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  • Automated essay scoring

    Automated essay scoring

    Automated essay scoring (AES) is the use of specialized computer programs to assign grades to essays written in an educational setting. It is a form of educational assessment and an application of natural language processing. Its objective is to classify a large set of textual entities into a small number of discrete categories, corresponding to the possible grades, for example, the numbers 1 to 6. Therefore, it can be considered a problem of statistical classification. Several factors have contributed to a growing interest in AES. Among them are cost, accountability, standards, and technology. Rising education costs have led to pressure to hold the educational system accountable for results by imposing standards. The advance of information technology promises to measure educational achievement at reduced cost. The use of AES for high-stakes testing in education has generated significant backlash, with opponents pointing to research that computers cannot yet grade writing accurately and arguing that their use for such purposes promotes teaching writing in reductive ways (i.e. teaching to the test). == History == Most historical summaries of AES trace the origins of the field to the work of Ellis Batten Page. In 1966, he argued for the possibility of scoring essays by computer, and in 1968 he published his successful work with a program called Project Essay Grade (PEG). Using the technology of that time, computerized essay scoring would not have been cost-effective, so Page abated his efforts for about two decades. Eventually, Page sold PEG to Measurement Incorporated. By 1990, desktop computers had become so powerful and so widespread that AES was a practical possibility. As early as 1982, a UNIX program called Writer's Workbench was able to offer punctuation, spelling and grammar advice. In collaboration with several companies (notably Educational Testing Service), Page updated PEG and ran some successful trials in the early 1990s. Peter Foltz and Thomas Landauer developed a system using a scoring engine called the Intelligent Essay Assessor (IEA). IEA was first used to score essays in 1997 for their undergraduate courses. It is now a product from Pearson Educational Technologies and used for scoring within a number of commercial products and state and national exams. IntelliMetric is Vantage Learning's AES engine. Its development began in 1996. It was first used commercially to score essays in 1998. Educational Testing Service offers "e-rater", an automated essay scoring program. It was first used commercially in February 1999. Jill Burstein was the team leader in its development. ETS's Criterion Online Writing Evaluation Service uses the e-rater engine to provide both scores and targeted feedback. Lawrence Rudner has done some work with Bayesian scoring, and developed a system called BETSY (Bayesian Essay Test Scoring sYstem). Some of his results have been published in print or online, but no commercial system incorporates BETSY as yet. Under the leadership of Howard Mitzel and Sue Lottridge, Pacific Metrics developed a constructed response automated scoring engine, CRASE. Currently utilized by several state departments of education and in a U.S. Department of Education-funded Enhanced Assessment Grant, Pacific Metrics’ technology has been used in large-scale formative and summative assessment environments since 2007. Measurement Inc. acquired the rights to PEG in 2002 and has continued to develop it. In 2012, the Hewlett Foundation sponsored a competition on Kaggle called the Automated Student Assessment Prize (ASAP). 201 challenge participants attempted to predict, using AES, the scores that human raters would give to thousands of essays written to eight different prompts. The intent was to demonstrate that AES can be as reliable as human raters, or more so. The competition also hosted a separate demonstration among nine AES vendors on a subset of the ASAP data. Although the investigators reported that the automated essay scoring was as reliable as human scoring, this claim was not substantiated by any statistical tests because some of the vendors required that no such tests be performed as a precondition for their participation. Moreover, the claim that the Hewlett Study demonstrated that AES can be as reliable as human raters has since been strongly contested, including by Randy E. Bennett, the Norman O. Frederiksen Chair in Assessment Innovation at the Educational Testing Service. Some of the major criticisms of the study have been that five of the eight datasets consisted of paragraphs rather than essays, four of the eight data sets were graded by human readers for content only rather than for writing ability, and that rather than measuring human readers and the AES machines against the "true score", the average of the two readers' scores, the study employed an artificial construct, the "resolved score", which in four datasets consisted of the higher of the two human scores if there was a disagreement. This last practice, in particular, gave the machines an unfair advantage by allowing them to round up for these datasets. In 1966, Page hypothesized that, in the future, the computer-based judge will be better correlated with each human judge than the other human judges are. Despite criticizing the applicability of this approach to essay marking in general, this hypothesis was supported for marking free text answers to short questions, such as those typical of the British GCSE system. Results of supervised learning demonstrate that the automatic systems perform well when marking by different human teachers is in good agreement. Unsupervised clustering of answers showed that excellent papers and weak papers formed well-defined clusters, and the automated marking rule for these clusters worked well, whereas marks given by human teachers for the third cluster ('mixed') can be controversial, and the reliability of any assessment of works from the 'mixed' cluster can often be questioned (both human and computer-based). == Different dimensions of essay quality == According to a recent survey, modern AES systems try to score different dimensions of an essay's quality in order to provide feedback to users. These dimensions include the following items: Grammaticality: following grammar rules Usage: using of prepositions, word usage Mechanics: following rules for spelling, punctuation, capitalization Style: word choice, sentence structure variety Relevance: how relevant of the content to the prompt Organization: how well the essay is structured Development: development of ideas with examples Cohesion: appropriate use of transition phrases Coherence: appropriate transitions between ideas Thesis Clarity: clarity of the thesis Persuasiveness: convincingness of the major argument == Procedure == From the beginning, the basic procedure for AES has been to start with a training set of essays that have been carefully hand-scored. The program evaluates surface features of the text of each essay, such as the total number of words, the number of subordinate clauses, or the ratio of uppercase to lowercase letters—quantities that can be measured without any human insight. It then constructs a mathematical model that relates these quantities to the scores that the essays received. The same model is then applied to calculate scores of new essays. Recently, one such mathematical model was created by Isaac Persing and Vincent Ng. which not only evaluates essays on the above features, but also on their argument strength. It evaluates various features of the essay, such as the agreement level of the author and reasons for the same, adherence to the prompt's topic, locations of argument components (major claim, claim, premise), errors in the arguments, cohesion in the arguments among various other features. In contrast to the other models mentioned above, this model is closer in duplicating human insight while grading essays. Due to the growing popularity of deep neural networks, deep learning approaches have been adopted for automated essay scoring, generally obtaining superior results, often surpassing inter-human agreement levels. The various AES programs differ in what specific surface features they measure, how many essays are required in the training set, and most significantly in the mathematical modeling technique. Early attempts used linear regression. Modern systems may use linear regression or other machine learning techniques often in combination with other statistical techniques such as latent semantic analysis and Bayesian inference. The automated essay scoring task has also been studied in the cross-domain setting using machine learning models, where the models are trained on essays written for one prompt (topic) and tested on essays written for another prompt. Successful approaches in the cross-domain scenario are based on deep neural networks or models that combine deep and shallow features. == Criteria for success == Any method of a

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  • Open Compute Project

    Open Compute Project

    The Open Compute Project (OCP) is an organization that facilitates the sharing of data center product designs and industry best practices among companies. Founded in 2011, OCP has significantly influenced the design and operation of large-scale computing facilities worldwide. As of February 2025, over 400 companies across the world are members of OCP, including Arm, Meta, IBM, Wiwynn, Intel, Nokia, Google, Microsoft, Seagate Technology, Dell, Rackspace, Hewlett Packard Enterprise, NVIDIA, Cisco, Goldman Sachs, Fidelity, Lenovo, Accton Technology Corporation and Alibaba Group. == Structure == The Open Compute Project Foundation is a 501(c)(6) non-profit incorporated in the state of Delaware, United States. OCP has multiple committees, including the board of directors, advisory board and steering committee to govern its operations. As of July 2020, there are seven members who serve on the board of directors which is made up of one individual member and six organizational members. Mark Roenigk (Facebook) is the Foundation's president and chairman. Andy Bechtolsheim is the individual member. In addition to Mark Roenigk who represents Facebook, other organizations on the Open Compute board of directors include Intel (Rebecca Weekly), Microsoft (Kushagra Vaid), Google (Partha Ranganathan), and Rackspace (Jim Hawkins). A list of members can be found on the OCP website. == History == The Open Compute Project began at Facebook (now Meta) in 2009 as an internal project called "Project Freedom". The hardware designs and engineering teams were led by Amir Michael (Manager, Hardware Design) and sponsored by Jonathan Heiliger (VP, Technical Operations) and Frank Frankovsky (Director, Hardware Design and Infrastructure). The three would later open source the designs of Project Freedom and co-found the Open Compute Project. The project was announced at a press event at Facebook's headquarters in Palo Alto on April 7, 2011. == OCP projects == The Open Compute Project Foundation maintains a number of OCP projects, such as: === Server designs === In 2013, two years after the Open Compute Project had started, it was noted that the goal of a more modular server design was "still a long way from live data centers". However, by then some aspects published had been used in Facebook's Prineville data center to improve energy efficiency, as measured by the power usage effectiveness index defined by The Green Grid. Efforts to advance server compute node designs included one for Intel processors and one for AMD processors. Also in 2013, Calxeda contributed a design with ARM architecture processors. Since then, several generations of OCP server designs have been deployed: Wildcat (Intel), Spitfire (AMD), Windmill (Intel E5-2600), Watermark (AMD), Winterfell (Intel E5-2600 v2) and Leopard (Intel E5-2600 v3). === OCP Accelerator Module === OCP Accelerator Module (OAM) is a design specification for hardware architectures that implement artificial intelligence systems that require high module-to-module bandwidth. OAM is used in some of AMD's Instinct accelerator modules. === Rack and power designs === Designs for a mechanical mounting system to replace standard 19-inch racks have been published, with a cabinet the same outside width (600 mm) and depth as existing racks, but with an interior space allowing for wider equipment chassis with a 537 mm width (21 inches). This allows more equipment to fit in the same volume and improves air flow. Compute chassis sizes are defined in multiples of an OpenU or OU, which is 48 mm, slightly taller than the 44 mm rack unit defined for 19-inch racks. As of March 2026, the most current base mechanical definition is the Open Rack V3.1 Specification. At the time the base specification was released, Meta also defined in greater depth the specifications for the rectifiers and power shelf. Specifications for the power monitoring interface (PMI), a communications interface enabling upstream communications between the rectifiers and battery backup unit(BBU) were published by Meta that same year, with Delta Electronics as the main technical contributor to the BBU spec. However, since 2022 the AI boom in the data center has created higher power requirements in order to satisfy the demands of AI accelerators that have been released. As of September 2024, Meta is in the process of updating its Open Rack v3 rectifier, power shelf, battery backup and power management interface specifications to accommodate this increased energy demand. In May 2024, at an Open Compute regional summit, Meta and Rittal outlined their plans for development of their High Power Rack (HPR) ecosystem in conjunction with rack, power and cable partners, increasing power capacity in the rack to 92 kilowatts or more. At the same meeting, Delta Electronics and Advanced Energy reported on their progress in developing new Open Compute standard specifications for power shelf and rectifier designs for HPR applications. Rittal also outlined their collaboration with Meta in designing airflow containment, busbar designs and grounding schemes for the new HPR requirements. === Data storage === Open Vault storage building blocks (also called "Knox") offer high disk densities, with 30 drives in a 2 OU Open Rack chassis designed for easy disk drive replacement. The 3.5 inch disks are stored in two drawers, five across and three deep in each drawer, with connections via serial attached SCSI. There is a "cold storage" variant where idle disks power down to reduce energy consumption. Another design concept was contributed by Hyve Solutions, a division of Synnex, in 2012. At the OCP Summit 2016 Facebook, together with Taiwanese ODM Wistron's spin-off Wiwynn, introduced "Lightning", a flexible NVMe JBOF (just a bunch of flash), based on the existing Open Vault (Knox) design. === Energy efficient data centers === The OCP has published data center designs for energy efficiency. These include power distribution at three-phase 277/480 VAC, which eliminates one transformer stage in typical North American data centers, a single voltage (12.5 VDC) power supply designed to work with 277/480 VAC input, and 48 VDC battery backup. For European (and other 230V countries) datacenters, there is a specification for 230/400 VAC power distribution and its conversion to 12.5 VDC. === Open networking switches === On May 8, 2013, an effort to define an open network switch was announced. The plan was to allow Facebook to load its own operating system software onto its top-of-rack switches. Press reports predicted that more expensive and higher-performance switches would continue to be popular, while less expensive products treated more like a commodity. The first attempt at an open networking switch by Facebook was designed together with Taiwanese ODM Accton using Broadcom Trident II chip and is called "Wedge"; the Linux OS that it runs is called "FBOSS". Later switch contributions include "6-pack" and Wedge-100, based on Broadcom Tomahawk chips. Similar switch hardware designs have been contributed by: Accton Technology Corporation (and its Edgecore Networks subsidiary), Mellanox Technologies, Interface Masters Technologies, Agema Systems. Capable of running Open Network Install Environment (ONIE)-compatible network operating systems such as Cumulus Linux, Switch Light OS by Big Switch Networks, or PICOS by Pica8. A similar project for a custom switch for the Google platform had been rumored, and evolved to use the OpenFlow protocol. === Servers === A sub-project for Mezzanine (NIC) OCP NIC 3.0 specification 1v00 was released in late 2019 establishing three form factors: SFF, TSFF, and LFF. == Litigation == In March, 2015, BladeRoom Group Limited and Bripco (UK) Limited sued Facebook, Emerson Electric Co. and others alleging that Facebook has disclosed BladeRoom and Bripco's trade secrets for prefabricated data centers in the Open Compute Project. Facebook petitioned for the lawsuit to be dismissed, but this was rejected in 2017. A confidential mid-trial settlement was agreed in April 2018.

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  • Certifying algorithm

    Certifying algorithm

    In theoretical computer science, a certifying algorithm is an algorithm that outputs, together with a solution to the problem it solves, a proof that the solution is correct. A certifying algorithm is said to be efficient if the combined runtime of the algorithm and a proof checker is slower by at most a constant factor than the best known non-certifying algorithm for the same problem. The proof produced by a certifying algorithm should be in some sense simpler than the algorithm itself, for otherwise any algorithm could be considered certifying (with its output verified by running the same algorithm again). Sometimes this is formalized by requiring that a verification of the proof take less time than the original algorithm, while for other problems (in particular those for which the solution can be found in linear time) simplicity of the output proof is considered in a less formal sense. For instance, the validity of the output proof may be more apparent to human users than the correctness of the algorithm, or a checker for the proof may be more amenable to formal verification. Implementations of certifying algorithms that also include a checker for the proof generated by the algorithm may be considered to be more reliable than non-certifying algorithms. For, whenever the algorithm is run, one of three things happens: it produces a correct output (the desired case), it detects a bug in the algorithm or its implication (undesired, but generally preferable to continuing without detecting the bug), or both the algorithm and the checker are faulty in a way that masks the bug and prevents it from being detected (undesired, but unlikely as it depends on the existence of two independent bugs). == Examples == Many examples of problems with checkable algorithms come from graph theory. For instance, a classical algorithm for testing whether a graph is bipartite would simply output a Boolean value: true if the graph is bipartite, false otherwise. In contrast, a certifying algorithm might output a 2-coloring of the graph in the case that it is bipartite, or a cycle of odd length if it is not. Any graph is bipartite if and only if it can be 2-colored, and non-bipartite if and only if it contains an odd cycle. Both checking whether a 2-coloring is valid and checking whether a given odd-length sequence of vertices is a cycle may be performed more simply than testing bipartiteness. Analogously, it is possible to test whether a given directed graph is acyclic by a certifying algorithm that outputs either a topological order or a directed cycle. It is possible to test whether an undirected graph is a chordal graph by a certifying algorithm that outputs either an elimination ordering (an ordering of all vertices such that, for every vertex, the neighbors that are later in the ordering form a clique) or a chordless cycle. And it is possible to test whether a graph is planar by a certifying algorithm that outputs either a planar embedding or a Kuratowski subgraph. The extended Euclidean algorithm for the greatest common divisor of two integers x and y is certifying: it outputs three integers g (the divisor), a, and b, such that ax + by = g. This equation can only be true of multiples of the greatest common divisor, so testing that g is the greatest common divisor may be performed by checking that g divides both x and y and that this equation is correct.

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  • Information strategist

    Information strategist

    An information strategist analyses the information flow within an organisation and directs its information resources to better serve the organisation's strategic goals. They work with information technology or within a corporate library to direct high quality information from a variety of sources to users, based upon their profiles and needs. In warfare, information strategists not only seek to improve information flows for their own side but also try to disrupt the information flows of the enemy in order to demoralize and deceive them.

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  • N-World

    N-World

    N-World is a 3D graphics package developed by Nichimen Graphics in the 1990s, for Silicon Graphics and Windows NT workstations. Intended primarily for video game content creation, it has polygon modeling tools, 2D and 3D paint, scripting, color reduction, and exporters for several popular game consoles. After its initial release on Windows NT, N-World was renamed Mirai. The winged edge 3D modeler in N-World inspired the development at Nichimen Graphics of Nendo, a standalone 3D modeler, which in turn inspired the open source modeler Wings 3D. == History == N-World originated with Symbolics, a computer manufacturer notable for producing Lisp-based systems in the 1980s. Among the software packages that were produced for Symbolics computers are S-Graphics, a 3D animation suite that includes modules for polygon modeling, dynamics, paint, and rendering — titled S-Geometry, S-Dynamics, S-Paint, and S-Render, respectively. In 1992, Japanese trading company Nichimen Corporation purchased the rights to S-Graphics, ported it to Silicon Graphics IRIX, and marketed it as N-World. N-World retains the Lisp-based underpinnings of its predecessor, but was targeted at interactive content producers, with features useful for game developers. It was priced at US$16,995 (equivalent to $34,100 in 2025) for the full suite, later reduced to $9,995 when ported to Windows NT in 1997. N-World was used to create graphics for many console games in the 1990s, specifically most of the Nintendo 64 games, like Super Mario 64 and Final Fantasy VII. It was superseded by Mirai in 1999. == Features == The N-World package, like its predecessor S-Graphics, is divided into several components: N-Geometry: 3D polygon-based modeling tools, including smoothing, "magnet" geometry editing, and instancing. N-Dynamics: Animation tools including scripting, curve-based animation, and skeletal animation. N-Render: Surfacing and rendering tools with ray tracing and materials output to various game console formats. N-Paint: 2D and 3D paint with mattes, effects, color reduction, and a visual VRAM editor for PlayStation. Game Tools: Utilities for game developers, including exporters for PlayStation, Nintendo 64, and Saturn consoles. == Credits == The following games were created using N-World. Rap Stars Online

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  • Artificial intelligence in marketing

    Artificial intelligence in marketing

    Artificial intelligence marketing (AI marketing) is a form of marketing that uses artificial intelligence concepts and models such as machine learning, natural language processing, and computer vision to achieve marketing goals. The main difference between AI marketing and traditional forms of marketing reside in the reasoning, which is performed through a computer algorithm rather than a human. Each form of marketing has a different technique to the core of the marketing theory. Traditional marketing directly focuses on the needs of consumers; meanwhile some believe the shift AI may cause will lead marketing agencies to manage consumer needs instead. AI is used in various digital marketing spaces, such as content marketing, email marketing, online advertisement (in combination with machine learning), social media marketing, affiliate marketing, and beyond. == Historical development == AI in marketing has a long history, which goes all the way back to the 1980s. At this time, AI research was focusing on expert systems and robotics. Despite the initial research and the studies that were carried out, AI adoption remained limited. Research on it came to a stop for a while, until research was revived two decades later with the advancement in technology, the rise of big data, and a significant increase in computational power. Eventually, AI became very popular in the marketing world, and caught the eyes of many researchers as well as professionals. A large‐scale bibliometric study covering 1,580 peer‑reviewed papers published between 1982 and 2020 confirms that scholarly output on AI in marketing has surged since 2017, with Expert Systems with Applications emerging as the most prolific outlet. Prior to the application of artificial Intelligence in marketing, there was something called "collaborative filtering". This was used as early as 1998 by Amazon, and one of the first ways companies predicted consumer behavior, which enabled millions of recommendations to different customers. Personalized recommender systems are now widely used, for example to suggest music on Spotify, or TV shows on Netflix. A big milestone in AI marketing happened in 2014, when programmatic ad buying gained much greater popularity. Marketing consists of numerous manual tasks such as researching target markets, insertion orders, and managing high budgets as well as prices. In order to cut costs, and remove the need for these tedious tasks, many companies started to automate the marketing process with AI. In 2015, Google introduced RankBrain, a machine learning component of its search algorithm designed to interpret the intent behind user queries. RankBrain was followed by further AI-based search updates, including BERT in 2019, which improved the understanding of conversational queries, and the Multitask Unified Model (MUM) in 2021, which is multimodal and processes information across 75 languages. These advances shifted search engine optimization practice away from keyword matching toward content that satisfies user intent. Artificial intelligence is increasingly used in marketing to personalize user experiences and automate decision-making. For example, Netflix uses AI algorithms to recommend content based on viewing history, while Sephora employs chatbots to assist customers with product selection and availability. Programmatic advertising platforms like Google Ads leverage machine learning to optimize bidding strategies and target audiences more effectively. These applications demonstrate how AI enhances efficiency, engagement, and conversion rates across digital channels. === Artificial neural networks === An artificial neural network is a form of computer program modeled on the brain and nervous system of humans. Neural networks are composed of a series of interconnected processing neurons that function in unison to achieve certain outcomes. Using “human-like trial and error learning methods neural networks detect patterns existing within a data set ignoring data that is not significant while emphasizing the data which is most influential”. From a marketing perspective, neural networks are a form of software tool used to assist in decision making. Neural networks are effective in gathering and extracting information from large data sources and have the ability to identify cause and effect within tha data. These neural nets through the process of learning, identify relationships and connections between databases. Once knowledge has been accumulated, neural networks can be relied on to provide generalizations and can apply past knowledge and learning to a variety of situations. Neural networks help fulfill the role of marketing companies through effectively aiding in market segmentation and measurement of performance while reducing costs and improving accuracy. Due to their learning ability, flexibility, adaption, and knowledge discovery, neural networks offer many advantages over traditional models. Neural networks can be used to assist in pattern classification, forecasting and marketing analysis. == Tools and uses == Classification of customers can be facilitated through the neural network approach allowing companies to make informed marketing decisions. An example of this was employed by Spiegel Inc., a firm dealing in direct-mail operations that used neural networks to improve efficiencies. Using software developed by NeuralWare Inc., Spiegel identified the demographics of customers who had made a single purchase and those customers who had made repeat purchases. Neural networks where then able to identify the key patterns and consequently identify the customers that were most likely to repeat purchase. Understanding this information allowed Spiegel to streamline marketing efforts, and reduced costs. Sales forecasting “is the process of estimating future events with the goal of providing benchmarks for monitoring actual performance and reducing uncertainty". Artificial intelligence techniques have emerged to facilitate the process of forecasting through increasing accuracy in the areas of demand for products, distribution, employee turnover, performance measurement, and inventory control. An example of forecasting using neural networks is the Airline Marketing Assistant/Tactician; an application developed by BehabHeuristics which allows for the forecasting of passenger demand and consequent seat allocation through neural networks. This system has been used by National air Canada and USAir. Neural networks provide a useful alternative to traditional statistical models due to their reliability, time-saving characteristics and ability to recognize patterns from incomplete or noisy data. Examples of marketing analysis systems includes the Target Marketing System developed by Churchull Systems for Veratex Corporation. This support system scans a market database to identify dormant customers allowing management to make decisions regarding which key customers to target. When performing marketing analysis, neural networks can assist in the gathering and processing of information ranging from consumer demographics and credit history to the purchase patterns of consumers. Predictive analytics is a form of analytics involving the use of historical data and artificial intelligence algorithms to predict future trends and outcomes. It serves as a tool for anticipating and understanding user behavior based on patterns found in data. Predictive analytics uses artificial intelligence machine learning algorithms to recognize and predict patterns within data. Machine learning algorithms analyze the data, recognize patterns, and make predictions through continuous learning and adaptation. Predictive analytics is widely used across businesses and industries as a way to identify opportunities, avoid risks, and anticipate customer needs based on information derived from the analysis of user data. By analyzing historical customer data, artificial intelligence algorithms can deliver relevant and targeted marketing content. Recent systematic reviews show that generative large‑language models such as GPT‑3 and GPT‑4 are now routinely embedded in predictive‑analytics pipelines to mine unstructured market data and anticipate customer intent with greater precision. Personalization engines use artificial intelligence and machine learning to provide content or advertisements that are relevant to the user. User data is gathered, which then gets processed with machine learning, and patterns and trends among the users are identified. Users with shared characteristics or behaviors are then segmented into groups, and the personalization engine adjusts content and advertisements to match each segment's preferences. By processing a large amount of data, personalization engines are able to match users to advertisements and recommendations that align with their interests or preferences. Field evidence from consumer‑goods and electronics firms indicates that AI‑driven personalization can raise

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  • Super column

    Super column

    A super column is a tuple (a pair) with a binary super column name and a value that maps it to many columns. They consist of a key–value pairs, where the values are columns. Theoretically speaking, super columns are (sorted) associative array of columns. Similar to a regular column family where a row is a sorted map of column names and column values, a row in a super column family is a sorted map of super column names that maps to column names and column values. A super column is part of a keyspace together with other super columns and column families, and columns. == Code example == Written in the JSON-like syntax, a super column definition can be like this: Where: "databases" are keyspace; "Cassandra" and "HBase" are rowKeys; "name" and "address" are super column names; "firstName", "city", "age", etc. are column names.

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  • PL/Perl

    PL/Perl

    PL/Perl (Procedural Language/Perl) is a procedural language supported by the PostgreSQL RDBMS. PL/Perl, as an imperative programming language, allows more control than the relational algebra of SQL. Programs created in the PL/Perl language are called functions and can use most of the features that the Perl programming language provides, including common flow control structures and syntax that has incorporated regular expressions directly. These functions can be evaluated as part of a SQL statement, or in response to a trigger or rule. The design goals of PL/Perl were to create a loadable procedural language that: can be used to create functions and trigger procedures, adds control structures to the SQL language, can perform complex computations, can be defined to be either trusted or untrusted by the server, is easy to use. PL/Perl is one of many "PL" languages available for PostgreSQL PL/pgSQL PL/Java, plPHP, PL/Python, PL/R, PL/Ruby, PL/sh, and PL/Tcl.

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  • Embodied cognitive science

    Embodied cognitive science

    Embodied cognitive science is an interdisciplinary field of research, the aim of which is to explain the mechanisms underlying intelligent behavior. It comprises three main methodologies: the modeling of psychological and biological systems in a holistic manner that considers the mind and body as a single entity; the formation of a common set of general principles of intelligent behavior; and the experimental use of robotic agents in controlled environments. == Contributors == Embodied cognitive science borrows heavily from embodied philosophy and the related research fields of cognitive science, psychology, neuroscience and artificial intelligence. Contributors to the field include: From the perspective of neuroscience, Gerald Edelman of the Neurosciences Institute at La Jolla, Francisco Varela of CNRS in France, and J. A. Scott Kelso of Florida Atlantic University From the perspective of psychology, Lawrence Barsalou, Michael Turvey, Vittorio Guidano and Eleanor Rosch From the perspective of linguistics, Gilles Fauconnier, George Lakoff, Mark Johnson, Leonard Talmy and Mark Turner From the perspective of language acquisition, Eric Lenneberg and Philip Rubin at Haskins Laboratories From the perspective of anthropology, Edwin Hutchins, Bradd Shore, James Wertsch and Merlin Donald. From the perspective of autonomous agent design, early work is sometimes attributed to Rodney Brooks or Valentino Braitenberg From the perspective of artificial intelligence, Understanding Intelligence by Rolf Pfeifer and Christian Scheier or How the Body Shapes the Way We Think, by Rolf Pfeifer and Josh C. Bongard From the perspective of philosophy, Andy Clark, Dan Zahavi, Shaun Gallagher, and Evan Thompson In 1950, Alan Turing proposed that a machine may need a human-like body to think and speak: It can also be maintained that it is best to provide the machine with the best sense organs that money can buy, and then teach it to understand and speak English. That process could follow the normal teaching of a child. Things would be pointed out and named, etc. Again, I do not know what the right answer is, but I think both approaches should be tried. == Traditional cognitive theory == Embodied cognitive science is an alternative theory to cognition in which it minimizes appeals to computational theory of mind in favor of greater emphasis on how an organism's body determines how and what it thinks. Traditional cognitive theory is based mainly around symbol manipulation, in which certain inputs are fed into a processing unit that produces an output. These inputs follow certain rules of syntax, from which the processing unit finds semantic meaning. Thus, an appropriate output is produced. For example, a human's sensory organs are its input devices, and the stimuli obtained from the external environment are fed into the nervous system which serves as the processing unit. From here, the nervous system is able to read the sensory information because it follows a syntactic structure, thus an output is created. This output then creates bodily motions and brings forth behavior and cognition. Of particular note is that cognition is sealed away in the brain, meaning that mental cognition is cut off from the external world and is only possible by the input of sensory information. == The embodied cognitive approach == Embodied cognitive science differs from the traditionalist approach in that it denies the input-output system. This is chiefly due to the problems presented by the Homunculus argument, which concluded that semantic meaning could not be derived from symbols without some kind of inner interpretation. If some little man in a person's head interpreted incoming symbols, then who would interpret the little man's inputs? Because of the specter of an infinite regress, the traditionalist model began to seem less plausible. Thus, embodied cognitive science aims to avoid this problem by defining cognition in three ways. === Physical attributes of the body === The first aspect of embodied cognition examines the role of the physical body, particularly how its properties affect its ability to think. This part attempts to overcome the symbol manipulation component that is a feature of the traditionalist model. Depth perception, for instance, can be better explained under the embodied approach due to the sheer complexity of the action. Depth perception requires that the brain detect the disparate retinal images obtained by the distance of the two eyes. In addition, body and head cues complicate this further. When the head is turned in a given direction, objects in the foreground will appear to move against objects in the background. From this, it is said that some kind of visual processing is occurring without the need of any kind of symbol manipulation. This is because the objects appearing to move the foreground are simply appearing to move. This observation concludes then that depth can be perceived with no intermediate symbol manipulation necessary. A more poignant example exists through examining auditory perception. Generally speaking the greater the distance between the ears, the greater the possible auditory acuity. Also relevant is the amount of density in between the ears, for the strength of the frequency wave alters as it passes through a given medium. The brain's auditory system takes these factors into account as it process information, but again without any need for a symbolic manipulation system. This is because the distance between the ears for example does not need symbols to represent it. The distance itself creates the necessary opportunity for greater auditory acuity. The amount of density between the ears is similar, in that it is the actual amount itself that simply forms the opportunity for frequency alteration. Thus under consideration of the physical properties of the body, a symbolic system is unnecessary and an unhelpful metaphor. === The body's role in the cognitive process === The second aspect draws heavily from George Lakoff's and Mark Johnson's work on concepts. They argued that humans use metaphors whenever possible to better explain their external world. Humans also have a basic stock of concepts in which other concepts can be derived from. These basic concepts include spatial orientations such as up, down, front, and back. Humans can understand what these concepts mean because they can directly experience them from their own bodies. For example, because human movement revolves around standing erect and moving the body in an up-down motion, humans innately have these concepts of up and down. Lakoff and Johnson contend this is similar with other spatial orientations such as front and back too. As mentioned earlier, these basic stocks of spatial concepts are the basis in which other concepts are constructed. Happy and sad for instance are seen now as being up or down respectively. When someone says they are feeling down, what they are really saying is that they feel sad for example. Thus the point here is that true understanding of these concepts is contingent on whether one can have an understanding of the human body. So the argument goes that if one lacked a human body, they could not possibly know what up or down could mean, or how it could relate to emotional states. [I]magine a spherical being living outside of any gravitational field, with no knowledge or imagination of any other kind of experience. What could UP possibly mean to such a being? While this does not mean that such beings would be incapable of expressing emotions in other words, it does mean that they would express emotions differently from humans. Human concepts of happiness and sadness would be different because human would have different bodies. So then an organism's body directly affects how it can think, because it uses metaphors related to its body as the basis of concepts. === Interaction of local environment === A third component of the embodied approach looks at how agents use their immediate environment in cognitive processing. Meaning, the local environment is seen as an actual extension of the body's cognitive process. The example of a personal digital assistant (PDA) is used to better imagine this. Echoing functionalism (philosophy of mind), this point claims that mental states are individuated by their role in a much larger system. So under this premise, the information on a PDA is similar to the information stored in the brain. So then if one thinks information in the brain constitutes mental states, then it must follow that information in the PDA is a cognitive state too. Consider also the role of pen and paper in a complex multiplication problem. The pen and paper are so involved in the cognitive process of solving the problem that it seems ridiculous to say they are somehow different from the process, in very much the same way the PDA is used for information like the brain. Another example examines how humans control and manipulate their environment

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  • DPVweb

    DPVweb

    DPVweb is a database for virologists working on plant viruses combining taxonomic, bioinformatic and symptom data. == Description == DPVweb is a central web-based source of information about viruses, viroids and satellites of plants, fungi and protozoa. It provides comprehensive taxonomic information, including brief descriptions of each family and genus, and classified lists of virus sequences. It makes use of a large database that also holds detailed, curated, information for all sequences of viruses, viroids and satellites of plants, fungi and protozoa that are complete or that contain at least one complete gene. There are currently about 10,000 such sequences. For comparative purposes, DPVweb also contains a representative sequence of all other fully sequenced virus species with an RNA or single-stranded DNA genome. For each curated sequence the database contains the start and end positions of each feature (gene, non-translated region, etc.), and these have been checked for accuracy. As far as possible, the nomenclature for genes and proteins are standardized within genera and families. Sequences of features (either as DNA or amino acid sequences) can be directly downloaded from the website in FASTA format. The sequence information can also be accessed via client software for personal computers. == History == The Descriptions of Plant Viruses (DPVs) were first published by the Association of Applied Biologists in 1970 as a series of leaflets, each one written by an expert describing a particular plant virus. In 1998 all of the 354 DPVs published in paper were scanned, and converted into an electronic format in a database and distributed on CDROM. In 2001 the descriptions were made available on the new DPVweb site, providing open access to the now 400+ DPVs (currently 415) as well as taxonomic and sequence data on all plant viruses. == Uses == DPVweb is an aid to researchers in the field of plant virology as well as an educational resource for students of virology and molecular biology. The site provides a single point of access for all known plant virus genome sequences making it easy to collect these sequences together for further analysis and comparison. Sequence data from the DPVweb database have proved valuable for a number of projects: survey of codon usage bias amongst all plant viruses, two-way comparisons between comprehensive sets of sequences from the families Flexiviridae and Potyviridae that have helped inform taxonomy and clarify genus and species discrimination criteria, a survey and verification of the polyprotein cleavage sites within the family Potyviridae.

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  • Materials informatics

    Materials informatics

    Materials informatics is a field of study that applies the principles of informatics and data science to materials science and engineering to improve the understanding, use, selection, development, and discovery of materials. The term "materials informatics" is frequently used interchangeably with "data science", "machine learning", and "artificial intelligence" by the community. This is an emerging field, with a goal to achieve high-speed and robust acquisition, management, analysis, and dissemination of diverse materials data with the goal of greatly reducing the time and risk required to develop, produce, and deploy new materials, which generally takes longer than 20 years. This field of endeavor is not limited to some traditional understandings of the relationship between materials and information. Some more narrow interpretations include combinatorial chemistry, process modeling, materials databases, materials data management, and product life cycle management. Materials informatics is at the convergence of these concepts, but also transcends them and has the potential to achieve greater insights and deeper understanding by applying lessons learned from data gathered on one type of material to others. By gathering appropriate meta data, the value of each individual data point can be greatly expanded. == Databases == Databases are essential for any informatics research and applications. In material informatics many databases exist containing both empirical data obtained experimentally, and theoretical data obtained computationally. Big data that can be used for machine learning is particularly difficult to obtain for experimental data due to the lack of a standard for reporting data and the variability in the experimental environment. This lack of big data has led to growing effort in developing machine learning techniques that utilize data extremely data sets. On the other hand, large uniform database of theoretical density functional theory (DFT) calculations exists. These databases have proven their utility in high-throughput material screening and discovery. Some common DFT databases and high throughput tools are listed below: Databases: MaterialsProject.org, MaterialsWeb.org (University of Florida) HT software: Pymatgen, MPInterfaces, Matminer == Beyond computational methods? == The concept of materials informatics is addressed by the Materials Research Society. For example, materials informatics was the theme of the December 2006 issue of the MRS Bulletin. The issue was guest-edited by John Rodgers of Innovative Materials, Inc., and David Cebon of Cambridge University, who described the "high payoff for developing methodologies that will accelerate the insertion of materials, thereby saving millions of investment dollars." The editors focused on the limited definition of materials informatics as primarily focused on computational methods to process and interpret data. They stated that "specialized informatics tools for data capture, management, analysis, and dissemination" and "advances in computing power, coupled with computational modeling and simulation and materials properties databases" will enable such accelerated insertion of materials. A broader definition of materials informatics goes beyond the use of computational methods to carry out the same experimentation, viewing materials informatics as a framework in which a measurement or computation is one step in an information-based learning process that uses the power of a collective to achieve greater efficiency in exploration. When properly organized, this framework crosses materials boundaries to uncover fundamental knowledge of the basis of physical, mechanical, and engineering properties. == Challenges == While there are many who believe in the future of informatics in the materials development and scaling process, many challenges remain. Hill, et al., write that "Today, the materials community faces serious challenges to bringing about this data-accelerated research paradigm, including diversity of research areas within materials, lack of data standards, and missing incentives for sharing, among others. Nonetheless, the landscape is rapidly changing in ways that should benefit the entire materials research enterprise." This remaining tension between traditional materials development methodologies and the use of more computationally, machine learning, and analytics approaches will likely exist for some time as the materials industry overcomes some of the cultural barriers necessary to fully embrace such new ways of thinking. == Analogy from Biology == The overarching goals of bioinformatics and systems biology may provide a useful analogy. Andrew Murray of Harvard University expresses the hope that such an approach "will save us from the era of "one graduate student, one gene, one PhD". Similarly, the goal of materials informatics is to save us from one graduate student, one alloy, one PhD. Such goals will require more sophisticated strategies and research paradigms than applying data-science methods to the same tasks set currently undertaken by students.

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  • Token-based replay

    Token-based replay

    Token-based replay technique is a conformance checking algorithm that checks how well a process conforms with its model by replaying each trace on the model (in Petri net notation ). Using the four counters produced tokens, consumed tokens, missing tokens, and remaining tokens, it records the situations where a transition is forced to fire and the remaining tokens after the replay ends. Based on the count at each counter, we can compute the fitness value between the trace and the model. == The algorithm == Source: The token-replay technique uses four counters to keep track of a trace during the replaying: p: Produced tokens c: Consumed tokens m: Missing tokens (consumed while not there) r: Remaining tokens (produced but not consumed) Invariants: At any time: p + m ≥ c ≥ m {\displaystyle p+m\geq c\geq m} At the end: r = p + m − c {\displaystyle r=p+m-c} At the beginning, a token is produced for the source place (p = 1) and at the end, a token is consumed from the sink place (c' = c + 1). When the replay ends, the fitness value can be computed as follows: 1 2 ( 1 − m c ) + 1 2 ( 1 − r p ) {\displaystyle {\frac {1}{2}}(1-{\frac {m}{c}})+{\frac {1}{2}}(1-{\frac {r}{p}})} == Example == Suppose there is a process model in Petri net notation as follows: === Example 1: Replay the trace (a, b, c, d) on the model M === Step 1: A token is initiated. There is one produced token ( p = 1 {\displaystyle p=1} ). Step 2: The activity a {\displaystyle \mathbf {a} } consumes 1 token to be fired and produces 2 tokens ( p = 1 + 2 = 3 {\displaystyle p=1+2=3} and c = 1 {\displaystyle c=1} ). Step 3: The activity b {\displaystyle \mathbf {b} } consumes 1 token and produces 1 token ( p = 3 + 1 = 4 {\displaystyle p=3+1=4} and c = 1 + 1 = 2 {\displaystyle c=1+1=2} ). Step 4: The activity c {\displaystyle \mathbf {c} } consumes 1 token and produces 1 token ( p = 4 + 1 = 5 {\displaystyle p=4+1=5} and c = 2 + 1 = 3 {\displaystyle c=2+1=3} ). Step 5: The activity d {\displaystyle \mathbf {d} } consumes 2 tokens and produces 1 token ( p = 5 + 1 = 6 {\displaystyle p=5+1=6} , c = 3 + 2 = 5 {\displaystyle c=3+2=5} ). Step 6: The token at the end place is consumed ( c = 5 + 1 = 6 {\displaystyle c=5+1=6} ). The trace is complete. The fitness of the trace ( a , b , c , d {\displaystyle \mathbf {a,b,c,d} } ) on the model M {\displaystyle \mathbf {M} } is: 1 2 ( 1 − m c ) + 1 2 ( 1 − r p ) = 1 2 ( 1 − 0 6 ) + 1 2 ( 1 − 0 6 ) = 1 {\displaystyle {\frac {1}{2}}(1-{\frac {m}{c}})+{\frac {1}{2}}(1-{\frac {r}{p}})={\frac {1}{2}}(1-{\frac {0}{6}})+{\frac {1}{2}}(1-{\frac {0}{6}})=1} === Example 2: Replay the trace (a, b, d) on the model M === Step 1: A token is initiated. There is one produced token ( p = 1 {\displaystyle p=1} ). Step 2: The activity a {\displaystyle \mathbf {a} } consumes 1 token to be fired and produces 2 tokens ( p = 1 + 2 = 3 {\displaystyle p=1+2=3} and c = 1 {\displaystyle c=1} ). Step 3: The activity b {\displaystyle \mathbf {b} } consumes 1 token and produces 1 token ( p = 3 + 1 = 4 {\displaystyle p=3+1=4} and c = 1 + 1 = 2 {\displaystyle c=1+1=2} ). Step 4: The activity d {\displaystyle \mathbf {d} } needs to be fired but there are not enough tokens. One artificial token was produced and the missing token counter is increased by one ( m = 1 {\displaystyle m=1} ). The artificial token and the token at place [ b , d ] {\displaystyle [\mathbf {b,d} ]} are consumed ( c = 2 + 2 = 4 {\displaystyle c=2+2=4} ) and one token is produced at place end ( p = 4 + 1 = 5 {\displaystyle p=4+1=5} ). Step 5: The token in the end place is consumed ( c = 4 + 1 = 5 {\displaystyle c=4+1=5} ). The trace is complete. There is one remaining token at place [ a , c ] {\displaystyle [\mathbf {a,c} ]} ( r = 1 {\displaystyle r=1} ). The fitness of the trace ( a , b , d {\displaystyle \mathbf {a,b,d} } ) on the model M {\displaystyle \mathbf {M} } is: 1 2 ( 1 − m c ) + 1 2 ( 1 − r p ) = 1 2 ( 1 − 1 5 ) + 1 2 ( 1 − 1 5 ) = 0.8 {\displaystyle {\frac {1}{2}}(1-{\frac {m}{c}})+{\frac {1}{2}}(1-{\frac {r}{p}})={\frac {1}{2}}(1-{\frac {1}{5}})+{\frac {1}{2}}(1-{\frac {1}{5}})=0.8}

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  • Camera interface

    Camera interface

    The Camera Interface block or CAMIF is the hardware block that interfaces with different image sensor interfaces and provides a standard output that can be used for subsequent image processing. A typical Camera Interface would support at least a parallel interface although these days many camera interfaces are beginning to support the Mobile Industry Processor Interface (MIPI) Camera Serial Interface (CSI) interface. == Electrical connections == The camera interface's parallel interface consists of the following lines: 8 to 12 bits parallel data line These are parallel data lines that carry pixel data. The data transmitted on these lines change with every Pixel Clock (PCLK). Horizontal Sync (HSYNC) This is a special signal that goes from the camera sensor or ISP to the camera interface. An HSYNC indicates that one line of the frame is transmitted. Vertical Sync (VSYNC) This signal is transmitted after the entire frame is transferred. This signal is often a way to indicate that one entire frame is transmitted. Pixel Clock (PCLK) This is the pixel clock and it would change on every pixel. NOTE: The above lines are all treated as input lines to the Camera Interface hardware.

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  • Metadirectory

    Metadirectory

    A metadirectory system provides for the flow of data between one or more directory services and databases in order to maintain synchronization of that data. It is an important part of identity management systems. The data being synchronized typically are collections of entries that contain user profiles and possibly authentication or policy information. Most metadirectory deployments synchronize data into at least one LDAP-based directory server, to ensure that LDAP-based applications such as single sign-on and portal servers have access to recent data, even if the data is mastered in a non-LDAP data source. Metadirectory products support filtering and transformation of data in transit. Most identity management suites from commercial vendors include a metadirectory product, or a user provisioning product.

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  • AVT Statistical filtering algorithm

    AVT Statistical filtering algorithm

    AVT Statistical filtering algorithm is an approach to improving quality of raw data collected from various sources. It is most effective in cases when there is inband noise present. In those cases AVT is better at filtering data then, band-pass filter or any digital filtering based on variation of. Conventional filtering is useful when signal/data has different frequency than noise and signal/data is separated/filtered by frequency discrimination of noise. Frequency discrimination filtering is done using Low Pass, High Pass and Band Pass filtering which refers to relative frequency filtering criteria target for such configuration. Those filters are created using passive and active components and sometimes are implemented using software algorithms based on Fast Fourier transform (FFT). AVT filtering is implemented in software and its inner working is based on statistical analysis of raw data. When signal frequency/(useful data distribution frequency) coincides with noise frequency/(noisy data distribution frequency) we have inband noise. In this situations frequency discrimination filtering does not work since the noise and useful signal are indistinguishable and where AVT excels. To achieve filtering in such conditions there are several methods/algorithms available which are briefly described below. == Averaging algorithm == Collect n samples of data Calculate average value of collected data Present/record result as actual data == Median algorithm == Collect n samples of data Sort the data in ascending or descending order. Note that order does not matter Select the data that happen to be in n/2 position and present/record it as final result representing data sample == AVT algorithm == AVT algorithm stands for Antonyan Vardan Transform and its implementation explained below. Collect n samples of data Calculate the standard deviation and average value Drop any data that is greater or less than average ± one standard deviation Calculate average value of remaining data Present/record result as actual value representing data sample This algorithm is based on amplitude discrimination and can easily reject any noise that is not like actual signal, otherwise statistically different than 1 standard deviation of the signal. Note that this type of filtering can be used in situations where the actual environmental noise is not known in advance. Notice that it is preferable to use the median in above steps than average. Originally the AVT algorithm used average value to compare it with results of median on the data window. == Filtering algorithms comparison == Using a system that has signal value of 1 and has noise added at 0.1% and 1% levels will simplify quantification of algorithm performance. The R script is used to create pseudo random noise added to signal and analyze the results of filtering using several algorithms. Please refer to "Reduce Inband Noise with the AVT Algorithm" article for details. This graphs show that AVT algorithm provides best results compared with Median and Averaging algorithms while using data sample size of 32, 64 and 128 values. Note that this graph was created by analyzing random data array of 10000 values. Sample of this data is graphically represented below. From this graph it is apparent that AVT outperforms other filtering algorithms by providing 5% to 10% more accurate data when analyzing same datasets. Considering random nature of noise used in this numerical experiment that borderlines worst case situation where actual signal level is below ambient noise the precision improvements of processing data with AVT algorithm are significant. == AVT algorithm variations == === Cascaded AVT === In some situations better results can be obtained by cascading several stages of AVT filtering. This will produce singular constant value which can be used for equipment that has known stable characteristics like thermometers, thermistors and other slow acting sensors. === Reverse AVT === Collect n samples of data Calculate the standard deviation and average value Drop any data that is within one standard deviation ± average band Calculate average value of remaining data Present/record result as actual data This is useful for detecting minute signals that are close to background noise level. == Possible applications and uses == Use to filter data that is near or below noise level Used in planet detection to filter out raw data from the Kepler space telescope Filter out noise from sound sources where all other filtering methods (Low-pass filter, High-pass filter, Band-pass filter, Digital filter) fail. Pre-process scientific data for data analysis (Smoothness) before plotting see (Plot (graphics)) Used in SETI (Search for extraterrestrial intelligence) for detecting/distinguishing extraterrestrial signals from cosmic background Use AVT as image filtering algorithm to detect altered images. This image of Jupiter generated from this program, detecting alterations in original picture that was modified to be visually appealing by applying filters. Another version of this comparison is the Reverse AVT filter applied to the same original Jupiter Image, where we only see that altered portion as Noise that was eliminated by AVT algorithm. Use AVT as image filtering algorithm to estimate data density from images. Picture of Pillars of Creation Nebula shows data density in filtered images from Hubble and Webb. Note that image on the left has big patches of missing data marked with simpler color patterns.

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