector, giving a flat projection of the body from that angle. Multiple projections are put together to get an image of the position and shape of structures inside in 3D. == Problem statement and basics == A projection is a linear mapping of an M {\displaystyle M} dimensional signal into an N {\displaystyle N} dimensional one, where N ≤ M {\displaystyle N\leq M} . And the objective of reconstruction is to restore the M {\displaystyle M} dimensional signal based on the N {\displaystyle N} dimensional signal. The following case is a 2-D signal projected into 1D signal. The signal in the original coordinate is denoted as d ( u , v ) {\displaystyle d(u,v)} . Now consider a collimated beam of radiation coming from the opposite orientation of v ^ {\displaystyle {\hat {v}}} , producing a projection along u ^ {\displaystyle {\hat {u}}} . v ^ {\displaystyle {\hat {v}}} and u ^ {\displaystyle {\hat {u}}} are normal to each other, and the angle between u {\displaystyle u} and u ^ {\displaystyle {\hat {u}}} is theta. The signal obtained along u ^ {\displaystyle {\hat {u}}} axis is defined to be p θ ( u ^ ) {\displaystyle p_{\theta }({\hat {u}})} . The relationship between the original coordinate and the rotated coordinate is given by [ u ^ v ^ ] = [ cos ⁡ θ sin ⁡ θ − sin ⁡ θ cos ⁡ θ ] [ u v ] {\displaystyle {\begin{bmatrix}{\hat {u}}\\{\hat {v}}\end{bmatrix}}={\begin{bmatrix}\cos \theta &\sin \theta \\-\sin \theta &\cos \theta \end{bmatrix}}{\begin{bmatrix}u\\v\end{bmatrix}}} or inversely, [ u v ] = [ cos ⁡ θ − sin ⁡ θ sin ⁡ θ cos ⁡ θ ] [ u ^ v ^ ] {\displaystyle {\begin{bmatrix}u\\v\end{bmatrix}}={\begin{bmatrix}\cos \theta &-\sin \theta \\\sin \theta &\cos \theta \end{bmatrix}}{\begin{bmatrix}{\hat {u}}\\{\hat {v}}\end{bmatrix}}} Then we have p θ ( u ^ ) = ∫ − ∞ ∞ d ( u , v ) d v ^ = ∫ − ∞ ∞ d ( u ^ cos ⁡ ( θ ) − v ^ sin ⁡ ( θ ) , u ^ sin ⁡ ( θ ) + v ^ cos ⁡ ( θ ) ) d v ^ {\displaystyle p_{\theta }({\hat {u}})=\int _{-\infty }^{\infty }d(u,v)\,\mathrm {d} {\hat {v}}=\int _{-\infty }^{\infty }d({\hat {u}}\cos(\theta )-{\hat {v}}\sin(\theta ),{\hat {u}}\sin(\theta )+{\hat {v}}\cos(\theta ))\,\mathrm {d} {\hat {v}}} By varying theta, a large number of projections can be obtained. Given the projection-slice theorem, D ( Ω , θ ) {\displaystyle D(\Omega ,\theta )} ,the slice of the Fourier transform of d ( u , v ) {\displaystyle d(u,v)} at angle theta, is equivalent to P θ ( Ω ) {\displaystyle P_{\theta }(\Omega )} , the Fourier Transform of the projection p θ ( u ^ ) {\displaystyle p_{\theta }({\hat {u}})} . Therefore, the unknown d ( u , v ) {\displaystyle d(u,v)} can be obtained from its Fourier transform by means of the Fourier transform inversion integral d ( u , v ) = 1 4 π 2 ∫ − ∞ ∞ ∫ − ∞ ∞ D ( Ω 1 , Ω 2 ) e j Ω 1 u e j Ω 2 v d Ω 1 , Ω 2 {\displaystyle \mathrm {d} (u,v)={\frac {1}{4\pi ^{2}}}\int _{-\infty }^{\infty }\int _{-\infty }^{\infty }D(\Omega _{1},\Omega _{2})e^{j\Omega _{1}u}e^{j\Omega _{2}v}\,\mathrm {d} \Omega _{1},\Omega _{2}} = 1 4 π 2 ∫ 0 ∞ ∫ − π π D ( Ω , θ ) e j Ω u cos ⁡ ( θ ) e j Ω v s i n θ | Ω | d Ω d θ {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{0}^{\infty }\int _{-\pi }^{\pi }D(\Omega ,\theta )e^{j\Omega u\cos(\theta )}e^{j\Omega vsin\theta }{\begin{vmatrix}\Omega \end{vmatrix}}\,\mathrm {d} \Omega \mathrm {d} \theta } = 1 4 π 2 ∫ − π π ∫ 0 ∞ P θ ( Ω ) e j Ω ( u cos ⁡ θ + v sin ⁡ θ ) | Ω | d Ω d θ {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{-\pi }^{\pi }\int _{0}^{\infty }P_{\theta }(\Omega )e^{j}\Omega (u\cos \theta +v\sin \theta ){\begin{vmatrix}\Omega \end{vmatrix}}\,\mathrm {d} \Omega \mathrm {d} \theta } = 1 4 π 2 ∫ 0 π ( ∫ − ∞ ∞ P θ ( Ω ) | Ω | {\displaystyle ={\frac {1}{4\pi ^{2}}}\int _{0}^{\pi }(\int _{-\infty }^{\infty }P_{\theta }(\Omega ){\begin{vmatrix}\Omega \end{vmatrix}}} e j Ω u ^ d Ω ) d θ {\displaystyle e^{j\Omega {\hat {u}}}\mathrm {d} \Omega )\mathrm {d} \theta } By taking the inverse Fourier Transform and assuming g ( u ^ ) = F − 1 ( | Ω | 2 ) {\displaystyle g({\hat {u}})={\mathcal {F}}^{-1}({{\begin{vmatrix}\Omega \end{vmatrix}}^{2}})} , we get d ( u , v ) = ∑ i △ θ i [ p θ ( u ^ ) ∗ g θ i ( u ^ ) ] {\displaystyle d(u,v)=\sum _{i}\vartriangle \theta _{i}[p_{\theta }({\hat {u}})g_{\theta i}({\hat {u}})]} == Approaches == In practice, there are a wide variety of methods that are utilized, most of which are reconstruct 3-D information (volume) from 2-D signals (image). Typically used methods are CT, MRI, PET and SPECT. And the filtered back projection based on the principles introduced above are commonly applied. === Computed Tomography (CT) === In CT, a volume is formed by stacking the axial slices. The software cuts the volume in a different plane (usually orthogonal). Commonly, slice data is generated using an X-ray source that rotates around the object. X-ray sensors are positioned on the opposite side of the circle from the X-ray source. === Magnetic resonance imaging (MRI) === In MRI, energy from an oscillating magnetic field is temporarily applied to the patient at the appropriate resonance frequency. The protons (hydrogen atoms) emit a radio frequency signal which is measured by a receiving coil. The radio signal can be made to encode position information by varying the main magnetic field using gradient coils. === Positron emission tomography (PET) === The system detects pairs of gamma rays emitted indirectly by a positron-emitting radionuclide (tracer), which is introduced into the body on a biologically active molecule. Three-dimensional images of tracer concentration within the body are then constructed by computer analysis. In modern PET-CT scanners, three dimensional imaging is often accomplished with the aid of a CT X-ray scan performed on the patient during the same session, in the same machine. === Single-photon emission computed tomography (SPECT) === SPECT imaging is performed by using a gamma camera to acquire multiple 2-D images (projections) from multiple angles. Multiple projections are used to yield a 3-D data set. This data set may then be manipulated to show thin slices along any chosen axis of the body. SPECT is similar to PET in its use of radioactive tracer material and detection of gamma rays, while the tracers used in SPECT emit gamma radiation that is measured more directly.

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  • Is an AI Paraphrasing Tool Worth It in 2026?

    Is an AI Paraphrasing Tool Worth It in 2026?

    Curious about the best AI paraphrasing tool? An AI paraphrasing tool is software that uses machine learning to help you get more done — it combines speed, accuracy, and an interface that just works. Hands-on testing shows real-world results vary, so a short free trial is the smartest way to decide. Whether you are a beginner or a pro, the right AI paraphrasing tool 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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  • Oren Etzioni

    Oren Etzioni

    Oren Etzioni (born 1964) is Professor Emeritus of Computer Science at the University of Washington, and founding CEO of the Allen Institute for Artificial Intelligence (AI2). Etzioni is a co-founder of Vercept, an AI startup, and founder and CEO of TrueMedia.org, a non-profit dedicated to fighting political deepfakes, which launched in April 2024. He is also the Founder and Technical Director of the AI2 Incubator and a venture partner at the Madrona Venture Group. == Early life and education == Etzioni is the son of Israeli-American intellectual Amitai Etzioni. He was the first student to major in computer science at Harvard University, where he earned a bachelor's degree in 1986. He earned a PhD from Carnegie Mellon University in January, 1991, supervised by Tom M. Mitchell. == University of Washington career == Etzioni joined the University of Washington faculty in 1991, immediately after receiving his PhD. He rose through the ranks to become the Washington Research Foundation Entrepreneurship Professor in Computer Science & Engineering. Etzioni's research has been focused on basic problems in the study of intelligence, machine reading, machine learning and web search. Past projects include Internet Softbots—the study of intelligent agents in the context of real-world software testbeds. In 2003, he started the KnowItAll project for acquiring massive amounts of information from the web. In 2005, he founded and became the director of the university's Turing Center. The center investigated problems in data mining, natural language processing, the Semantic Web and other web search topics. Etzioni coined the term machine reading and helped to create the first commercial comparison shopping agent. He has published over 200 technical papers, and his H-index exceeds 100. == Entrepreneurship == As a faculty member Etzioni was also an active entrepreneur, founding multiple companies and pioneering multiple technologies including MetaCrawler (bought by Infospace), Netbot (bought by Excite in 1997 for $35 million), and ClearForest (bought by Reuters). He founded Farecast, a travel metasearch and price prediction site, which was acquired by Microsoft in 2008 for $115 million. Before founding Farecast, he developed a program originally called Hamlet, that used algorithms to identify patterns in airfare data using data-mining techniques. He also co-founded Decide.com, a website to help consumers make buying decisions using previous price history and recommendations from other users. Decide.com was bought by eBay in September, 2013. Etzioni is also a venture partner at the Madrona Venture Group. He is founder and CEO of TrueMedia.org, a non-profit dedicated to fighting political deepfakes, which launched in April 2024. Etzioni is a co-founder of Vercept, an AI startup formed in 2025. == Founding CEO of AI2 == In September 2013 Etzioni was selected as the Founding CEO of the Allen Institute for Artificial Intelligence by philanthropist Paul G. Allen, and in January 2014 he took a leave of absence from the University of Washington to serve in that role. Etzioni's technical contributions continued at AI2; for example, in 2015, he helped to create the Semantic Scholar search engine. Under Etzioni’s leadership, AI2 grew from zero to over two hundred team members including notable researchers and engineers across several domains of AI. By 2021, its AI2 researchers had published near 700 papers in publications such as AAAI, ACL, CVPR, NeurIPS, and ICLR. Twenty-four of these papers had garnered special-recognition awards. AI2 also offered several key resources and tools to the AI community including the AllenNLP library, Semantic Scholar, and the conservation platforms EarthRanger and Skylight. Ed Lazowska, AI2 Board Member, has stated about Etzioni that he "took the collegial, collaborative culture that he absorbed in his 20+ years as a professor in UW's Allen School and mixed it with the singular focus that drives startups to create an elixir that AI2 folks have been drinking over the last eight years. The result is an exceptional organization of scientists, engineers, and entrepreneurs that's pursuing Paul Allen’s vision of ‘AI for the Common Good’ with extraordinary success.” == Popular press == In addition to his scientific publications, Etzioni has written commentary on AI for The New York Times, Wired, Nature, and other publications. After reading the idea in a book about AI by Brad Smith and Harry Shum, Etzioni has attempted to create an oath for AI practitioners. In 2018, he published what he called a "Hippocratic Oath for artificial intelligence practitioners" in TechCrunch. == Awards and recognition == In 1993, Etzioni received a National Young Investigator Award. In 2003, Etzioni was elected as AAAI Fellow. In 2005, Etzioni received an IJCAI Distinguished Paper Award for "A Probabilistic Model of Redundancy in Information Extraction". In 2007, he received the Robert S. Engelmore Memorial Award. In 2012 Etzioni was featured as GeekWire's "Geek of the Week". In 2013 Etzioni was voted "Geek of the Year" through GeekWire. In 2022, Etzioni received the 2012 ACL Test-of-Time Paper Award. In 2022, Etzioni, along with Ana-Maria Popescu and Henry Kautz, received the ACM Intelligent User Interfaces Most Impact Award for their 2003 paper, "Towards a Theory of Natural Language Interfaces to Databases". == Personal life == Etzioni has three children, and has said in interviews that family is his number one priority. He is married to Ivone Etzioni, and was previously married to Dr. Ruth Etzioni, a biostatistician at the Fred Hutchinson Cancer Center. Outside of his professional career, Etzioni has a wide range of personal interests. He has attended the Burning Man festival, which he described as a valuable way to step outside his comfort zone. His first computer was a TRS-80, and he has described his car’s GPS as his favorite gadget, joking that he has “no sense of direction.” == Selected publications == === Scholarly publications === Etzioni, Oren (July 1994). "A Softbot-based Interface to the Internet" (PDF). Communications of the ACM. Retrieved March 29, 2018. Etzioni, Oren (December 2008). "Open Information Extraction from the Web" (PDF). Communications of the ACM. Retrieved March 29, 2018. Zamir, Oren; Etzioni, Oren (1998). "Web document clustering". Proceedings of the 21st annual international ACM SIGIR conference on Research and development in information retrieval. ACM. pp. 46–54. doi:10.1145/290941.290956. ISBN 978-1-58113-015-7. S2CID 244069. Zamir, Oren; Etzioni, Oren (May 1999). "Grouper: a dynamic clustering interface to Web search results". Computer Networks. 31 (11–16): 1361–1374. CiteSeerX 10.1.1.31.8216. doi:10.1016/S1389-1286(99)00054-7. S2CID 206134308. Popescu, Ana-Maria; Etzioni, Oren (2005). "Extracting product features and opinions from reviews". Proceedings of the conference on Human Language Technology and Empirical Methods in Natural Language Processing - HLT '05. pp. 339–346. doi:10.3115/1220575.1220618. Etzioni, Oren; Cafarella, Michael; Downey, Doug; Popescu, Ana-Maria; Shaked, Tal; Sonderland, Stephen; Weld, Daniel; Yates, Alexander (June 2005). "Unsupervised named-entity extraction from the Web: An experimental study". Artificial Intelligence. 165 (1): 91–134. doi:10.1016/j.artint.2005.03.001. Downey, Doug; Etzioni, Oren; Sonderland, Stephen (July 2010). "Grouper: Analysis of a probabilistic model of redundancy in unsupervised information extraction". Artificial Intelligence. 174 (11): 726–748. CiteSeerX 10.1.1.174.2441. doi:10.1016/j.artint.2010.04.024. === Popular articles === Etzioni, Oren (August 4, 2011). "Web Search Needs a Shakeup" (PDF). Nature. Retrieved November 21, 2019. Etzioni, Oren (December 9, 2014). "AI Won't Exterminate Us – It Will Empower Us". Backchannel. Retrieved March 29, 2018. Etzioni, Oren (February 4, 2016). "To Keep AI Safe -- Use AI". Vox. Retrieved November 21, 2019. Etzioni, Oren (April 8, 2016). "Quora Session with Oren Etzioni". Quora. Retrieved March 29, 2018. Etzioni, Oren (June 15, 2016). "Deep Learning Isn't a Dangerous Magic Genie. It's Just Math". Wired. Retrieved March 29, 2018. Etzioni, Oren (September 20, 2016). "No, the Experts Don't Think Superintelligent AI is a Threat to Humanity". MIT Technology Review. Retrieved November 21, 2019. Etzioni, Oren (July 6, 2017). "Artificial intelligence: AI Zooms in on highly influential citations". Nature. Retrieved March 29, 2018. Etzioni, Oren (September 1, 2017). "How to Regulate Artificial Intelligence". The New York Times. Retrieved March 29, 2018. Etzioni, Oren (November 2, 2017). "Workers Displaced by Automation Should Try A New Job: Caregiver". Wired. Retrieved March 29, 2018. Etzioni, Oren (March 14, 2018). "A Hippocratic Oath for artificial intelligence practitioners". Tech Crunch. Retrieved March 29, 2018. Etzioni, Oren (March 7, 2018). "A 'Manhattan Project' for science research". The Hill. Retrieved November 21, 2019. Etzioni, Ore

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  • Barney Pell

    Barney Pell

    Barney Pell (born March 18, 1968) is an American entrepreneur, angel investor and computer scientist. He was co-founder and CEO of Powerset, a pioneering natural language search startup, search strategist and architect for Microsoft's Bing search engine, a pioneer in the field of general game playing in artificial intelligence, and the architect of the first intelligent agent to fly onboard and control a spacecraft. He was co-founder, Vice Chairman and Chief Strategy Officer of Moon Express; co-founder and chairman of LocoMobi; and Associate Founder of Singularity University. == Career == === Education === Pell received his Bachelor of Science degree in symbolic systems from Stanford University in 1989, where he graduated Phi Beta Kappa and was a National Merit Scholar. Pell earned a PhD in computer science from Cambridge University in 1993, supervised by Stephen Pulman, where he was a Marshall Scholar. === Research === Pell's research is focused on basic problems in the study of intelligence, computer game playing, machine learning, natural language processing, autonomous robotics, and web search. Barney Pell has published over 30 technical papers on topics related to information retrieval, knowledge management, machine learning, artificial intelligence, and scheduling systems. In computer game playing and machine learning, he was a pioneer in the field of General Game Playing, and created programs to generate the rules of chess-like games and programs to play individual games directly from the rules without human assistance. He also did early work on machine learning in the game of Go and on an architecture for pragmatic reasoning for bidding in the game of Bridge. In natural language processing, he was a scientist in the Artificial Intelligence Center at SRI International, where he worked on the Core Language Engine. Barney Pell was the Technical Area Manager of the Collaborative and Assistant Systems area within the Computational Sciences Division (now the Intelligent Systems Division) at NASA Ames Research Center, where he oversaw a staff of 80 scientists working on information retrieval, search, knowledge management, machine learning, semantic technology, human centered systems, collaboration technology, adaptive user interfaces, human robot interaction, and other areas of artificial intelligence. From 1993 to 1998, Barney Pell worked as a Principal Investigator and Senior Computer Scientist at NASA Ames, where he conducted advanced research and development of autonomous control software for NASA's deep space missions. He was the Architect for the Deep Space One Remote Agent Experiment and the Project Lead for the Executive component of the Remote Agent Experiment, the first intelligent agent to fly onboard and control a spacecraft. === Business === Pell is an entrepreneur who has founded or co-founded several business ventures, including Powerset, Moon Express, and LocoMobi. He was the founder and CEO of Powerset, a San Francisco startup company that built a search engine based on natural language processing technology originally developed at XEROX PARC. On May 11, 2008, the company unveiled a tool for searching a fixed subset of Wikipedia using conversational phrases rather than keywords. On July 1, 2008, Microsoft signed an agreement to acquire Powerset for an estimated $100 million. Powerset became a part of Microsoft's search engine, Bing. From 2008 until August 2011, Pell served as Partner, Search Strategist, and Evangelist for Microsoft's search engine, Bing and as Head of Bing's Local and Mobile Search teams. Prior to joining Powerset, Pell was an Entrepreneur-in-Residence at Mayfield Fund, a venture capital firm in Silicon Valley. Pell is also a founder of Moon Express, Inc., a U.S. company awarded a $10M commercial lunar contract by NASA and a competitor in the Google Lunar X PRIZE. Pell was also co-founder and chairman of LocoMobi, Inc., a U.S. company developing mobile, software and hardware technology solutions for the parking industry. LocoMobi was winner of the Tie50 Award in 2014. Pell is also an associate founder of Singularity University and a Machine Learning Fellow at the Creative Destruction Lab at the Rotman School of Management From 1998 to 2000, Pell served as chief strategist and vice president of business development at StockMaster.com (acquired by Red Herring in March, 2000). From 2000 to 2002, Pell was Chief Strategist and Vice President of Business Development for Whizbang Labs. Pell has been an angel investor and advisor to numerous startup companies, including Pulse.io (acquired by Google), Aardvark (acquired by Google), Appjet (acquired by Google), Jibe Mobile (acquired by Google), Movity (acquired by Trulia), QuestBridge, BrandYourself, CrowdFlower (acquired by Appen), and LinkedIn. === Views and predictions === Pell has expressed views and predictions regarding technological advancements in coming years. He believes that humans will soon have "brain-machine interfaces that will let people interact with each other as if they had 'hangouts' in their mind." Pell predicts these interfaces to become available within 20 to 30 years. Pell also predicts advancements in bodily augmentation, such as "even-better-than-human prosthetics and high-quality tissue engineering within 10 years." Pell believes that with advancements in space exploration technology the moon will soon be a commercially viable resource for material such as platinum and water. == Awards and recognition == In 1986, Pell was awarded a National Merit Scholarship. In 1989, Pell was awarded a Marshall Scholarship. In 1989, Pell was elected Phi Beta Kappa. In 1997, Pell was part of the team award a NASA Software of the Year Award for the Deep Space 1 Remote Agent.

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  • Principle of rationality

    Principle of rationality

    The principle of rationality (or rationality principle) was coined by Karl R. Popper in his Harvard Lecture of 1963, and published in his book Myth of Framework. It is related to what he called the 'logic of the situation' in an Economica article of 1944/1945, published later in his book The Poverty of Historicism. According to Popper's rationality principle, agents act in the most adequate way according to the objective situation. It is an idealized conception of human behavior which he used to drive his model of situational analysis. Cognitive scientist Allen Newell elaborated on the principle in his account of knowledge level modeling. == Popper == Popper called for social science to be grounded in what he called situational analysis or situational logic. This requires building models of social situations which include individual actors and their relationship to social institutions, e.g. markets, legal codes, bureaucracies, etc. These models attribute certain aims and information to the actors. This forms the 'logic of the situation', the result of reconstructing meticulously all circumstances of an historical event. The 'principle of rationality' is the assumption that people are instrumental in trying to reach their goals, and this is what drives the model. Popper believed that this model could be continuously refined to approach the objective truth. Popper called his principle of rationality nearly empty (a technical term meaning without empirical content) and strictly speaking false, but nonetheless tremendously useful. These remarks earned him a lot of criticism because seemingly he had swerved from his famous Logic of Scientific Discovery. Among the many philosophers having discussed Popper's principle of rationality from the 1960s up to now are Noretta Koertge, R. Nadeau, Viktor J. Vanberg, Hans Albert, E. Matzner, Ian C. Jarvie, Mark A. Notturno, John Wettersten, Ian C. Böhm. == Newell == In the context of knowledge-based systems, Newell (in 1982) proposed the following principle of rationality: "If an agent has knowledge that one of its actions will lead to one of its goals, then the agent will select that action." This principle is employed by agents at the knowledge level to move closer to a desired goal. An important philosophical difference between Newell and Popper is that Newell argued that the knowledge level is real in the sense that it exists in nature and is not made up. This allowed Newell to treat the rationality principle as a way of understanding nature and avoid the problems Popper ran into by treating knowledge as non physical and therefore non empirical.

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  • Is an AI Virtual Assistant Worth It in 2026?

    Is an AI Virtual Assistant Worth It in 2026?

    Shopping for the best AI virtual assistant? An AI virtual assistant 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 virtual assistant slots into your workflow and pays for itself fast. Below we compare features, pricing, and real output so you can choose with confidence.

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  • Krzysztof Wołk

    Krzysztof Wołk

    Krzysztof Wołk (born 16 August 1986) is a Polish IT researcher who specializes in artificial intelligence, machine learning, mobile applications, linguistic engineering, multimedia, NLP and graphic applications. His research works have been cited in more than 70 international research journals, books and research papers. He is member of scientific committee at the Health and Social Care Information Systems and Technologies (HCist), an international conference which brings in new ideas, new technologies, academic scientists, healthcare IT professionals, managers and solution providers from all over the world. His research in statistical machine learning has been recognized as one of the most cited researches in the world. He is the member of Scientific Committee-Reviewers at Research Conference in Technical Disciplines (RCITD), based in Slovakia, which brings together the academic scientists and researchers from all around the world. == Biography == He obtained the doctorate degree in 2016 from the Polish-Japanese Academy of Information and Technology in Warsaw, Poland. He is currently working as researcher and assistant professor at the Polish-Japanese Computer Science Academy (PJATK) in Warsaw, Poland. == Achievements == He has published three books: Biblia Windows Server 2012, Administrator's Guide, Mac OS X Server 10.8, and MAC OS X Server 10.6 and 10.7 Practical Guide has been cited by many researchers in the scholarly books, research journals and articles. His research work on the Polish-English statistical machine translation has been featured in the book New Research in Multimedia and Internet System. Similarly, his works regarding the machine translation system have been featured in the books New Perspective in Information System and Technologies Volume 1, Multimedia and Network Information System, and Recent Advances in Information Systems and Technologies, Volume 1.

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  • OCR-B

    OCR-B

    OCR-B is a monospace font developed in 1968 by Adrian Frutiger for Monotype by following the European Computer Manufacturer's Association standard. Its function was to facilitate the optical character recognition operations by specific electronic devices, originally for financial and bank-oriented uses. It was accepted as the world standard in 1973. It follows the ISO 1073-2:1976 (E) standard, refined in 1979 ("letterpress" design, size I). It includes all ASCII symbols, and other symbols needed in the bank environment. It is widely used for the human readable digits in UPC/EAN barcodes. It is also used for machine-readable passports. It shares that purpose with OCR-A, but it is easier for the human eye and brain to read and it has a less technical look than OCR-A. == History == In June 1961, the European Computer Manufacturers Association (ECMA) started standardization activities related to Optical Character Recognition (OCR). After evaluating existing OCR designs, it was decided to develop two new fonts: A stylized design with just digits, called “Class A”; and a more conventional type design with broader character coverage, called “Class B”. In February 1965, ECMA proposed a design for the “Class B” font to ISO, who adopted it as international standard ISO 1073-2 in October 1965. The first revision contained three font sizes: I, II and III. The specification included a Letterpress design, intended for high-quality printing equipment; and a rounded-edge Constant Strokewidth design for impact printers with reduced typographic quality. In September 1969, ECMA started work to revise its published standard. To make OCR-B more widely accepted, the shapes of some characters were slightly modified. The new revision removed font size II, which had been rarely used in practice; it deleted five character shapes; and it added a new font size IV. ECMA published the second edition of OCR-B in October 1971. In March 1976, ECMA published a third revision of its ECMA-11 specification. It added the symbols § and ¥ to OCR-B; two types of erasure marks (█) for blackening out mis-printed characters were added; and the length of the Vertical bar was changed to match ISO 1073-2. In 1993, Turkey proposed extending ISO 1073-2 to include the Turkish letters Ğğ, İı, and Şş. The request was generalized to extend OCR-B with a number of Latin and Greek letters used in European languages. A revision of the ISO 1073-2:1976 standard was therefore started, producing three successive draft documents. The final draft would have extended OCR-B with 40 Latin and 10 Greek letters; for six Latin letters, the draft gave new alternate shapes. A request to extend OCR-B with Vietnamese accents was rejected. Other than previous versions of the standard, which specified glyph shapes via reference drawings, the new revision would have included the shapes in machine-readable form. However, industry support for testing the new font could not be secured at the time, so the revision effort was halted in 1997. The working group described their findings in a technical report. In June 1998, the European Committee for Standardization published a report for adding the Euro sign to OCR-B. The report proposed both a single-stroked and a double-stroked variant of the Euro sign, leaving the decision to further testing of OCR performance. Testing was difficult: the theoretical design methods used when the OCR-B glyphs were originally developed could no longer be reproduced, and the technological constraints of the 1960s were also not entirely relevant anymore in the OCR environments of the 1990s. A new test method was devised, using present-time OCR technology. The tests found no difference in OCR performance between the two Euro variants, and recommended the adoption of the double-stroked variant as it matches the conventional glyph shape. The project did not have funds to thoroughly test the glyph extensions of the 1993 proposal; initial results were inconclusive. == Availability == Microsoft Office ships a version of Letterpress OCR-B produced by Monotype. It covers Windows-1252. Many vendors, including Adobe, still sell their versions of OCR-A and OCR-B. The TeX typesetting system has a public domain Constant Strokewidth OCR-B font in METAFONT definition form. It was created by Norbert Swartz in 1995 and updated in 2010. It has a setting for square stroke ends. The definition has also been translated to METATYPE1, so the rounded version is available in TrueType and OpenType too. A version of Constant Strokewidth OCR-B by Matthew Anderson has extended character coverage. It is available under CC-BY 4.0.

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  • List of monochrome and RGB color formats

    List of monochrome and RGB color formats

    This list of monochrome and RGB palettes includes generic repertoires of colors (color palettes) to produce black-and-white and RGB color pictures by a computer's display hardware. RGB is the most common method to produce colors for displays; so these complete RGB color repertoires have every possible combination of R-G-B triplets within any given maximum number of levels per component. Each palette is represented by a series of color patches. When the number of colors is low, a 1-pixel-size version of the palette appears below it, for easily comparing relative palette sizes. Huge palettes are given directly in one-color-per-pixel color patches. For each unique palette, an image color test chart and sample image (truecolor original follows) rendered with that palette (without dithering) are given. The test chart shows the full 256 levels of the red, green, and blue (RGB) primary colors and cyan, magenta, and yellow complementary colors, along with a full 256-level grayscale. Gradients of RGB intermediate colors (orange, lime green, sea green, sky blue, violet, and fuchsia), and a full hue spectrum are also present. Color charts are not gamma corrected. These elements illustrate the color depth and distribution of the colors of any given palette, and the sample image indicates how the color selection of such palettes could represent real-life images. These images are not necessarily representative of how the image would be displayed on the original graphics hardware, as the hardware may have additional limitations regarding the maximum display resolution, pixel aspect ratio and color placement. Implementation of these formats is specific to each machine. Therefore, the number of colors that can be simultaneously displayed in a given text or graphic mode might be different. Also, the actual displayed colors are subject to the output format used - PAL or NTSC, composite or component video, etc. - and might be slightly different. For simulated images and specific hardware and alternate methods to produce colors other than RGB (ex: composite), see the List of 8-bit computer hardware palettes, the List of 16-bit computer hardware palettes and the List of video game console palettes. For various software arrangements and sorts of colors, including other possible full RGB arrangements within 8-bit color depth displays, see the List of software palettes. == Monochrome palettes == These palettes only have some shades of gray, from black to white (considered the darkest and lightest "grays", respectively). The general rule is that those palettes have 2n different shades of gray, where n is the number of bits needed to represent a single pixel. === Monochrome (1-bit grayscale) === Monochrome graphics displays typically have a black background with a white or light gray image, though green and amber monochrome monitors were also common. Such a palette requires only one bit per pixel. Where photo-realism was desired, these early computer systems had a heavy reliance on dithering to make up for the limits of the technology. In some systems, as Hercules and CGA graphic cards for the IBM PC, a bit value of 1 represents white pixels (light on) and a value of 0 the black ones (light off); others, like the Playdate and Atari ST and Apple Macintosh with monochrome monitors, a bit value of 0 means a white pixel (no ink) and a value of 1 means a black pixel (dot of ink), which it approximates to the printing logic. === 2-bit Grayscale === In a 2-bit color palette each pixel's value is represented by 2 bits resulting in a 4-value palette (22 = 4). 2-bit dithering: It has black, white and two intermediate levels of gray as follows: A monochrome 2-bit palette is used on: The Monochrome Display Adapter for the IBM PC NeXT Computer, NeXTcube and NeXTstation monochrome graphic displays. Original Game Boy system portable video game console. Macintosh PowerBook 150 monochrome LC displays. Amiga with A2024 monochrome monitor in high-resolution mode. The original Amazon Kindle The original WonderSwan The Tiger Electronics Game.com portable video game console The original Neo Geo Pocket. === 4-bit Grayscale === In a 4-bit color palette each pixel's value is represented by 4 bits resulting in a 16-value palette (24 = 16): 4-bit grayscale dithering does a fairly good job of reducing visible banding of the level changes: A monochrome 4-bit palette is used on: MOS Technology VDC (on the Commodore 128 with monochrome monitor) Amstrad CPC series with a GT64/GT65 Green Monitor (16 unique green shades) Amstrad CPC Plus series with the MM12 Monochrome monitor (16 shades of grey) Some Apple PowerBooks equipped with monochrome displays like the PowerBook 5300 The original VideoNow === 8-bit Grayscale === In an 8-bit color palette each pixel's value is represented by 8 bits resulting in a 256-value palette (28 = 256). This is usually the maximum number of grays in ordinary monochrome systems; each image pixel occupies a single memory byte. Most scanners can capture images in 8-bit grayscale, and image file formats like TIFF and JPEG natively support this monochrome palette size. Alpha channels employed for video overlay also use (conceptually) this palette. The gray level indicates the opacity of the blended image pixel over the background image pixel. == Dichrome palettes == === 16-bit RG palette === The RG or red–green color space is a color space that uses only two primary colors: red and green. It was used on early color processes for films. It was used as an additive format, similar to the RGB color model but without a blue channel, on processes such as Kinemacolor, Prizma, Technicolor I, Raycol, etc., producing shades of black, red, green and yellow. Alternatively, it was used as a subtractive format on Brewster Color I, Kodachrome I, Prizma II, Technicolor II, etc., producing shades of transparent, red, green and black. Until recently, its primary use was in low-cost light-emitting diode displays in which red and green tended to be far more common than the still nascent blue LED technology, but full-color LEDs with blue have become more common in recent years. ColorCode 3-D, a anaglyph stereoscopic color scheme, uses the RG color space to simulate a broad spectrum of color in one eye, while the blue portion of the spectrum transmits a black-and-white (black-and-blue) image to the other eye to give depth perception. === 16-bit RB palette === === 16-bit GB palette === == Regular RGB palettes == Here are grouped those full RGB hardware palettes that have the same number of binary levels (i.e., the same number of bits) for every red, green and blue components using the full RGB color model. Thus, the total number of colors are always the number of possible levels by component, n, raised to a power of 3: n×n×n = n3. === 3-bit RGB === 3-bit RGB dithering: Systems with a 3-bit RGB palette use 1 bit for each of the red, green and blue color components. That is, each component is either "on" or "off" with no intermediate states. This results in an 8-color palette ((21)3 = 23 = 8) that has black, white, the three RGB primary colors red, green and blue and their correspondent complementary colors cyan, magenta and yellow as follows: The color indices vary between implementations; therefore, index numbers are not given. The 3-bit RGB palette is used by: Text terminals following the ECMA-48 standard (sometimes known as the "ANSI standard", although ANSI X3.128 does not define colors) World System Teletext Level 1/1.5 Videotex Oric computers BBC Micro PC-8801 (up to the MkII) PC-9801 (with original 8086 CPU, before the VM/VX models) Sharp X1 (models before the X1 Turbo Z) Sharp MZ 700 FM-7, FM New 7, FM 77 (before the FM77AV) Sinclair QL Space Invaders Part II (arcade hardware) Macintosh SE (with a color printer or external monitor) Atari 2600 (SECAM version) Color Maximite (PIC32 based microcomputer) Arcadia 2001 PV-1000 Monkey Magic (arcade hardware) VIC-20 (high-res mode) Mouse Trap (arcade hardware) Sanyo MBC-550 series Windows 1.0 (includes dithering) === 6-bit RGB === Systems with a 6-bit RGB palette use 2 bits for each of the red, green, and blue color components. This results in a (22)3 = 43 = 64-color palette as follows: 6-bit RGB systems include the following: Enhanced Graphics Adapter (EGA) for IBM PC/AT (16 colors at once) Sega Master System video game console (32 colors at once) GIME for TRS-80 Color Computer 3 (16 colors at once) Pebble Time smartwatch which has a 6-bit (64 color) e-paper display Parallax Propeller using the reference VGA circuit === 9-bit RGB === Systems with a 9-bit RGB palette use 3 bits for each of the red, green, and blue color components. This results in a (23)3 = 83 = 512-color palette as follows: 9-bit RGB systems include the following: Atari ST (Normally 4 to 16 at once without tricks) MSX2 computers (up to 16 at once) Sega Genesis video game console, (64 colors at once) Sega Nomad TurboGrafx-16 (NEC PC-Engine) ZX Spectrum Next The NEC PC-88

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  • Markov chain Monte Carlo

    Markov chain Monte Carlo

    In statistics, Markov chain Monte Carlo (MCMC) is a class of algorithms used to draw samples from a probability distribution. Given a probability distribution, one can construct a Markov chain whose elements' distribution approximates it, i.e. the Markov chain's equilibrium distribution matches the target distribution. The more steps that are included, the more closely the distribution of the sample matches the actual desired distribution. Markov chain Monte Carlo methods are used to study probability distributions that are too complex or too high dimensional to study with analytic techniques alone. Various algorithms exist for constructing such Markov chains, including the Metropolis–Hastings algorithm. == General explanation == Markov chain Monte Carlo methods create samples from a continuous random variable, with probability density proportional to a known function. These samples can be used to evaluate an integral over that variable, as its expected value or variance. Practically, an ensemble of chains is generally developed, starting from a set of points arbitrarily chosen and sufficiently distant from each other. These chains are stochastic processes of "walkers" which move around randomly according to an algorithm that looks for places with a reasonably high contribution to the integral to move into next, assigning them higher probabilities. Random walk Monte Carlo methods are a kind of random simulation or Monte Carlo method. However, whereas the random samples of the integrand used in a conventional Monte Carlo integration are statistically independent, those used in MCMC are autocorrelated. Correlations of samples introduces the need to use the Markov chain central limit theorem when estimating the error of mean values. These algorithms create Markov chains such that they have an equilibrium distribution which is proportional to the function given. == History == The development of MCMC methods is deeply rooted in the early exploration of Monte Carlo (MC) techniques in the mid-20th century, particularly in physics. These developments were marked by the Metropolis algorithm proposed by Nicholas Metropolis, Arianna W. Rosenbluth, Marshall Rosenbluth, Augusta H. Teller, and Edward Teller in 1953, which was designed to tackle high-dimensional integration problems using early computers. Then in 1970, W. K. Hastings generalized this algorithm and inadvertently introduced the component-wise updating idea, later known as Gibbs sampling. Simultaneously, the theoretical foundations for Gibbs sampling were being developed, such as the Hammersley–Clifford theorem from Julian Besag's 1974 paper. Although the seeds of MCMC were sown earlier, including the formal naming of Gibbs sampling in image processing by Stuart Geman and Donald Geman (1984) and the data augmentation method by Martin A. Tanner and Wing Hung Wong (1987), its "revolution" in mainstream statistics largely followed demonstrations of the universality and ease of implementation of sampling methods (especially Gibbs sampling) for complex statistical (particularly Bayesian) problems, spurred by increasing computational power and software like BUGS. This transformation was accompanied by significant theoretical advancements, such as Luke Tierney's (1994) rigorous treatment of MCMC convergence, and Jun S. Liu, Wong, and Augustine Kong's (1994, 1995) analysis of Gibbs sampler structure. Subsequent developments further expanded the MCMC toolkit, including particle filters (Sequential Monte Carlo) for sequential problems, Perfect sampling aiming for exact simulation (Jim Propp and David B. Wilson, 1996), RJMCMC (Peter J. Green, 1995) for handling variable-dimension models, and deeper investigations into convergence diagnostics and the central limit theorem. Overall, the evolution of MCMC represents a paradigm shift in statistical computation, enabling the analysis of numerous previously intractable complex models and continually expanding the scope and impact of statistics. == Mathematical setting == Suppose (Xn) is a Markov Chain in the general state space X {\displaystyle {\mathcal {X}}} with specific properties. We are interested in the limiting behavior of the partial sums: S n ( h ) = 1 n ∑ i = 1 n h ( X i ) {\displaystyle S_{n}(h)={\dfrac {1}{n}}\sum _{i=1}^{n}h(X_{i})} as n goes to infinity. Particularly, we hope to establish the Law of Large Numbers and the Central Limit Theorem for MCMC. In the following, we state some definitions and theorems necessary for the important convergence results. In short, we need the existence of invariant measure and Harris recurrent to establish the Law of Large Numbers of MCMC (Ergodic Theorem). And we need aperiodicity, irreducibility and extra conditions such as reversibility to ensure the Central Limit Theorem holds in MCMC. === Irreducibility and aperiodicity === Recall that in the discrete setting, a Markov chain is said to be irreducible if it is possible to reach any state from any other state in a finite number of steps with positive probability. However, in the continuous setting, point-to-point transitions have zero probability. In this case, φ-irreducibility generalizes irreducibility by using a reference measure φ on the measurable space ( X , B ( X ) ) {\displaystyle ({\mathcal {X}},{\mathcal {B}}({\mathcal {X}}))} . Definition (φ-irreducibility) Given a measure φ {\displaystyle \varphi } defined on ( X , B ( X ) ) {\displaystyle ({\mathcal {X}},{\mathcal {B}}({\mathcal {X}}))} , the Markov chain ( X n ) {\displaystyle (X_{n})} with transition kernel K ( x , y ) {\displaystyle K(x,y)} is φ-irreducible if, for every A ∈ B ( X ) {\displaystyle A\in {\mathcal {B}}({\mathcal {X}})} with φ ( A ) > 0 {\displaystyle \varphi (A)>0} , there exists n {\displaystyle n} such that K n ( x , A ) > 0 {\displaystyle K^{n}(x,A)>0} for all x ∈ X {\displaystyle x\in {\mathcal {X}}} (Equivalently, P x ( τ A < ∞ ) > 0 {\displaystyle P_{x}(\tau _{A}<\infty )>0} , here τ A = inf { n ≥ 1 ; X n ∈ A } {\displaystyle \tau _{A}=\inf\{n\geq 1;X_{n}\in A\}} is the first n {\displaystyle n} for which the chain enters the set A {\displaystyle A} ). This is a more general definition for irreducibility of a Markov chain in non-discrete state space. In the discrete case, an irreducible Markov chain is said to be aperiodic if it has period 1. Formally, the period of a state ω ∈ X {\displaystyle \omega \in {\mathcal {X}}} is defined as: d ( ω ) := g c d { m ≥ 1 ; K m ( ω , ω ) > 0 } {\displaystyle d(\omega ):=\mathrm {gcd} \{m\geq 1\,;\,K^{m}(\omega ,\omega )>0\}} For the general (non-discrete) case, we define aperiodicity in terms of small sets: Definition (Cycle length and small sets) A φ-irreducible Markov chain ( X n ) {\displaystyle (X_{n})} has a cycle of length d if there exists a small set C {\displaystyle C} , an associated integer M {\displaystyle M} , and a probability distribution ν M {\displaystyle \nu _{M}} such that d is the greatest common divisor of: { m ≥ 1 ; ∃ δ m > 0 such that C is small for ν m ≥ δ m ν M } . {\displaystyle \{m\geq 1\,;\,\exists \,\delta _{m}>0{\text{ such that }}C{\text{ is small for }}\nu _{m}\geq \delta _{m}\nu _{M}\}.} A set C {\displaystyle C} is called small if there exists m ∈ N ∗ {\displaystyle m\in \mathbb {N} ^{}} and a nonzero measure ν m {\displaystyle \nu _{m}} such that: K m ( x , A ) ≥ ν m ( A ) , ∀ x ∈ C , ∀ A ∈ B ( X ) . {\displaystyle K^{m}(x,A)\geq \nu _{m}(A),\quad \forall x\in C,\,\forall A\in {\mathcal {B}}({\mathcal {X}}).} === Harris recurrent === Definition (Harris recurrence) A set A {\displaystyle A} is Harris recurrent if P x ( η A = ∞ ) = 1 {\displaystyle P_{x}(\eta _{A}=\infty )=1} for all x ∈ A {\displaystyle x\in A} , where η A = ∑ n = 1 ∞ I A ( X n ) {\displaystyle \eta _{A}=\sum _{n=1}^{\infty }\mathbb {I} _{A}(X_{n})} is the number of visits of the chain ( X n ) {\displaystyle (X_{n})} to the set A {\displaystyle A} . The chain ( X n ) {\displaystyle (X_{n})} is said to be Harris recurrent if there exists a measure ψ {\displaystyle \psi } such that the chain is ψ {\displaystyle \psi } -irreducible and every measurable set A {\displaystyle A} with ψ ( A ) > 0 {\displaystyle \psi (A)>0} is Harris recurrent. A useful criterion for verifying Harris recurrence is the following: Proposition If for every A ∈ B ( X ) {\displaystyle A\in {\mathcal {B}}({\mathcal {X}})} , we have P x ( τ A < ∞ ) = 1 {\displaystyle P_{x}(\tau _{A}<\infty )=1} for every x ∈ A {\displaystyle x\in A} , then P x ( η A = ∞ ) = 1 {\displaystyle P_{x}(\eta _{A}=\infty )=1} for all x ∈ X {\displaystyle x\in {\mathcal {X}}} , and the chain ( X n ) {\displaystyle (X_{n})} is Harris recurrent. This definition is only needed when the state space X {\displaystyle {\mathcal {X}}} is uncountable. In the countable case, recurrence corresponds to E x [ η x ] = ∞ {\displaystyle \mathbb {E} _{x}[\eta _{x}]=\infty } , which is equivalent to P x ( τ x < ∞ ) = 1 {\displaystyle P_{x}(\tau _{x}<\infty )=1} for all x ∈ X {\displaystyle x\i

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  • Emergent (software)

    Emergent (software)

    Emergent (formerly PDP++) is a biologically-based neural simulation software that is primarily intended for creating models of the brain and cognitive processes. Development initially began in 1995 at Carnegie Mellon University, and as of 2014, continues at the University of Colorado at Boulder. The 3.x release of the software, which was known as PDP++, is featured in the textbook Computational Explorations in Cognitive Neuroscience. == Features == Emergent features a modular design, based on the principles of object-oriented programming. It runs on Microsoft Windows, Darwin / macOS and Linux. C-Super-Script (variously, CSS and C^C), a built-in C++-like interpreted scripting language, allows access to virtually all simulator objects and can initiate all the same actions as the GUI, and more. Version 4 and upward features a full 3D environment for visualizations, based on Qt and Open Inventor. Robotics simulations are made possible by integration with the Open Dynamics Engine. A plugin system allows for expanding the software in many ways. Version 5 introduced parallel threading support, numerous speed improvements, a help browser featuring an interface to the project's Wiki and auto-generated documentation, undo and redo using diffs and a definable undo depth. In addition, 5.0.2 introduced a built-in plugin source code editor, and plugins can now be compiled from the main interface, enabling full development of plugins within Emergent. Emergent also provides an implementation of Leabra which was developed by Randall C. O'Reilly in his PhD thesis.

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  • The Best Free AI Art Generator for Beginners

    The Best Free AI Art Generator for Beginners

    Trying to pick the best AI art generator? An AI art 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 art 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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  • Podium (company)

    Podium (company)

    Podium is a private technology company headquartered in Lehi, Utah that develops cloud-based software related to messaging, customer feedback, online reviews, selling products, and requesting payments. == History == Podium was founded in 2014 by Eric Rea and Dennis Steele, who developed a tool to help small businesses "build their online reputation" through online reviews. Podium was initially known as RepDrive before rebranding as Podium in 2015. In 2015, Podium moved from a spare bedroom to a new location above a Provo bike shop. In March 2020, Podium added payments technology to its product suite. In November 2021, Podium raised $201 million in Series D funding and was valued at $3 billion. == Product == Podium is a software-as-a-service platform designed to improve business online reputation. It helps users manage business interactions in one tool. Users can communicate reviews, texts, chats, and post payment directly within the app.

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  • Iterative Viterbi decoding

    Iterative Viterbi decoding

    Iterative Viterbi decoding is an algorithm that spots the subsequence S of an observation O = {o1, ..., on} having the highest average probability (i.e., probability scaled by the length of S) of being generated by a given hidden Markov model M with m states. The algorithm uses a modified Viterbi algorithm as an internal step. The scaled probability measure was first proposed by John S. Bridle. An early algorithm to solve this problem, sliding window, was proposed by Jay G. Wilpon et al., 1989, with constant cost T = mn2/2. A faster algorithm consists of an iteration of calls to the Viterbi algorithm, reestimating a filler score until convergence. == The algorithm == A basic (non-optimized) version, finding the sequence s with the smallest normalized distance from some subsequence of t is: // input is placed in observation s[1..n], template t[1..m], // and [[distance matrix]] d[1..n,1..m] // remaining elements in matrices are solely for internal computations (int, int, int) AverageSubmatchDistance(char s[0..(n+1)], char t[0..(m+1)], int d[1..n,0..(m+1)]) { // score, subsequence start, subsequence end declare int e, B, E t'[0] := t'[m+1] := s'[0] := s'[n+1] := 'e' e := random() do e' := e for i := 1 to n do d'[i,0] := d'[i,m+1] := e (e, B, E) := ViterbiDistance(s', t', d') e := e/(E-B+1) until (e == e') return (e, B, E) } The ViterbiDistance() procedure returns the tuple (e, B, E), i.e., the Viterbi score "e" for the match of t and the selected entry (B) and exit (E) points from it. "B" and "E" have to be recorded using a simple modification to Viterbi. A modification that can be applied to CYK tables, proposed by Antoine Rozenknop, consists in subtracting e from all elements of the initial matrix d.

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  • Corpus linguistics

    Corpus linguistics

    Corpus linguistics is an empirical method for the study of language by text corpus (plural corpora). Corpora are balanced, often stratified collections of authentic, "real world", text of speech or writing that aim to represent a given linguistic variety. Today, corpora are generally machine-readable data collections. Corpus linguistics proposes that a reliable analysis of a language is more feasible with corpora collected in the field—the natural context ("realia") of that language—with minimal experimental interference. Large collections of text, though corpora may also be small in terms of running words, allow linguists to run quantitative analyses on linguistic concepts that may be difficult to test in a qualitative manner. The text-corpus method uses the body of texts in any natural language to derive the set of abstract rules which govern that language. Those results can be used to explore the relationships between that subject language and other languages which have undergone a similar analysis. The first such corpora were manually derived from source texts, but now that work is automated. Corpora have not only been used for linguistics research, they have been increasingly used to compile dictionaries (starting with The American Heritage Dictionary of the English Language in 1969) and reference grammars, with A Comprehensive Grammar of the English Language, published in 1985, as a first. Experts in the field have differing views about the annotation of a corpus. These views range from John McHardy Sinclair, who advocates minimal annotation so texts speak for themselves, to the Survey of English Usage team (University College, London), who advocate annotation as allowing greater linguistic understanding through rigorous recording. == History == Some of the earliest efforts at grammatical description were based at least in part on corpora of particular religious or cultural significance. For example, Prātiśākhya literature described the sound patterns of Sanskrit as found in the Vedas, and Pāṇini's grammar of classical Sanskrit was based at least in part on analysis of that same corpus. Similarly, the early Arabic grammarians paid particular attention to the language of the Quran. In the Western European tradition, scholars prepared concordances to allow detailed study of the language of the Bible and other canonical texts. === English corpora === A landmark in modern corpus linguistics was the publication of Computational Analysis of Present-Day American English in 1967. Written by Henry Kučera and W. Nelson Francis, the work was based on an analysis of the Brown Corpus, which is a structured and balanced corpus of one million words of American English from the year 1961. The corpus comprises 2000 text samples, from a variety of genres. The Brown Corpus was the first computerized corpus designed for linguistic research. Kučera and Francis subjected the Brown Corpus to a variety of computational analyses and then combined elements of linguistics, language teaching, psychology, statistics, and sociology to create a rich and variegated opus. A further key publication was Randolph Quirk's "Towards a description of English Usage" in 1960 in which he introduced the Survey of English Usage. Quirk's corpus was the first modern corpus to be built with the purpose of representing the whole language. Shortly thereafter, Boston publisher Houghton-Mifflin approached Kučera to supply a million-word, three-line citation base for its new American Heritage Dictionary, the first dictionary compiled using corpus linguistics. The AHD took the innovative step of combining prescriptive elements (how language should be used) with descriptive information (how it actually is used). Other publishers followed suit. The British publisher Collins' COBUILD monolingual learner's dictionary, designed for users learning English as a foreign language, was compiled using the Bank of English. The Survey of English Usage Corpus was used in the development of one of the most important Corpus-based Grammars, which was written by Quirk et al. and published in 1985 as A Comprehensive Grammar of the English Language. The Brown Corpus has also spawned a number of similarly structured corpora: the LOB Corpus (1960s British English), Kolhapur (Indian English), Wellington (New Zealand English), Australian Corpus of English (Australian English), the Frown Corpus (early 1990s American English), and the FLOB Corpus (1990s British English). Other corpora represent many languages, varieties and modes, and include the International Corpus of English, and the British National Corpus, a 100 million word collection of a range of spoken and written texts, created in the 1990s by a consortium of publishers, universities (Oxford and Lancaster) and the British Library. For contemporary American English, work has stalled on the American National Corpus, but the 400+ million word Corpus of Contemporary American English (1990–present) is now available through a web interface. The first computerized corpus of transcribed spoken language was constructed in 1971 by the Montreal French Project, containing one million words, which inspired Shana Poplack's much larger corpus of spoken French in the Ottawa-Hull area. === Multilingual corpora === In the 1990s, many of the notable early successes on statistical methods in natural-language programming (NLP) occurred in the field of machine translation, due especially to work at IBM Research. These systems were able to take advantage of existing multilingual textual corpora that had been produced by the Parliament of Canada and the European Union as a result of laws calling for the translation of all governmental proceedings into all official languages of the corresponding systems of government. There are corpora in non-European languages as well. For example, the National Institute for Japanese Language and Linguistics in Japan has built a number of corpora of spoken and written Japanese. Sign language corpora have also been created using video data. === Ancient languages corpora === Besides these corpora of living languages, computerized corpora have also been made of collections of texts in ancient languages. An example is the Andersen-Forbes database of the Hebrew Bible, developed since the 1970s, in which every clause is parsed using graphs representing up to seven levels of syntax, and every segment tagged with seven fields of information. The Quranic Arabic Corpus is an annotated corpus for the Classical Arabic language of the Quran. This is a recent project with multiple layers of annotation including morphological segmentation, part-of-speech tagging, and syntactic analysis using dependency grammar. The Digital Corpus of Sanskrit (DCS) is a "Sandhi-split corpus of Sanskrit texts with full morphological and lexical analysis... designed for text-historical research in Sanskrit linguistics and philology." === Corpora from specific fields === Besides pure linguistic inquiry, researchers had begun to apply corpus linguistics to other academic and professional fields, such as the emerging sub-discipline of Law and Corpus Linguistics, which seeks to understand legal texts using corpus data and tools. The DBLP Discovery Dataset concentrates on computer science, containing relevant computer science publications with sentient metadata such as author affiliations, citations, or study fields. A more focused dataset was introduced by NLP Scholar, a combination of papers of the ACL Anthology and Google Scholar metadata. Corpora can also aid in translation efforts or in teaching foreign languages. == Methods == Corpus linguistics has generated a number of research methods, which attempt to trace a path from data to theory. Wallis and Nelson (2001) first introduced what they called the 3A perspective: Annotation, Abstraction and Analysis. Annotation consists of the application of a scheme to texts. Annotations may include structural markup, part-of-speech tagging, parsing, and numerous other representations. Abstraction consists of the translation (mapping) of terms in the scheme to terms in a theoretically motivated model or dataset. Abstraction typically includes linguist-directed search but may include e.g., rule-learning for parsers. Analysis consists of statistically probing, manipulating and generalising from the dataset. Analysis might include statistical evaluations, optimisation of rule-bases or knowledge discovery methods. Most lexical corpora today are part-of-speech-tagged (POS-tagged). However even corpus linguists who work with 'unannotated plain text' inevitably apply some method to isolate salient terms. In such situations annotation and abstraction are combined in a lexical search. The advantage of publishing an annotated corpus is that other users can then perform experiments on the corpus (through corpus managers). Linguists with other interests and differing perspectives than the originators' can exploit this work. By sharing data

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