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  • Active learning (machine learning)

    Active learning (machine learning)

    Active learning is a special case of machine learning in which a learning algorithm can interactively query a human user (or some other information source) to label new data points with the desired outputs. The human user must possess expertise in the problem domain, including the ability to consult authoritative sources when necessary. In statistics literature, it is sometimes also called optimal experimental design. The information source is also called teacher or oracle. There are situations in which unlabeled data is abundant but manual labeling is expensive. In such a scenario, learning algorithms can actively query the teacher for labels. Since the learner chooses the examples, the number of examples to learn a concept can often be much lower than the number required in normal supervised learning. However, there is a risk that the algorithm is overwhelmed by uninformative examples. Recent developments are dedicated to multi-label active learning, hybrid active learning and active learning in a single-pass (on-line) context, combining concepts from the field of machine learning (e.g. conflict and ignorance) with adaptive, incremental learning policies in the field of online machine learning. Using active learning allows for faster development of a machine learning algorithm, when comparative updates would require a quantum or super computer. Large-scale active learning projects may benefit from crowdsourcing frameworks such as Amazon Mechanical Turk that include many humans in the active learning loop. == Definitions == Let T be the total set of all data under consideration. For example, in a protein engineering problem, T would include all proteins that are known to have a certain interesting activity and all additional proteins that one might want to test for that activity. During each iteration, i, T is broken up into three subsets T K , i {\displaystyle \mathbf {T} _{K,i}} : Data points where the label is known. T U , i {\displaystyle \mathbf {T} _{U,i}} : Data points where the label is unknown. T C , i {\displaystyle \mathbf {T} _{C,i}} : A subset of TU,i that is chosen to be labeled. Most of the current research in active learning involves the best method to choose the data points for TC,i. == Scenarios == Pool-based sampling: In this approach, which is the most well known scenario, the learning algorithm attempts to evaluate the entire dataset before selecting data points (instances) for labeling. It is often initially trained on a fully labeled subset of the data using a machine-learning method such as logistic regression or SVM that yields class-membership probabilities for individual data instances. The candidate instances are those for which the prediction is most ambiguous. Instances are drawn from the entire data pool and assigned a confidence score, a measurement of how well the learner "understands" the data. The system then selects the instances for which it is the least confident and queries the teacher for the labels. The theoretical drawback of pool-based sampling is that it is memory-intensive and is therefore limited in its capacity to handle enormous datasets, but in practice, the rate-limiting factor is that the teacher is typically a (fatiguable) human expert who must be paid for their effort, rather than computer memory. Stream-based selective sampling: Here, each consecutive unlabeled instance is examined one at a time with the machine evaluating the informativeness of each item against its query parameters. The learner decides for itself whether to assign a label or query the teacher for each datapoint. As contrasted with Pool-based sampling, the obvious drawback of stream-based methods is that the learning algorithm does not have sufficient information, early in the process, to make a sound assign-label-vs ask-teacher decision, and it does not capitalize as efficiently on the presence of already labeled data. Therefore, the teacher is likely to spend more effort in supplying labels than with the pool-based approach. Membership query synthesis: This is where the learner generates synthetic data from an underlying natural distribution. For example, if the dataset are pictures of humans and animals, the learner could send a clipped image of a leg to the teacher and query if this appendage belongs to an animal or human. This is particularly useful if the dataset is small. The challenge here, as with all synthetic-data-generation efforts, is in ensuring that the synthetic data is consistent in terms of meeting the constraints on real data. As the number of variables/features in the input data increase, and strong dependencies between variables exist, it becomes increasingly difficult to generate synthetic data with sufficient fidelity. For example, to create a synthetic data set for human laboratory-test values, the sum of the various white blood cell (WBC) components in a white blood cell differential must equal 100, since the component numbers are really percentages. Similarly, the enzymes alanine transaminase (ALT) and aspartate transaminase (AST) measure liver function (though AST is also produced by other tissues, e.g., lung, pancreas) A synthetic data point with AST at the lower limit of normal range (8–33 units/L) with an ALT several times above normal range (4–35 units/L) in a simulated chronically ill patient would be physiologically impossible. == Query strategies == Algorithms for determining which data points should be labeled can be organized into a number of different categories, based upon their purpose: Balance exploration and exploitation: the choice of examples to label is seen as a dilemma between the exploration and the exploitation over the data space representation. This strategy manages this compromise by modelling the active learning problem as a contextual bandit problem. For example, Bouneffouf et al. propose a sequential algorithm named Active Thompson Sampling (ATS), which, in each round, assigns a sampling distribution on the pool, samples one point from this distribution, and queries the oracle for this sample point label. Expected model change: label those points that would most change the current model. Expected error reduction: label those points that would most reduce the model's generalization error. Exponentiated Gradient Exploration for Active Learning: In this paper, the author proposes a sequential algorithm named exponentiated gradient (EG)-active that can improve any active learning algorithm by an optimal random exploration. Uncertainty sampling: label those points for which the current model is least certain as to what the correct output should be. Query by committee: a variety of models are trained on the current labeled data, and vote on the output for unlabeled data; label those points for which the "committee" disagrees the most Querying from diverse subspaces or partitions: When the underlying model is a forest of trees, the leaf nodes might represent (overlapping) partitions of the original feature space. This offers the possibility of selecting instances from non-overlapping or minimally overlapping partitions for labeling. Variance reduction: label those points that would minimize output variance, which is one of the components of error. Conformal prediction: predicts that a new data point will have a label similar to old data points in some specified way and degree of the similarity within the old examples is used to estimate the confidence in the prediction. Mismatch-first farthest-traversal: The primary selection criterion is the prediction mismatch between the current model and nearest-neighbour prediction. It targets on wrongly predicted data points. The second selection criterion is the distance to previously selected data, the farthest first. It aims at optimizing the diversity of selected data. User-centered labeling strategies: Learning is accomplished by applying dimensionality reduction to graphs and figures like scatter plots. Then the user is asked to label the compiled data (categorical, numerical, relevance scores, relation between two instances). A wide variety of algorithms have been studied that fall into these categories. While the traditional AL strategies can achieve remarkable performance, it is often challenging to predict in advance which strategy is the most suitable in a particular situation. In recent years, meta-learning algorithms have been gaining in popularity. Some of them have been proposed to tackle the problem of learning AL strategies instead of relying on manually designed strategies. A benchmark which compares 'meta-learning approaches to active learning' to 'traditional heuristic-based Active Learning' may give intuitions if 'Learning active learning' is at the crossroads == Minimum marginal hyperplane == Some active learning algorithms are built upon support-vector machines (SVMs) and exploit the structure of the SVM to determine which data points to label. Such methods usually calculate the margin, W, of each u

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  • Dispersive flies optimisation

    Dispersive flies optimisation

    Dispersive flies optimisation (DFO) is a bare-bones swarm intelligence algorithm which is inspired by the swarming behaviour of flies hovering over food sources. DFO is a simple optimiser which works by iteratively trying to improve a candidate solution with regard to a numerical measure that is calculated by a fitness function. Each member of the population, a fly or an agent, holds a candidate solution whose suitability can be evaluated by their fitness value. Optimisation problems are often formulated as either minimisation or maximisation problems. DFO was introduced with the intention of analysing a simplified swarm intelligence algorithm with the fewest tunable parameters and components. In the first work on DFO, this algorithm was compared against a few other existing swarm intelligence techniques using error, efficiency and diversity measures. It is shown that despite the simplicity of the algorithm, which only uses agents’ position vectors at time t to generate the position vectors for time t + 1, it exhibits a competitive performance. Since its inception, DFO has been used in a variety of applications including medical imaging and image analysis as well as data mining and machine learning. == Algorithm == DFO bears many similarities with other existing continuous, population-based optimisers (e.g. particle swarm optimization and differential evolution). In that, the swarming behaviour of the individuals consists of two tightly connected mechanisms, one is the formation of the swarm and the other is its breaking or weakening. DFO works by facilitating the information exchange between the members of the population (the swarming flies). Each fly x {\displaystyle \mathbf {x} } represents a position in a d-dimensional search space: x = ( x 1 , x 2 , … , x d ) {\displaystyle \mathbf {x} =(x_{1},x_{2},\ldots ,x_{d})} , and the fitness of each fly is calculated by the fitness function f ( x ) {\displaystyle f(\mathbf {x} )} , which takes into account the flies' d dimensions: f ( x ) = f ( x 1 , x 2 , … , x d ) {\displaystyle f(\mathbf {x} )=f(x_{1},x_{2},\ldots ,x_{d})} . The pseudocode below represents one iteration of the algorithm: for i = 1 : N flies x i . fitness = f ( x i ) {\displaystyle \mathbf {x_{i}} .{\text{fitness}}=f(\mathbf {x} _{i})} end for i x s {\displaystyle \mathbf {x} _{s}} = arg min [ f ( x i ) ] , i ∈ { 1 , … , N } {\textstyle [f(\mathbf {x} _{i})],\;i\in \{1,\ldots ,N\}} for i = 1 : N and i ≠ s {\displaystyle i\neq s} for d = 1 : D dimensions if U ( 0 , 1 ) < Δ {\displaystyle U(0,1)<\Delta } x i d t + 1 = U ( x min , d , x max , d ) {\displaystyle x_{id}^{t+1}=U(x_{\min ,d},x_{\max ,d})} else x i d t + 1 = x i n d t + U ( 0 , 1 ) ( x s d t − x i d t ) {\displaystyle x_{id}^{t+1}=x_{i_{nd}}^{t}+U(0,1)(x_{sd}^{t}-x_{id}^{t})} end if end for d end for i In the algorithm above, x i d t + 1 {\displaystyle x_{id}^{t+1}} represents fly i {\displaystyle i} at dimension d {\displaystyle d} and time t + 1 {\displaystyle t+1} ; x i n d t {\displaystyle x_{i_{nd}}^{t}} presents x i {\displaystyle x_{i}} 's best neighbouring fly in ring topology (left or right, using flies indexes), at dimension d {\displaystyle d} and time t {\displaystyle t} ; and x s d t {\displaystyle x_{sd}^{t}} is the swarm's best fly. Using this update equation, the swarm's population update depends on each fly's best neighbour (which is used as the focus μ {\displaystyle \mu } , and the difference between the current fly and the best in swarm represents the spread of movement, σ {\displaystyle \sigma } ). Other than the population size N {\displaystyle N} , the only tunable parameter is the disturbance threshold Δ {\displaystyle \Delta } , which controls the dimension-wise restart in each fly vector. This mechanism is proposed to control the diversity of the swarm. Other notable minimalist swarm algorithm is Bare bones particle swarms (BB-PSO), which is based on particle swarm optimisation, along with bare bones differential evolution (BBDE) which is a hybrid of the bare bones particle swarm optimiser and differential evolution, aiming to reduce the number of parameters. Alhakbani in her PhD thesis covers many aspects of the algorithms including several DFO applications in feature selection as well as parameter tuning. == Applications == Some of the recent applications of DFO are listed below: Optimising support vector machine kernel to classify imbalanced data Quantifying symmetrical complexity in computational aesthetics Analysing computational autopoiesis and computational creativity Identifying calcifications in medical images Building non-identical organic structures for game's space development Deep Neuroevolution: Training Deep Neural Networks for False Alarm Detection in Intensive Care Units Identification of animation key points from 2D-medialness maps

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  • Multiclass classification

    Multiclass classification

    In machine learning and statistical classification, multiclass classification or multinomial classification is the problem of classifying instances into one of three or more classes (classifying instances into one of two classes is called binary classification). For example, deciding on whether an image is showing a banana, peach, orange, or an apple is a multiclass classification problem, with four possible classes (banana, peach, orange, apple), while deciding on whether an image contains an apple or not is a binary classification problem (with the two possible classes being: apple, no apple). While many classification algorithms (e.g., decision trees, k-NN, neural networks and multinomial logistic regression) naturally permit the use of more than two classes, some are by nature binary algorithms (e.g., classical binary support vector machine) and require decomposition strategies such as one-vs-all, one-vs-one, or ECOC to solve multiclass problems. Multiclass classification should not be confused with multi-label classification, where multiple labels are to be predicted for each instance (e.g., predicting that an image contains both an apple and an orange, in the previous example). == Better-than-random multiclass models == From the confusion matrix of a multiclass model, we can determine whether a model does better than chance. Let K ≥ 3 {\displaystyle K\geq 3} be the number of classes, O {\displaystyle {\mathcal {O}}} a set of observations, y ^ : O → { 1 , . . . , K } {\displaystyle {\hat {y}}:{\mathcal {O}}\to \{1,...,K\}} a model of the target variable y : O → { 1 , . . . , K } {\displaystyle y:{\mathcal {O}}\to \{1,...,K\}} and n i , j {\displaystyle n_{i,j}} be the number of observations in the set { y = i } ∩ { y ^ = j } {\displaystyle \{y=i\}\cap \{{\hat {y}}=j\}} . We note n i . = ∑ j n i , j {\displaystyle n_{i.}=\sum _{j}n_{i,j}} , n . j = ∑ i n i , j {\displaystyle n_{.j}=\sum _{i}n_{i,j}} , n = ∑ j n . j = ∑ i n i . {\displaystyle n=\sum _{j}n_{.j}=\sum _{i}n_{i.}} , λ i = n i . n {\displaystyle \lambda _{i}={\frac {n_{i.}}{n}}} and μ j = n . j n {\displaystyle \mu _{j}={\frac {n_{.j}}{n}}} . It is assumed that the confusion matrix ( n i , j ) i , j {\displaystyle (n_{i,j})_{i,j}} contains at least one non-zero entry in each row, that is λ i > 0 {\displaystyle \lambda _{i}>0} for any i {\displaystyle i} . Finally we call "normalized confusion matrix" the matrix of conditional probabilities ( P ( y ^ = j ∣ y = i ) ) i , j = ( n i , j n i . ) i , j {\displaystyle (\mathbb {P} ({\hat {y}}=j\mid y=i))_{i,j}=\left({\frac {n_{i,j}}{n_{i.}}}\right)_{i,j}} . === Intuitive explanation === The lift is a way of measuring the deviation from independence of two events A {\displaystyle A} and B {\displaystyle B} : L i f t ( A , B ) = P ( A ∩ B ) P ( A ) P ( B ) = P ( A ∣ B ) P ( A ) = P ( B ∣ A ) P ( B ) {\displaystyle \mathrm {Lift} (A,B)={\frac {\mathbb {P} (A\cap B)}{\mathbb {P} (A)\mathbb {P} (B)}}={\frac {\mathbb {P} (A\mid B)}{\mathbb {P} (A)}}={\frac {\mathbb {P} (B\mid A)}{\mathbb {P} (B)}}} We have L i f t ( A , B ) > 1 {\displaystyle \mathrm {Lift} (A,B)>1} if and only if events A {\displaystyle A} and B {\displaystyle B} occur simultaneously with a greater probability than if they were independent. In other words, if one of the two events occurs, the probability of observing the other event increases. A first condition to satisfy is to have L i f t ( y = i , y ^ = i ) ≥ 1 {\displaystyle \mathrm {Lift} (y=i,{\hat {y}}=i)\geq 1} for any i {\displaystyle i} . And the quality of a model (better or worse than chance) does not change if we over- or undersample the dataset, that is if we multiply each row R i {\displaystyle R_{i}} of the confusion matrix by a constant c i {\displaystyle c_{i}} . Thus the second condition is that the necessary and sufficient conditions for doing better than chance need only depend on the normalized confusion matrix. The condition on lifts can be reformulated with One versus Rest binary models : for any i {\displaystyle i} , we define the binary target variable y i {\displaystyle y_{i}} which is the indicator of event { y = i } {\displaystyle \{y=i\}} , and the binary model y ^ i {\displaystyle {\hat {y}}_{i}} of y i {\displaystyle y_{i}} which is the indicator of event { y ^ = i } {\displaystyle \{{\hat {y}}=i\}} . Each of the y ^ i {\displaystyle {\hat {y}}_{i}} models is a "One versus Rest" model. L i f t ( y = i , y ^ = i ) {\displaystyle \mathrm {Lift} (y=i,{\hat {y}}=i)} only depends on the events { y = i } {\displaystyle \{y=i\}} and { y ^ = i } {\displaystyle \{{\hat {y}}=i\}} , so merging or not merging the other classes doesn't change its value. We therefore have L i f t ( y = i , y ^ = i ) = L i f t ( y i = 1 , y ^ i = 1 ) {\displaystyle \mathrm {Lift} (y=i,{\hat {y}}=i)=\mathrm {Lift} (y_{i}=1,{\hat {y}}_{i}=1)} and the first condition is that all binary One versus Rest models are better than chance. ==== Example ==== If K = 2 {\displaystyle K=2} and 2 is the class of interest , the normalized confusion matrix is ( s p e c i f i c i t y 1 − s p e c i f i c i t y 1 − s e n s i t i v i t y s e n s i t i v i t y ) {\displaystyle {\begin{pmatrix}\mathrm {specificity} &1-\mathrm {specificity} \\1-\mathrm {sensitivity} &\mathrm {sensitivity} \end{pmatrix}}} and we have L i f t ( y = 1 , y ^ = 1 ) − 1 = P ( y = y ^ = 1 ) λ 1 μ 1 − 1 = n 1 , 1 n n 1. n .1 − 1 {\displaystyle \mathrm {Lift} (y=1,{\hat {y}}=1)-1={\frac {\mathbb {P} (y={\hat {y}}=1)}{\lambda _{1}\mu _{1}}}-1={\frac {n_{1,1}n}{n_{1.}n_{.1}}}-1} = n 1 , 1 ( n 1 , 1 + n 1 , 2 + n 2 , 1 + n 2 , 2 ) − ( n 1 , 1 + n 1 , 2 ) ( n 1 , 1 + n 2 , 1 ) n 1. n .1 = n 1 , 1 n 2 , 2 − n 1 , 2 n 2 , 1 n 1. n .1 {\displaystyle ={\frac {n_{1,1}(n_{1,1}+n_{1,2}+n_{2,1}+n_{2,2})-(n_{1,1}+n_{1,2})(n_{1,1}+n_{2,1})}{n_{1.}n_{.1}}}={\frac {n_{1,1}n_{2,2}-n_{1,2}n_{2,1}}{n_{1.}n_{.1}}}} . Thus L i f t ( y = 1 , y ^ = 1 ) ≥ 1 ⟺ n 1 , 1 n 2 , 2 − n 1 , 2 n 2 , 1 ≥ 0 {\displaystyle \mathrm {Lift} (y=1,{\hat {y}}=1)\geq 1\iff n_{1,1}n_{2,2}-n_{1,2}n_{2,1}\geq 0} . Similarly, by swapping the roles of 1 and 2, we find that L i f t ( y = 2 , y ^ = 2 ) ≥ 1 ⟺ n 1 , 1 n 2 , 2 − n 1 , 2 n 2 , 1 ≥ 0 {\displaystyle \mathrm {Lift} (y=2,{\hat {y}}=2)\geq 1\iff n_{1,1}n_{2,2}-n_{1,2}n_{2,1}\geq 0} . Dividing by n 1. n 2. {\displaystyle n_{1.}n_{2.}} we find that the necessary and sufficient condition on the normalized confusion matrix is s e n s i t i v i t y s p e c i f i c i t y − ( 1 − s e n s i t i v i t y ) ( 1 − s p e c i f i c i t y ) ≥ 0 ⟺ s e n s i t i v i t y + s p e c i f i c i t y − 1 ≥ 0 ⟺ J ≥ 0 {\displaystyle \mathrm {sensitivity} \ \mathrm {specificity} -(1-\mathrm {sensitivity} )(1-\mathrm {specificity} )\geq 0\iff \mathrm {sensitivity} +\mathrm {specificity} -1\geq 0\iff J\geq 0} . This brings us back to the classical binary condition: Youden's J must be positive (or zero for random models). === Random models === A random model is a model that is independent of the target variable. This property is easily reformulated with the confusion matrix. This proposition shows that the model y ^ {\displaystyle {\hat {y}}} of y {\displaystyle y} is uninformative if and only if there are two families of numbers ( α i ) i {\displaystyle (\alpha _{i})_{i}} and ( β j ) j {\displaystyle (\beta _{j})_{j}} such that P ( { y = i } ∩ { y ^ = j } ) = α i β j {\displaystyle \mathbb {P} (\{y=i\}\cap \{{\hat {y}}=j\})=\alpha _{i}\beta _{j}} for any i {\displaystyle i} and j {\displaystyle j} . === Multiclass likelihood ratios and diagnostic odds ratios === We define generalized likelihood ratios calculated from the normalized confusion matrix: for any i {\displaystyle i} and j ≠ i {\displaystyle j\not =i} , let L R i , j = P ( y ^ = j ∣ y = j ) P ( y ^ = j ∣ y = i ) {\displaystyle \mathrm {LR} _{i,j}={\frac {\mathbb {P} ({\hat {y}}=j\mid y=j)}{\mathbb {P} ({\hat {y}}=j\mid y=i)}}} . When K = 2 {\displaystyle K=2} , if 2 is the class of interest,, we find the classical likelihood ratios L R 1 , 2 = L R + {\displaystyle \mathrm {LR} _{1,2}=\mathrm {LR} _{+}} and L R 2 , 1 = 1 L R − {\displaystyle \mathrm {LR} _{2,1}={\frac {1}{\mathrm {LR} _{-}}}} . Multiclass diagnostic odds ratios can also be defined using the formula D O R i , j = D O R j , i = L R i , j L R j , i = n i , i n j , j n i , j n j , i = P ( y ^ = j ∣ y = j ) / P ( y ^ = i ∣ y = j ) P ( y ^ = j ∣ y = i ) / P ( y ^ = i ∣ y = i ) {\displaystyle \mathrm {DOR} _{i,j}=\mathrm {DOR} _{j,i}=\mathrm {LR} _{i,j}\mathrm {LR} _{j,i}={\frac {n_{i,i}n_{j,j}}{n_{i,j}n_{j,i}}}={\frac {\mathbb {P} ({\hat {y}}=j\mid y=j)/\mathbb {P} ({\hat {y}}=i\mid y=j)}{\mathbb {P} ({\hat {y}}=j\mid y=i)/\mathbb {P} ({\hat {y}}=i\mid y=i)}}} We saw above that a better-than-chance model (or a random model) must verify L i f t ( y = i , y ^ = i ) ≥ 1 {\displaystyle \mathrm {Lift} (y=i,{\hat {y}}=i)\geq 1} for any i {\displaystyle i} and λ i {\displaystyle \lambda _{i}} . According to the previous corollary, likelihood ratios are thus greater

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  • Perceptron

    Perceptron

    In machine learning, the perceptron is an algorithm for supervised learning of binary classifiers. A binary classifier is a function that can decide whether or not an input, represented by a vector of numbers, belongs to some specific class. It is a type of linear classifier, i.e. a classification algorithm that makes its predictions based on a linear predictor function combining a set of weights with the feature vector. == History == The artificial neuron and artificial neural network were invented in 1943 by Warren McCulloch and Walter Pitts in their seminal paper "A Logical Calculus of the Ideas Immanent in Nervous Activity". In 1957, Frank Rosenblatt was at the Cornell Aeronautical Laboratory. He simulated the perceptron on an IBM 704. Later, he obtained funding by the Information Systems Branch of the United States Office of Naval Research and the Rome Air Development Center, to build a custom-made computer, the Mark I Perceptron. It was first publicly demonstrated on 23 June 1960. The machine was "part of a previously secret four-year NPIC [the US' National Photographic Interpretation Center] effort from 1963 through 1966 to develop this algorithm into a useful tool for photo-interpreters". Rosenblatt described the details of the perceptron in a 1958 paper. His organization of a perceptron is constructed of three kinds of cells ("units"): S, A, R, which stand for "sensory", "association" and "response". He presented at the first international symposium on AI, Mechanisation of Thought Processes, which took place in 1958 November. Rosenblatt's project was funded under Contract Nonr-401(40) "Cognitive Systems Research Program", which lasted from 1959 to 1970, and Contract Nonr-2381(00) "Project PARA" ("PARA" means "Perceiving and Recognition Automata"), which lasted from 1957 to 1963. In 1959, the Institute for Defense Analysis awarded his group a $10,000 contract. By September 1961, the ONR awarded further $153,000 worth of contracts, with $108,000 committed for 1962. The ONR research manager, Marvin Denicoff, stated that ONR, instead of ARPA, funded the Perceptron project, because the project was unlikely to produce technological results in the near or medium term. Funding from ARPA go up to the order of millions dollars, while from ONR are on the order of 10,000 dollars. Meanwhile, the head of IPTO at ARPA, J.C.R. Licklider, was interested in 'self-organizing', 'adaptive' and other biologically-inspired methods in the 1950s; but by the mid-1960s he was openly critical of these, including the perceptron. Instead he strongly favored the logical AI approach of Simon and Newell. === Mark I Perceptron machine === The perceptron was intended to be a machine, rather than a program, and while its first implementation was in software for the IBM 704, it was subsequently implemented in custom-built hardware as the Mark I Perceptron with the project name "Project PARA", designed for image recognition. The machine is currently in Smithsonian National Museum of American History. The Mark I Perceptron had three layers. One version was implemented as follows: An array of 400 photocells arranged in a 20x20 grid, named "sensory units" (S-units), or "input retina". Each S-unit can connect to up to 40 A-units. A hidden layer of 512 perceptrons, named "association units" (A-units). An output layer of eight perceptrons, named "response units" (R-units). Rosenblatt called this three-layered perceptron network the alpha-perceptron, to distinguish it from other perceptron models he experimented with. The S-units are connected to the A-units randomly (according to a table of random numbers) via a plugboard (see photo), to "eliminate any particular intentional bias in the perceptron". The connection weights are fixed, not learned. Rosenblatt was adamant about the random connections, as he believed the retina was randomly connected to the visual cortex, and he wanted his perceptron machine to resemble human visual perception. The A-units are connected to the R-units, with adjustable weights encoded in potentiometers, and weight updates during learning were performed by electric motors.The hardware details are in an operators' manual. In a 1958 press conference organized by the US Navy, Rosenblatt made statements about the perceptron that caused a heated controversy among the fledgling AI community; based on Rosenblatt's statements, The New York Times reported the perceptron to be "the embryo of an electronic computer that [the Navy] expects will be able to walk, talk, see, write, reproduce itself and be conscious of its existence." The Photo Division of Central Intelligence Agency, from 1960 to 1964, studied the use of Mark I Perceptron machine for recognizing militarily interesting silhouetted targets (such as planes and ships) in aerial photos. === Principles of Neurodynamics (1962) === Rosenblatt described his experiments with many variants of the Perceptron machine in a book Principles of Neurodynamics (1962). The book is a published version of the 1961 report. Among the variants are: "cross-coupling" (connections between units within the same layer) with possibly closed loops, "back-coupling" (connections from units in a later layer to units in a previous layer), four-layer perceptrons where the last two layers have adjustable weights (and thus a proper multilayer perceptron), incorporating time-delays to perceptron units, to allow for processing sequential data, analyzing audio (instead of images). The machine was shipped from Cornell to Smithsonian in 1967, under a government transfer administered by the Office of Naval Research. === Perceptrons (1969) === Although the perceptron initially seemed promising, it was quickly proved that perceptrons could not be trained to recognise many classes of patterns. This caused the field of neural network research to stagnate for many years, before it was recognised that a feedforward neural network with two or more layers (also called a multilayer perceptron) had greater processing power than perceptrons with one layer (also called a single-layer perceptron). Single-layer perceptrons are only capable of learning linearly separable patterns. For a classification task with some step activation function, a single node will have a single line dividing the data points forming the patterns. More nodes can create more dividing lines, but those lines must somehow be combined to form more complex classifications. A second layer of perceptrons, or even linear nodes, are sufficient to solve many otherwise non-separable problems. In 1969, a famous book entitled Perceptrons by Marvin Minsky and Seymour Papert showed that it was impossible for these classes of network to learn an XOR function. It is often incorrectly believed that they also conjectured that a similar result would hold for a multi-layer perceptron network. However, this is not true, as both Minsky and Papert already knew that multi-layer perceptrons were capable of producing an XOR function. (See the page on Perceptrons (book) for more information.) Nevertheless, the often-miscited Minsky and Papert text caused a significant decline in interest and funding of neural network research. It took ten more years until neural network research experienced a resurgence in the 1980s. This text was reprinted in 1987 as "Perceptrons - Expanded Edition" where some errors in the original text are shown and corrected. === Subsequent work === Rosenblatt continued working on perceptrons despite diminishing funding. The last attempt was Tobermory, built between 1961 and 1967, built for speech recognition. It occupied an entire room. It had 4 layers with 12,000 weights implemented by toroidal magnetic cores. By the time of its completion, simulation on digital computers had become faster than purpose-built perceptron machines. He died in a boating accident in 1971. A simulation program for neural networks was written for IBM 7090/7094, and was used to study various pattern recognition applications, such as character recognition, particle tracks in bubble-chamber photographs; phoneme, isolated word, and continuous speech recognition; speaker verification; and center-of-attention mechanisms for image processing. The kernel perceptron algorithm was already introduced in 1964 by Aizerman et al. Margin bounds guarantees were given for the Perceptron algorithm in the general non-separable case first by Freund and Schapire (1998), and more recently by Mohri and Rostamizadeh (2013) who extend previous results and give new and more favorable L1 bounds. The perceptron is a simplified model of a biological neuron. While the complexity of biological neuron models is often required to fully understand neural behavior, research suggests a perceptron-like linear model can produce some behavior seen in real neurons. The solution spaces of decision boundaries for all binary functions and learning behaviors are studied in. == Definition == In the modern sense, the perceptron is an algori

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  • Human image synthesis

    Human image synthesis

    Human image synthesis is technology that can be applied to make believable and even photorealistic renditions of human-likenesses, moving or still. It has effectively existed since the early 2000s. Many films using computer generated imagery have featured synthetic images of human-like characters digitally composited onto the real or other simulated film material. Towards the end of the 2010s deep learning artificial intelligence has been applied to synthesize images and video that look like humans, without need for human assistance, once the training phase has been completed, whereas the old school 7D-route required massive amounts of human work. == Timeline of human image synthesis == In 1971 Henri Gouraud made the first CG geometry capture and representation of a human face. Modeling was his wife Sylvie Gouraud. The 3D model was a simple wire-frame model and he applied the Gouraud shader he is most known for to produce the first known representation of human-likeness on computer. The 1972 short film A Computer Animated Hand by Edwin Catmull and Fred Parke was the first time that computer-generated imagery was used in film to simulate moving human appearance. The film featured a computer simulated hand and face (watch film here). The 1976 film Futureworld reused parts of A Computer Animated Hand on the big screen. The 1983 music video for song Musique Non-Stop by German band Kraftwerk aired in 1986. Created by the artist Rebecca Allen, it features non-realistic looking, but clearly recognizable computer simulations of the band members. The 1994 film The Crow was the first film production to make use of digital compositing of a computer simulated representation of a face onto scenes filmed using a body double. Necessity was the muse as the actor Brandon Lee portraying the protagonist was tragically killed accidentally on-stage. In 1999 Paul Debevec et al. of USC captured the reflectance field of a human face with their first version of a light stage. They presented their method at the SIGGRAPH 2000 In 2003 audience debut of photo realistic human-likenesses in the 2003 films The Matrix Reloaded in the burly brawl sequence where up-to-100 Agent Smiths fight Neo and in The Matrix Revolutions where at the start of the end showdown Agent Smith's cheekbone gets punched in by Neo leaving the digital look-alike unnaturally unhurt. The Matrix Revolutions bonus DVD documents and depicts the process in some detail and the techniques used, including facial motion capture and limbal motion capture, and projection onto models. In 2003 The Animatrix: Final Flight of the Osiris a state-of-the-art want-to-be human likenesses not quite fooling the watcher made by Square Pictures. In 2003 digital likeness of Tobey Maguire was made for movies Spider-man 2 and Spider-man 3 by Sony Pictures Imageworks. In 2005 the Face of the Future project was an established. by the University of St Andrews and Perception Lab, funded by the EPSRC. The website contains a "Face Transformer", which enables users to transform their face into any ethnicity and age as well as the ability to transform their face into a painting (in the style of either Sandro Botticelli or Amedeo Modigliani). This process is achieved by combining the user's photograph with an average face. In 2009 Debevec et al. presented new digital likenesses, made by Image Metrics, this time of actress Emily O'Brien whose reflectance was captured with the USC light stage 5 Motion looks fairly convincing contrasted to the clunky run in the Animatrix: Final Flight of the Osiris which was state-of-the-art in 2003 if photorealism was the intention of the animators. In 2009 a digital look-alike of a younger Arnold Schwarzenegger was made for the movie Terminator Salvation though the end result was critiqued as unconvincing. Facial geometry was acquired from a 1984 mold of Schwarzenegger. In 2010 Walt Disney Pictures released a sci-fi sequel entitled Tron: Legacy with a digitally rejuvenated digital look-alike of actor Jeff Bridges playing the antagonist CLU. In SIGGGRAPH 2013 Activision and USC presented a real-time "Digital Ira" a digital face look-alike of Ari Shapiro, an ICT USC research scientist, utilizing the USC light stage X by Ghosh et al. for both reflectance field and motion capture. The end result both precomputed and real-time rendering with the modernest game GPU shown here and looks fairly realistic. In 2014 The Presidential Portrait by USC Institute for Creative Technologies in conjunction with the Smithsonian Institution was made using the latest USC mobile light stage wherein President Barack Obama had his geometry, textures and reflectance captured. In 2014 Ian Goodfellow et al. presented the principles of a generative adversarial network. GANs made the headlines in early 2018 with the deepfakes controversies. For the 2015 film Furious 7 a digital look-alike of actor Paul Walker who died in an accident during the filming was done by Weta Digital to enable the completion of the film. In 2016 techniques which allow near real-time counterfeiting of facial expressions in existing 2D video have been believably demonstrated. In 2016 a digital look-alike of Peter Cushing was made for the Rogue One film where its appearance would appear to be of same age as the actor was during the filming of the original 1977 Star Wars film. In SIGGRAPH 2017 an audio driven digital look-alike of upper torso of Barack Obama was presented by researchers from University of Washington. It was driven only by a voice track as source data for the animation after the training phase to acquire lip sync and wider facial information from training material consisting 2D videos with audio had been completed. Late 2017 and early 2018 saw the surfacing of the deepfakes controversy where porn videos were doctored using deep machine learning so that the face of the actress was replaced by the software's opinion of what another persons face would look like in the same pose and lighting. In 2018 Game Developers Conference Epic Games and Tencent Games demonstrated "Siren", a digital look-alike of the actress Bingjie Jiang. It was made possible with the following technologies: CubicMotion's computer vision system, 3Lateral's facial rigging system and Vicon's motion capture system. The demonstration ran in near real time at 60 frames per second in the Unreal Engine 4. In 2018 at the World Internet Conference in Wuzhen the Xinhua News Agency presented two digital look-alikes made to the resemblance of its real news anchors Qiu Hao (Chinese language) and Zhang Zhao (English language). The digital look-alikes were made in conjunction with Sogou. Neither the speech synthesis used nor the gesturing of the digital look-alike anchors were good enough to deceive the watcher to mistake them for real humans imaged with a TV camera. In September 2018 Google added "involuntary synthetic pornographic imagery" to its ban list, allowing anyone to request the search engine block results that falsely depict them as "nude or in a sexually explicit situation." In February 2019 Nvidia open sources StyleGAN, a novel generative adversarial network. Right after this Phillip Wang made the website ThisPersonDoesNotExist.com with StyleGAN to demonstrate that unlimited amounts of often photo-realistic looking facial portraits of no-one can be made automatically using a GAN. Nvidia's StyleGAN was presented in a not yet peer reviewed paper in late 2018. At the June 2019 CVPR the MIT CSAIL presented a system titled "Speech2Face: Learning the Face Behind a Voice" that synthesizes likely faces based on just a recording of a voice. It was trained with massive amounts of video of people speaking. Since 1 July 2019 Virginia has criminalized the sale and dissemination of unauthorized synthetic pornography, but not the manufacture., as § 18.2–386.2 titled 'Unlawful dissemination or sale of images of another; penalty.' became part of the Code of Virginia. The law text states: "Any person who, with the intent to coerce, harass, or intimidate, maliciously disseminates or sells any videographic or still image created by any means whatsoever that depicts another person who is totally nude, or in a state of undress so as to expose the genitals, pubic area, buttocks, or female breast, where such person knows or has reason to know that he is not licensed or authorized to disseminate or sell such videographic or still image is guilty of a Class 1 misdemeanor.". The identical bills were House Bill 2678 presented by Delegate Marcus Simon to the Virginia House of Delegates on 14 January 2019 and three-day later an identical Senate bill 1736 was introduced to the Senate of Virginia by Senator Adam Ebbin. Since 1 September 2019 Texas senate bill SB 751 amendments to the election code came into effect, giving candidates in elections a 30-day protection period to the elections during which making and distributing digital look-alikes or synthetic fakes of the candidates is an offense. Th

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  • Joseph Nechvatal

    Joseph Nechvatal

    Joseph Nechvatal (born January 15, 1951) is an American post-conceptual digital artist and art theoretician who creates computer-assisted paintings and computer animations, often using custom computer viruses. == Life and work == Joseph Nechvatal was born in Chicago. He studied fine art and philosophy at Southern Illinois University Carbondale, Cornell University, and Columbia University. He earned a Doctor of Philosophy in Philosophy of Art and Technology at the Planetary Collegium at University of Wales, Newport and has taught art theory and art history at the School of Visual Arts. He has had many solo exhibitions and is one of five artists that art historian Patrick Frank examines in his 2024 book Art of the 1980s: As If the Digital Mattered. His work in the late 1970s and early 1980s chiefly consisted of postminimal gray palimpsest-like drawings that were often photo-mechanically enlarged. Beginning in 1979 he became associated with the artist group Colab, organized the Public Arts International/Free Speech series, and helped established the non-profit group ABC No Rio. In 1983 he co-founded the avant-garde electronic art music audio project Tellus Audio Cassette Magazine. In 1984, Nechvatal began work on an opera called XS: The Opera Opus (1984-6) with the no wave musical composer Rhys Chatham. He began using computers and robotics to make post-conceptual paintings in 1986 and later, in his signature work, began to employ self-created computer viruses. From 1991 to 1993, he was artist-in-residence at the Louis Pasteur Atelier in Arbois, France and at the Saline Royale/Ledoux Foundation's computer lab. There he worked on The Computer Virus Project, his first artistic experiment with computer viruses and computer virus animation. He exhibited computer-robotic paintings at Documenta 8 in 1987. In 2002 he extended his experimentation into viral artificial life through a collaboration with the programmer Stephane Sikora of music2eye in a work called the Computer Virus Project II. Nechvatal has also created a noise music work called viral symphOny, a collaborative sound symphony created by using his computer virus software at the Institute for Electronic Arts at Alfred University. In 2021 Pentiments released Nechvatal's retrospective audio cassette called Selected Sound Works (1981-2021) and in 2022 his The Viral Tempest, a double vinyl LP of new audio work. In 2025, he joined the roster of artists/musicians at Table of the Elements with two CD/book releases: Selected Sound Works (1981-2021) and The Marriage of Orlando and Artaud, Even. From 1999 to 2013, Nechvatal taught art theories of immersive virtual reality and the viractual at the School of Visual Arts in New York City (SVA). A book of his collected essays entitled Towards an Immersive Intelligence: Essays on the Work of Art in the Age of Computer Technology and Virtual Reality (1993–2006) was published by Edgewise Press in 2009. Also in 2009, his virtual reality art theory and art history book Immersive Ideals / Critical Distances was published. In 2011, his book Immersion Into Noise was published by Open Humanities Press in conjunction with the University of Michigan Library's Scholarly Publishing Office. Nechvatal has also published three books with Punctum Books: Minóy (noise music—ed.—2014), Destroyer of Naivetés (poetry—2015), and Styling Sagaciousness (poetry—2022). In 2023 his art theory cybersex farce novella venus©~Ñ~vibrator, even was published by Orbis Tertius Press The Joseph Nechvatal archive is housed at The Fales Library Downtown Collection at the NYU Special Collections Library in New York City. === Viractualism === Viractualism is an art theory concept developed by Nechvatal in 1999 from Ph.D. research Nechvatal conducted at the Planetary Collegium at University of Wales, Newport. There he developed his concept of the viractual, which strives to create an interface between the actual and the virtual.

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  • Grammatical evolution

    Grammatical evolution

    Grammatical evolution (GE) is a genetic programming (GP) technique (or approach) from evolutionary computation pioneered by Conor Ryan, JJ Collins and Michael O'Neill in 1998 at the BDS Group in the University of Limerick. As in any other GP approach, the objective is to find an executable program, program fragment, or function, which will achieve a good fitness value for a given objective function. In most published work on GP, a LISP-style tree-structured expression is directly manipulated, whereas GE applies genetic operators to an integer string, subsequently mapped to a program (or similar) through the use of a grammar, which is typically expressed in Backus–Naur form. One of the benefits of GE is that this mapping simplifies the application of search to different programming languages and other structures. == Problem addressed == In type-free, conventional Koza-style GP, the function set must meet the requirement of closure: all functions must be capable of accepting as their arguments the output of all other functions in the function set. Usually, this is implemented by dealing with a single data-type such as double-precision floating point. While modern Genetic Programming frameworks support typing, such type-systems have limitations that Grammatical Evolution does not suffer from. == GE's solution == GE offers a solution to the single-type limitation by evolving solutions according to a user-specified grammar (usually a grammar in Backus-Naur form). Therefore, the search space can be restricted, and domain knowledge of the problem can be incorporated. The inspiration for this approach comes from a desire to separate the "genotype" from the "phenotype": in GP, the objects the search algorithm operates on and what the fitness evaluation function interprets are one and the same. In contrast, GE's "genotypes" are ordered lists of integers which code for selecting rules from the provided context-free grammar. The phenotype, however, is the same as in Koza-style GP: a tree-like structure that is evaluated recursively. This model is more in line with how genetics work in nature, where there is a separation between an organism's genotype and the final expression of phenotype in proteins, etc. Separating genotype and phenotype allows a modular approach. In particular, the search portion of the GE paradigm needn't be carried out by any one particular algorithm or method. Observe that the objects GE performs search on are the same as those used in genetic algorithms. This means, in principle, that any existing genetic algorithm package, such as the popular GAlib, can be used to carry out the search, and a developer implementing a GE system need only worry about carrying out the mapping from list of integers to program tree. It is also in principle possible to perform the search using some other method, such as particle swarm optimization (see the remark below); the modular nature of GE creates many opportunities for hybrids as the problem of interest to be solved dictates. Brabazon and O'Neill have successfully applied GE to predicting corporate bankruptcy, forecasting stock indices, bond credit ratings, and other financial applications. GE has also been used with a classic predator-prey model to explore the impact of parameters such as predator efficiency, niche number, and random mutations on ecological stability. It is possible to structure a GE grammar that for a given function/terminal set is equivalent to genetic programming. == Criticism == Despite its successes, GE has been the subject of some criticism. One issue is that as a result of its mapping operation, GE's genetic operators do not achieve high locality which is a highly regarded property of genetic operators in evolutionary algorithms. == Variants == Although GE was originally described in terms of using an Evolutionary Algorithm, specifically, a Genetic Algorithm, other variants exist. For example, GE researchers have experimented with using particle swarm optimization to carry out the searching instead of genetic algorithms with results comparable to that of normal GE; this is referred to as a "grammatical swarm"; using only the basic PSO model it has been found that PSO is probably equally capable of carrying out the search process in GE as simple genetic algorithms are. (Although PSO is normally a floating-point search paradigm, it can be discretized, e.g., by simply rounding each vector to the nearest integer, for use with GE.) Yet another possible variation that has been experimented with in the literature is attempting to encode semantic information in the grammar in order to further bias the search process. Other work showed that, with biased grammars that leverage domain knowledge, even random search can be used to drive GE. == Related work == GE was originally a combination of the linear representation as used by the Genetic Algorithm for Developing Software (GADS) and Backus Naur Form grammars, which were originally used in tree-based GP by Wong and Leung in 1995 and Whigham in 1996. Other related work noted in the original GE paper was that of Frederic Gruau, who used a conceptually similar "embryonic" approach, as well as that of Keller and Banzhaf, which similarly used linear genomes. == Implementations == There are several implementations of GE. These include the following.

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  • Rule-based machine learning

    Rule-based machine learning

    Rule-based machine learning (RBML) is a term in computer science intended to encompass any machine learning method that identifies, learns, or evolves 'rules' to store, manipulate or apply. The defining characteristic of a rule-based machine learner is the identification and utilization of a set of relational rules that collectively represent the knowledge captured by the system. Rule-based machine learning approaches include learning classifier systems, association rule learning, artificial immune systems, and any other method that relies on a set of rules, each covering contextual knowledge. While rule-based machine learning is conceptually a type of rule-based system, it is distinct from traditional rule-based systems, which are often hand-crafted, and other rule-based decision makers. This is because rule-based machine learning applies some form of learning algorithm such as Rough sets theory to identify and minimise the set of features and to automatically identify useful rules, rather than a human needing to apply prior domain knowledge to manually construct rules and curate a rule set. == Rules == Rules typically take the form of an '{IF:THEN} expression', (e.g. {IF 'condition' THEN 'result'}, or as a more specific example, {IF 'red' AND 'octagon' THEN 'stop-sign}). An individual rule is not in itself a model, since the rule is only applicable when its condition is satisfied. Therefore rule-based machine learning methods typically comprise a set of rules, or knowledge base, that collectively make up the prediction model usually known as decision algorithm. Rules can also be interpreted in various ways depending on the domain knowledge, data types(discrete or continuous) and in combinations. == RIPPER == Repeated incremental pruning to produce error reduction (RIPPER) is a propositional rule learner proposed by William W. Cohen as an optimized version of IREP.

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  • Time-inhomogeneous hidden Bernoulli model

    Time-inhomogeneous hidden Bernoulli model

    Time-inhomogeneous hidden Bernoulli model (TI-HBM) is an alternative to hidden Markov model (HMM) for automatic speech recognition. Contrary to HMM, the state transition process in TI-HBM is not a Markov-dependent process, rather it is a generalized Bernoulli (an independent) process. This difference leads to elimination of dynamic programming at state-level in TI-HBM decoding process. Thus, the computational complexity of TI-HBM for probability evaluation and state estimation is O ( N L ) {\displaystyle O(NL)} (instead of O ( N 2 L ) {\displaystyle O(N^{2}L)} in the HMM case, where N {\displaystyle N} and L {\displaystyle L} are number of states and observation sequence length respectively). The TI-HBM is able to model acoustic-unit duration (e.g. phone/word duration) by using a built-in parameter named survival probability. The TI-HBM is simpler and faster than HMM in a phoneme recognition task, but its performance is comparable to HMM. For details, see [1] or [2].

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  • Generalized blockmodeling of binary networks

    Generalized blockmodeling of binary networks

    Generalized blockmodeling of binary networks (also relational blockmodeling) is an approach of generalized blockmodeling, analysing the binary network(s). As most network analyses deal with binary networks, this approach is also considered as the fundamental approach of blockmodeling. This is especially noted, as the set of ideal blocks, when used for interpretation of blockmodels, have binary link patterns, which precludes them to be compared with valued empirical blocks. When analysing the binary networks, the criterion function is measuring block inconsistencies, while also reporting the possible errors. The ideal block in binary blockmodeling has only three types of conditions: "a certain cell must be (at least) 1, a certain cell must be 0 and the f {\displaystyle f} over each row (or column) must be at least 1". It is also used as a basis for developing the generalized blockmodeling of valued networks.

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  • Memtransistor

    Memtransistor

    The memtransistor (a blend word from Memory Transfer Resistor) is an experimental multi-terminal passive electronic component that might be used in the construction of artificial neural networks. It is a combination of the memristor and transistor technology. This technology is different from the 1T-1R approach since the devices are merged into one single entity. Multiple memristors can be embedded with a single transistor, enabling it to more accurately model a neuron with its multiple synaptic connections. A neural network produced from these would provide hardware-based artificial intelligence with a good foundation. == Applications == These types of devices would allow for a synapse model that could realise a learning rule, by which the synaptic efficacy is altered by voltages applied to the terminals of the device. An example of such a learning rule is spike-timing-dependant-plasticty by which the weight of the synapse, in this case the conductivity, could be modulated based on the timing of pre and post synaptic spikes arriving at each terminal. The advantage of this approach over two terminal memristive devices is that read and write protocols have the possibility to occur simultaneously and distinctly.

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  • Oscillatory neural network

    Oscillatory neural network

    An oscillatory neural network (ONN) is an artificial neural network that uses coupled oscillators as neurons. Oscillatory neural networks are closely linked to the Kuramoto model, and are inspired by the phenomenon of neural oscillations in the brain. Oscillatory neural networks have been trained to recognize images. Complex-Valued Oscillatory network has also been shown to store and retrieve multidimensional aperiodic signals. An oscillatory autoencoder has also been demonstrated, which uses a combination of oscillators and rate-coded neurons. A neuron made of two coupled oscillators, one having a fixed and the other having a tunable natural frequency, has been shown able to run logic gates such as XOR that conventional sigmoid neurons cannot.

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  • PeduliLindungi

    PeduliLindungi

    SatuSehat (Indonesian for "one health"), formerly PeduliLindungi (roughly "care to protect"), is a national integrated health data exchange platform, jointly developed by the Indonesian Ministry of Communication and Information Technology (Kemenkominfo), in partnership with Committee for COVID-19 Response and National Economic Recovery (KPCPEN), Ministry of Health (Kemenkes), Ministry of State-Owned Enterprises (KemenBUMN), and Telkom Indonesia. The SatuSehat platform aims to facilitate data accessibility and service efficiency for health providers and the government, and assist the public as a tool to access their own electronic medical record data. This app was the official COVID-19 contact tracing app used for digital contact tracing in Indonesia, and originally known as TraceTogether but later changed because Singapore had its app using the same name. == Implementation == On 23 August 2021, Coordinating Minister for Maritime and Investments Affairs, Luhut Binsar Panjaitan, encouraged the government to make this app a mandatory requirement before using public transportations, such as train, bus, ferry, and plane. Furthermore, citizen must have installed the app before entering shopping malls, factories, and sport venues. Every person who have received at least a dose of vaccine will receive a vaccine card and vaccination certificate which can be downloaded from the app. In December 2022, with the revocation of PPKM (Community Activities Restrictions Enforcement) starting from 1 January 2023, Ministry of Health issued a statement that the usage of the app is not a governmental mandatory requirement as it used to be. === Transition into a citizen health app === On 7 September 2022, it was announced that the app would be modified to become a citizen health app, capitalising on the reach of the app and the existing work done around the app. On 28 February 2023, the authorities announced that the app was rebranded to SATUSEHAT Mobile (lit. 'OneHealth Mobile'), with existing users needing to update the PeduliLindungi app and re-synchronise their COVID-19 related health information. The re-branded app would eventually be an all-in-one health service and records retrieval app for Indonesians. == Controversy == It was reported that the app requires continuous access to the phone's files, media, and GPS, which quickly drains the battery. Allowing location access only during use or denying it altogether will render the app unusable. This stands in stark contrast to COVID-19 apps used in other countries that only utilize Bluetooth and do not require any additional permissions. In September 2021, stored personal data of at least 1.3 million Indonesian residents were leaked online, including the vaccine certificate of President Joko Widodo. The data leak was also reported on eHAC (electronic Health Alert Card), a mandatory app used for air passengers.

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  • Gremlin (query language)

    Gremlin (query language)

    Gremlin is a graph traversal language and virtual machine developed by Apache TinkerPop of the Apache Software Foundation. Gremlin works for both OLTP-based graph databases as well as OLAP-based graph processors. Gremlin's automata and functional language foundation enable Gremlin to naturally support imperative and declarative querying, host language agnosticism, user-defined domain specific languages, an extensible compiler/optimizer, single- and multi-machine execution models, and hybrid depth- and breadth-first evaluation with Turing completeness. As an explanatory analogy, Apache TinkerPop and Gremlin are to graph databases what the JDBC and SQL are to relational databases. Likewise, the Gremlin traversal machine is to graph computing as what the Java virtual machine is to general purpose computing. == History == 2009-10-30 the project is born, and immediately named "TinkerPop" 2009-12-25 v0.1 is the first release 2011-05-21 v1.0 is released 2012-05-24 v2.0 is released 2015-01-16 TinkerPop becomes an Apache Incubator project 2015-07-09 v3.0.0-incubating is released 2016-05-23 Apache TinkerPop becomes a top-level project 2016-07-18 v3.1.3 and v3.2.1 are first releases as Apache TinkerPop 2017-12-17 v3.3.1 is released 2018-05-08 v3.3.3 is released 2019-08-05 v3.4.3 is released 2020-02-20 v3.4.6 is released 2021-05-01 v3.5.0 is released 2022-04-04 v3.6.0 is released 2023-07-31 v3.7.0 is released 2025-11-12 v3.8.0 is released == Vendor integration == Gremlin is an Apache2-licensed graph traversal language that can be used by graph system vendors. There are typically two types of graph system vendors: OLTP graph databases and OLAP graph processors. The table below outlines those graph vendors that support Gremlin. == Traversal examples == The following examples of Gremlin queries and responses in a Gremlin-Groovy environment are relative to a graph representation of the MovieLens dataset. The dataset includes users who rate movies. Users each have one occupation, and each movie has one or more categories associated with it. The MovieLens graph schema is detailed below. === Simple traversals === For each vertex in the graph, emit its label, then group and count each distinct label. What year was the oldest movie made? What is Die Hard's average rating? === Projection traversals === For each category, emit a map of its name and the number of movies it represents. For each movie with at least 11 ratings, emit a map of its name and average rating. Sort the maps in decreasing order by their average rating. Emit the first 10 maps (i.e. top 10). === Declarative pattern matching traversals === Gremlin supports declarative graph pattern matching similar to SPARQL. For instance, the following query below uses Gremlin's match()-step. What 80's action movies do 30-something programmers like? Group count the movies by their name and sort the group count map in decreasing order by value. Clip the map to the top 10 and emit the map entries. === OLAP traversal === Which movies are most central in the implicit 5-stars graph? == Gremlin graph traversal machine == Gremlin is a virtual machine composed of an instruction set as well as an execution engine. An analogy is drawn between Gremlin and Java. === Gremlin steps (instruction set) === The following traversal is a Gremlin traversal in the Gremlin-Java8 dialect. The Gremlin language (i.e. the fluent-style of expressing a graph traversal) can be represented in any host language that supports function composition and function nesting. Due to this simple requirement, there exists various Gremlin dialects including Gremlin-Groovy, Gremlin-Scala, Gremlin-Clojure, etc. The above Gremlin-Java8 traversal is ultimately compiled down to a step sequence called a traversal. A string representation of the traversal above provided below. The steps are the primitives of the Gremlin graph traversal machine. They are the parameterized instructions that the machine ultimately executes. The Gremlin instruction set is approximately 30 steps. These steps are sufficient to provide general purpose computing and what is typically required to express the common motifs of any graph traversal query. Given that Gremlin is a language, an instruction set, and a virtual machine, it is possible to design another traversal language that compiles to the Gremlin traversal machine (analogous to how Scala compiles to the JVM). For instance, the popular SPARQL graph pattern match language can be compiled to execute on the Gremlin machine. The following SPARQL query would compile to In Gremlin-Java8, the SPARQL query above would be represented as below and compile to the identical Gremlin step sequence (i.e. traversal). === Gremlin Machine (virtual machine) === The Gremlin graph traversal machine can execute on a single machine or across a multi-machine compute cluster. Execution agnosticism allows Gremlin to run over both graph databases (OLTP) and graph processors (OLAP).

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  • Optical character recognition

    Optical character recognition

    Optical character recognition (OCR) or optical character reader is the electronic or mechanical conversion of images of typed, handwritten or printed text into machine-encoded text, whether from a scanned document, a photo of a document, a scene photo (for example the text on signs and billboards in a landscape photo) or from subtitle text superimposed on an image (for example: from a television broadcast). Widely used as a form of data entry from printed paper data records – whether passport documents, invoices, bank statements, computerized receipts, business cards, mail, printed data, or any suitable documentation – it is a common method of digitizing printed texts so that they can be electronically edited, searched, stored more compactly, displayed online, and used in machine processes such as cognitive computing, machine translation, (extracted) text-to-speech, key data and text mining. OCR is a field of research in pattern recognition, artificial intelligence and computer vision. Early versions needed to be trained with images of each character, and worked on one font at a time. Advanced systems capable of producing a high degree of accuracy for most fonts are now common, and with support for a variety of image file format inputs. Some systems are capable of reproducing formatted output that closely approximates the original page including images, columns, and other non-textual components. == History == Early optical character recognition may be traced to technologies involving telegraphy and creating reading devices for the blind. In 1914, Emanuel Goldberg developed a machine that read characters and converted them into standard telegraph code. Concurrently, Edmund Fournier d'Albe developed the Optophone, a handheld scanner that when moved across a printed page, produced tones that corresponded to specific letters or characters. In the late 1920s and into the 1930s, Emanuel Goldberg developed what he called a "Statistical Machine" for searching microfilm archives using an optical code recognition system. In 1931, he was granted US Patent number 1,838,389 for the invention. The patent was acquired by IBM. === Visually impaired users === In 1974, Ray Kurzweil started the company Kurzweil Computer Products, Inc. and continued development of omni-font OCR, which could recognize text printed in virtually any font. (Kurzweil is often credited with inventing omni-font OCR, but it was in use by companies, including CompuScan, in the late 1960s and 1970s.) Kurzweil used the technology to create a reading machine for blind people to have a computer read text to them out loud. The device included a CCD-type flatbed scanner and a text-to-speech synthesizer. On January 13, 1976, the finished product was unveiled during a widely reported news conference headed by Kurzweil and the leaders of the National Federation of the Blind. In 1978, Kurzweil Computer Products began selling a commercial version of the optical character recognition computer program. LexisNexis was one of the first customers, and bought the program to upload legal paper and news documents onto its nascent online databases. Two years later, Kurzweil sold his company to Xerox, which eventually spun it off as Scansoft, which merged with Nuance Communications. In the 2000s, OCR was made available online as a service (WebOCR), in a cloud computing environment, and in mobile applications like real-time translation of foreign-language signs on a smartphone. With the advent of smartphones and smartglasses, OCR can be used in internet connected mobile device applications that extract text captured using the device's camera. These devices that do not have built-in OCR functionality will typically use an OCR API to extract the text from the image file captured by the device. The OCR API returns the extracted text, along with information about the location of the detected text in the original image back to the device app for further processing (such as text-to-speech) or display. Various commercial and open source OCR systems are available for most common writing systems, including Latin, Cyrillic, Arabic, Hebrew, Indic, Bengali (Bangla), Devanagari, Tamil, Chinese, Japanese, and Korean characters. == Applications == OCR engines have been developed into software applications specializing in various subjects such as receipts, invoices, checks, and legal billing documents. The software can be used for: Entering data for business documents, e.g. checks, passports, invoices, bank statements and receipts Automatic number-plate recognition Passport recognition and information extraction in airports Automatically extracting key information from insurance documents Traffic-sign recognition Extracting business card information into a contact list Creating textual versions of printed documents, e.g. book scanning for Project Gutenberg Making electronic images of printed documents searchable, e.g. Google Books Converting handwriting in real-time to control a computer (pen computing) Defeating or testing the robustness of CAPTCHA anti-bot systems, though these are specifically designed to prevent OCR. Assistive technology for blind and visually impaired users Writing instructions for vehicles by identifying CAD images in a database that are appropriate to the vehicle design as it changes in real time Making scanned documents searchable by converting them to PDFs == Types == Optical character recognition (OCR) – targets typewritten text, one glyph or character at a time. Optical word recognition – targets typewritten text, one word at a time (for languages that use a space as a word divider). Usually just called "OCR". Intelligent character recognition (ICR) – also targets handwritten printscript or cursive text one glyph or character at a time, usually involving machine learning. Intelligent word recognition (IWR) – also targets handwritten printscript or cursive text, one word at a time. This is especially useful for languages where glyphs are not separated in cursive script. OCR is generally an offline process, which analyses a static document. There are cloud based services which provide an online OCR API service. Handwriting movement analysis can be used as input to handwriting recognition. Instead of merely using the shapes of glyphs and words, this technique is able to capture motion, such as the order in which segments are drawn, the direction, and the pattern of putting the pen down and lifting it. This additional information can make the process more accurate. This technology is also known as "online character recognition", "dynamic character recognition", "real-time character recognition", and "intelligent character recognition". == Techniques == === Pre-processing === OCR software often pre-processes images to improve the chances of successful recognition. Techniques include: De-skewing – if the document was not aligned properly when scanned, it may need to be tilted a few degrees clockwise or counterclockwise in order to make lines of text perfectly horizontal or vertical. Despeckling – removal of positive and negative spots, smoothing edges Binarization – conversion of an image from color or greyscale to black-and-white (called a binary image because there are two colors). The task is performed as a simple way of separating the text (or any other desired image component) from the background. The task of binarization is necessary since most commercial recognition algorithms work only on binary images, as it is simpler to do so. In addition, the effectiveness of binarization influences to a significant extent the quality of character recognition, and careful decisions are made in the choice of the binarization employed for a given input image type; since the quality of the method used to obtain the binary result depends on the type of image (scanned document, scene text image, degraded historical document, etc.). Line removal – Cleaning up non-glyph boxes and lines Layout analysis or zoning – Identification of columns, paragraphs, captions, etc. as distinct blocks. Especially important in multi-column layouts and tables. Line and word detection – Establishment of a baseline for word and character shapes, separating words as necessary. Script recognition – In multilingual documents, the script may change at the level of the words and hence, identification of the script is necessary, before the right OCR can be invoked to handle the specific script. Character isolation or segmentation – For per-character OCR, multiple characters that are connected due to image artifacts must be separated; single characters that are broken into multiple pieces due to artifacts must be connected. Normalization of aspect ratio and scale Segmentation of fixed-pitch fonts is accomplished relatively simply by aligning the image to a uniform grid based on where vertical grid lines will least often intersect black areas. For proportional fonts, more sophisticated techniques are needed because whitespace bet

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