AI Content Paraphrasing Tool

AI Content Paraphrasing Tool — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Acoustic model

    Acoustic model

    An acoustic model is used in automatic speech recognition to represent the relationship between an audio signal and the phonemes or other linguistic units that make up speech. The model is learned from a set of audio recordings and their corresponding transcripts. It is created by taking audio recordings of speech, and their text transcriptions, and using software to create statistical representations of the sounds that make up each word. == Background == Modern speech recognition systems use both an acoustic model and a language model to represent the statistical properties of speech. The acoustic model models the relationship between the audio signal and the phonetic units in the language. The language model is responsible for modeling the word sequences in the language. These two models are combined to get the top-ranked word sequences corresponding to a given audio segment. Most modern speech recognition systems operate on the audio in small chunks known as frames with an approximate duration of 10ms per frame. The raw audio signal from each frame can be transformed by applying the mel-frequency cepstrum. The coefficients from this transformation are commonly known as mel-frequency cepstral coefficients (MFCCs) and are used as an input to the acoustic model along with other features. Recently, the use of convolutional neural networks has led to major improvements in acoustic modeling. == Speech audio characteristics == Audio can be encoded at different sampling rates (i.e. samples per second – the most common being: 8, 16, 32, 44.1, 48, and 96 kHz), and different bits per sample (the most common being: 8-bits, 16-bits, 24-bits or 32-bits). Speech recognition engines work best if the acoustic model they use was trained with speech audio which was recorded at the same sampling rate/bits per sample as the speech being recognized. == Telephony-based speech recognition == The limiting factor for telephony based speech recognition is the bandwidth at which speech can be transmitted. For example, a standard land-line telephone only has a bandwidth of 64 kbit/s at a sampling rate of 8 kHz and 8-bits per sample (8000 samples per second 8-bits per sample = 64000 bit/s). Therefore, for telephony based speech recognition, acoustic models should be trained with 8 kHz/8-bit speech audio files. In the case of voice over IP, the codec determines the sampling rate/bits per sample of speech transmission. Codecs with a higher sampling rate/bits per sample for speech transmission (which improve the sound quality) necessitate acoustic models trained with audio data that matches that sampling rate/bits per sample. == Desktop-based speech recognition == For speech recognition on a standard desktop PC, the limiting factor is the sound card. Most sound cards today can record at sampling rates of between 16–48 kHz of audio, with bit rates of 8- to 16-bits per sample, and playback at up to 96 kHz. As a general rule, a speech recognition engine works better with acoustic models trained with speech audio data recorded at higher sampling rates/bits per sample. But using audio with too high a sampling rate/bits per sample can slow the recognition engine down. A compromise is needed. Thus for desktop speech recognition, the current standard is acoustic models trained with speech audio data recorded at sampling rates of 16 kHz/16 bits per sample.

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  • Implicit blockmodeling

    Implicit blockmodeling

    Implicit blockmodeling is an approach in blockmodeling, similar to a valued and homogeneity blockmodeling, where initially an additional normalization is used and then while specifying the parameter of the relevant link is replaced by the block maximum. This approach was first proposed by Batagelj and Ferligoj in 2000, and developed by Aleš Žiberna in 2007/08. Comparing with homogeneity, the implicit blockmodeling will perform similarly with max-regular equivalence, but slightly worse in other settings. It will perform worse than valued and homogeneity blockmodeling with a pre-specified blockmodel.

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  • ImageNets

    ImageNets

    ImageNets is an open source framework for rapid prototyping of machine vision algorithms, developed by the Institute of Automation. == Description == ImageNets is an open source and platform independent (Windows & Linux) framework for rapid prototyping of machine vision algorithms. With the GUI ImageNet Designer, no programming knowledge is required to perform operations on images. A configured ImageNet can be loaded and executed from C++ code without the need for loading the ImageNet Designer GUI to achieve higher execution performance. == History == ImageNets was developed by the Institute of Automation, University of Bremen, Germany. The software was first publicly released in 2010. Originally, ImageNets was developed for the Care-Providing Robot FRIEND but it can be used for a wide range of computer vision applications.

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  • GNU Octave

    GNU Octave

    GNU Octave is a scientific programming language for scientific computing and numerical computation. Among other things, Octave can be used to solve linear and nonlinear problems numerically and to perform other numerical experiments using a language that is mostly compatible with MATLAB. It may also be used as a batch-oriented language. As part of the GNU Project, it is free software under the terms of the GNU General Public License. == History == The project was conceived around 1988. At first it was intended to be a companion to a chemical reactor design course. Full development was started by John W. Eaton in 1992. The first alpha release dates back to 4 January 1993 and on 17 February 1994 version 1.0 was released. Version 9.2.0 was released on 7 June 2024. The program is named after Octave Levenspiel, a former professor of the principal author. Levenspiel was known for his ability to perform quick back-of-the-envelope calculations. == Development history == == Developments == In addition to use on desktops for personal scientific computing, Octave is used in academia and industry. For example, Octave was used on a massive parallel computer at Pittsburgh Supercomputing Center to find vulnerabilities related to guessing social security numbers. Acceleration with OpenCL or CUDA is also possible with use of GPUs. == Technical details == Octave is written in C++ using the C++ standard library. Octave uses an interpreter to execute the Octave scripting language. Octave is extensible using dynamically loadable modules. Octave interpreter has an OpenGL-based graphics engine to create plots, graphs and charts and to save or print them. Alternatively, gnuplot can be used for the same purpose. Octave includes a graphical user interface (GUI) in addition to the traditional command-line interface (CLI); see #User interfaces for details. == Octave, the language == The Octave language is an interpreted programming language. It is a structured programming language (similar to C) and supports many common C standard library functions, and also certain UNIX system calls and functions. However, it does not support passing arguments by reference although function arguments are copy-on-write to avoid unnecessary duplication. Octave programs consist of a list of function calls or a script. The syntax is matrix-based and provides various functions for matrix operations. It supports various data structures and allows object-oriented programming. Its syntax is very similar to MATLAB, and careful programming of a script will allow it to run on both Octave and MATLAB. Because Octave is made available under the GNU General Public License, it may be freely changed, copied and used. The program runs on Microsoft Windows and most Unix and Unix-like operating systems, including Linux, Android, and macOS. == Notable features == === Command and variable name completion === Typing a TAB character on the command line causes Octave to attempt to complete variable, function, and file names (similar to Bash's tab completion). Octave uses the text before the cursor as the initial portion of the name to complete. === Command history === When running interactively, Octave saves the commands typed in an internal buffer so that they can be recalled and edited. === Data structures === Octave includes a limited amount of support for organizing data in structures. In this example, we see a structure x with elements a, b, and c, (an integer, an array, and a string, respectively): === Short-circuit Boolean operators === Octave's && and || logical operators are evaluated in a short-circuit fashion (like the corresponding operators in the C language), in contrast to the element-by-element operators & and |. === Increment and decrement operators === Octave includes the C-like increment and decrement operators ++ and -- in both their prefix and postfix forms. Octave also does augmented assignment, e.g. x += 5. === Unwind-protect === Octave supports a limited form of exception handling modelled after the unwind_protect of Lisp. The general form of an unwind_protect block looks like this: As a general rule, GNU Octave recognizes as termination of a given block either the keyword end (which is compatible with the MATLAB language) or a more specific keyword endblock or, in some cases, end_block. As a consequence, an unwind_protect block can be terminated either with the keyword end_unwind_protect as in the example, or with the more portable keyword end. The cleanup part of the block is always executed. In case an exception is raised by the body part, cleanup is executed immediately before propagating the exception outside the block unwind_protect. GNU Octave also supports another form of exception handling (compatible with the MATLAB language): This latter form differs from an unwind_protect block in two ways. First, exception_handling is only executed when an exception is raised by body. Second, after the execution of exception_handling the exception is not propagated outside the block (unless a rethrow( lasterror ) statement is explicitly inserted within the exception_handling code). === Variable-length argument lists === Octave has a mechanism for handling functions that take an unspecified number of arguments without explicit upper limit. To specify a list of zero or more arguments, use the special argument varargin as the last (or only) argument in the list. varargin is a cell array containing all the input arguments. === Variable-length return lists === A function can be set up to return any number of values by using the special return value varargout. For example: === C++ integration === It is also possible to execute Octave code directly in a C++ program. For example, here is a code snippet for calling rand([10,1]): C and C++ code can be integrated into GNU Octave by creating oct files, or using the MATLAB compatible MEX files. == MATLAB compatibility == Octave has been built with MATLAB compatibility in mind, and shares many features with MATLAB: % Script: myscript.m a = 5; b = a 2 % Function: myfunc.m function result = myfunc(x) result = x^2 + 3; end Matrices as fundamental data type. Built-in support for complex numbers. Powerful built-in math functions and extensive function libraries. Extensibility in the form of user-defined functions. Octave treats incompatibility with MATLAB as a bug; therefore, it could be considered a software clone, which does not infringe software copyright as per Lotus v. Borland court case. MATLAB scripts from the MathWorks' FileExchange repository in principle are compatible with Octave. However, while they are often provided and uploaded by users under an Octave compatible and proper open source BSD license, the FileExchange Terms of use prohibit any usage beside MathWorks' proprietary MATLAB. === Syntax compatibility === There are a few purposeful, albeit minor, syntax additions Archived 2012-04-26 at the Wayback Machine: Comment lines can be prefixed with the # character as well as the % character; Various C-based operators ++, --, +=, =, /= are supported; Elements can be referenced without creating a new variable by cascaded indexing, e.g. [1:10](3); Strings can be defined with the double-quote " character as well as the single-quote ' character; When the variable type is single (a single-precision floating-point number), Octave calculates the "mean" in the single-domain (MATLAB in double-domain) which is faster but gives less accurate results; Blocks can also be terminated with more specific Control structure keywords, i.e., endif, endfor, endwhile, etc.; Functions can be defined within scripts and at the Octave prompt; Presence of a do-until loop (similar to do-while in C). === Function compatibility === Many, but not all, of the numerous MATLAB functions are available in GNU Octave, some of them accessible through packages in Octave Forge. The functions available as part of either core Octave or Forge packages are listed online Archived 2024-03-14 at the Wayback Machine. A list of unavailable functions is included in the Octave function __unimplemented.m__. Unimplemented functions are also listed under many Octave Forge packages in the Octave Wiki. When an unimplemented function is called the following error message is shown: == User interfaces == Octave comes with an official graphical user interface (GUI) and an integrated development environment (IDE) based on Qt. It has been available since Octave 3.8, and has become the default interface (over the command-line interface) with the release of Octave 4.0. It was well-received by an EDN contributor, who wrote "[Octave] now has a very workable GUI" in reviewing the then-new GUI in 2014. Several 3rd-party graphical front-ends have also been developed, like ToolboX for coding education. == GUI applications == With Octave code, the user can create GUI applications. See GUI Development (GNU Octave (version 7.1.0)). Below are some examples: Button, edit control, checkboxTextboxListbox wit

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  • Linux Trace Toolkit

    Linux Trace Toolkit

    The Linux Trace Toolkit (LTT) is a set of tools that is designed to log program execution details from a patched Linux kernel and then perform various analyses on them, using console-based and graphical tools. LTT has been mostly superseded by its successor LTTng (Linux Trace Toolkit Next Generation). LTT allows the user to see in-depth information about the processes that were running during the trace period, including when context switches occurred, how long the processes were blocked for, and how much time the processes spent executing vs. how much time the processes were blocked. The data is logged to a text file and various console-based and graphical (GTK+) tools are provided for interpreting that data. In order to do data collection, LTT requires a patched Linux kernel. The authors of LTT claim that the performance hit for a patched kernel compared to a regular kernel is minimal; Their testing has reportedly shown that this is less than 2.5% on a "normal use" system (measured using batches of kernel makes) and less than 5% on a file I/O intensive system (measured using batches of tar). == Usage == === Collecting trace data === Data collection is Started by: trace 15 foo This command will cause the LTT tracedaemon to do a trace that lasts for 15 seconds, writing trace data to foo.trace and process information from the /proc filesystem to foo.proc. The trace command is actually a script which runs the program tracedaemon with some common options. It is possible to run tracedaemon directly and in that case, the user can use a number of command-line options to control the data which is collected. For the complete list of options supported by tracedaemon, see the online manual page for tracedaemon. === Viewing the results === Viewing the results of a trace can be accomplished with: traceview foo This command will launch a graphical (GTK+) traceview tool that will read from foo.trace and foo.proc. This tool can show information in various interesting ways, including Event Graph, Process Analysis, and Raw Trace. The Event Graph is perhaps the most interesting view, showing the exact timing of events like page faults, interrupts, and context switches, in a simple graphical way. The traceview command is a wrapper for a program called tracevisualizer. For the complete list of options supported by tracevisualizer, see the online manual page for tracevisualizer.

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  • Apache Mahout

    Apache Mahout

    Apache Mahout is a project of the Apache Software Foundation to produce free implementations of distributed or otherwise scalable machine learning algorithms focused primarily on linear algebra. In the past, many of the implementations use the Apache Hadoop platform, however today it is primarily focused on Apache Spark. Mahout also provides Java/Scala libraries for common math operations (focused on linear algebra and statistics) and primitive Java collections. Mahout is a work in progress; a number of algorithms have been implemented. == Features == === Samsara === Apache Mahout-Samsara refers to a Scala domain-specific language (DSL) that allows users to use R-like syntax as opposed to traditional Scala-like syntax. This allows user to express algorithms concisely and clearly. === Backend agnostic === Apache Mahout's code abstracts the domain-specific language from the engine where the code is run. While active development is done with the Apache Spark engine, users are free to implement any engine they choose- H2O and Apache Flink have been implemented in the past and examples exist in the code base. === GPU/CPU accelerators === The JVM has notoriously slow computation. To improve speed, "native solvers" were added which move in-core, and by extension, distributed BLAS operations out of the JVM, offloading to off-heap or GPU memory for processing via multiple CPUs and/or CPU cores, or GPUs when built against the ViennaCL library. ViennaCL is a highly optimized C++ library with BLAS operations implemented in OpenMP, and OpenCL. As of release 14.1, the OpenMP build considered to be stable, leaving the OpenCL build is still in its experimental proof-of-concept phase. === Recommenders === Apache Mahout features implementations of Alternating Least Squares, Co-Occurrence, and Correlated Co-Occurrence, a unique-to-Mahout recommender algorithm that extends co-occurrence to be used on multiple dimensions of data. == History == === Transition from Map Reduce to Apache Spark === While Mahout's core algorithms for clustering, classification and batch based collaborative filtering were implemented on top of Apache Hadoop using the map/reduce paradigm, it did not restrict contributions to Hadoop-based implementations. Contributions that run on a single node or on a non-Hadoop cluster were also welcomed. For example, the 'Taste' collaborative-filtering recommender component of Mahout was originally a separate project and can run stand-alone without Hadoop. Starting with the release 0.10.0, the project shifted its focus to building a backend-independent programming environment, code named "Samsara". The environment consists of an algebraic backend-independent optimizer and an algebraic Scala DSL unifying in-memory and distributed algebraic operators. Supported algebraic platforms are Apache Spark, H2O, and Apache Flink. Support for MapReduce algorithms started being gradually phased out in 2014. === Release history === === Developers === Apache Mahout is developed by a community. The project is managed by a group called the "Project Management Committee" (PMC). The current PMC is Andrew Musselman, Andrew Palumbo, Drew Farris, Isabel Drost-Fromm, Jake Mannix, Pat Ferrel, Paritosh Ranjan, Trevor Grant, Robin Anil, Sebastian Schelter, Stevo Slavić.

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  • Distribution learning theory

    Distribution learning theory

    The distributional learning theory or learning of probability distribution is a framework in computational learning theory. It has been proposed from Michael Kearns, Yishay Mansour, Dana Ron, Ronitt Rubinfeld, Robert Schapire and Linda Sellie in 1994 and it was inspired from the PAC-framework introduced by Leslie Valiant. In this framework the input is a number of samples drawn from a distribution that belongs to a specific class of distributions. The goal is to find an efficient algorithm that, based on these samples, determines with high probability the distribution from which the samples have been drawn. Because of its generality, this framework has been used in a large variety of different fields like machine learning, approximation algorithms, applied probability and statistics. This article explains the basic definitions, tools and results in this framework from the theory of computation point of view. == Definitions == Let X {\displaystyle \textstyle X} be the support of the distributions of interest. As in the original work of Kearns et al. if X {\displaystyle \textstyle X} is finite it can be assumed without loss of generality that X = { 0 , 1 } n {\displaystyle \textstyle X=\{0,1\}^{n}} where n {\displaystyle \textstyle n} is the number of bits that have to be used in order to represent any y ∈ X {\displaystyle \textstyle y\in X} . We focus in probability distributions over X {\displaystyle \textstyle X} . There are two possible representations of a probability distribution D {\displaystyle \textstyle D} over X {\displaystyle \textstyle X} . probability distribution function (or evaluator) an evaluator E D {\displaystyle \textstyle E_{D}} for D {\displaystyle \textstyle D} takes as input any y ∈ X {\displaystyle \textstyle y\in X} and outputs a real number E D [ y ] {\displaystyle \textstyle E_{D}[y]} which denotes the probability that of y {\displaystyle \textstyle y} according to D {\displaystyle \textstyle D} , i.e. E D [ y ] = Pr [ Y = y ] {\displaystyle \textstyle E_{D}[y]=\Pr[Y=y]} if Y ∼ D {\displaystyle \textstyle Y\sim D} . generator a generator G D {\displaystyle \textstyle G_{D}} for D {\displaystyle \textstyle D} takes as input a string of truly random bits y {\displaystyle \textstyle y} and outputs G D [ y ] ∈ X {\displaystyle \textstyle G_{D}[y]\in X} according to the distribution D {\displaystyle \textstyle D} . Generator can be interpreted as a routine that simulates sampling from the distribution D {\displaystyle \textstyle D} given a sequence of fair coin tosses. A distribution D {\displaystyle \textstyle D} is called to have a polynomial generator (respectively evaluator) if its generator (respectively evaluator) exists and can be computed in polynomial time. Let C X {\displaystyle \textstyle C_{X}} a class of distribution over X, that is C X {\displaystyle \textstyle C_{X}} is a set such that every D ∈ C X {\displaystyle \textstyle D\in C_{X}} is a probability distribution with support X {\displaystyle \textstyle X} . The C X {\displaystyle \textstyle C_{X}} can also be written as C {\displaystyle \textstyle C} for simplicity. In order to evaluate learnability, it is necessary to have a way to measure how well an approximated distribution D ′ {\displaystyle \textstyle D'} fits the sampled distribution D {\displaystyle \textstyle D} . There are several ways to measure the divergence between two distributions. Three common possibilities are Kullback–Leibler divergence Total variation distance of probability measures Kolmogorov distance Total variation and Kolmogorov distance are true metrics, while KL divergence is not (it lacks symmetry). These measures are ordered by convergence strength: closeness in KL divergence implies closeness in total variation (via Pinsker's inequality), which in turn implies closeness in Kolmogorov distance. Therefore, a learnability result proven under KL divergence automatically holds under the weaker measures, but not vice versa. Since certain measures may be more appropriate in specific applications, we will use d ( D , D ′ ) {\displaystyle \textstyle d(D,D')} to denote a selected divergence between the distribution D {\displaystyle \textstyle D} and the distribution D ′ {\displaystyle \textstyle D'} . The basic input that we use in order to learn a distribution is a number of samples drawn by this distribution. For the computational point of view the assumption is that such a sample is given in a constant amount of time. So it's like having access to an oracle G E N ( D ) {\displaystyle \textstyle GEN(D)} that returns a sample from the distribution D {\displaystyle \textstyle D} . Sometimes the interest is, apart from measuring the time complexity, to measure the number of samples that have to be used in order to learn a specific distribution D {\displaystyle \textstyle D} in class of distributions C {\displaystyle \textstyle C} . This quantity is called sample complexity of the learning algorithm. In order for the problem of distribution learning to be more clear consider the problem of supervised learning as defined in. In this framework of statistical learning theory a training set S = { ( x 1 , y 1 ) , … , ( x n , y n ) } {\displaystyle \textstyle S=\{(x_{1},y_{1}),\dots ,(x_{n},y_{n})\}} and the goal is to find a target function f : X → Y {\displaystyle \textstyle f:X\rightarrow Y} that minimizes some loss function, e.g. the square loss function. More formally f = arg ⁡ min g ∫ V ( y , g ( x ) ) d ρ ( x , y ) {\displaystyle f=\arg \min _{g}\int V(y,g(x))d\rho (x,y)} , where V ( ⋅ , ⋅ ) {\displaystyle V(\cdot ,\cdot )} is the loss function, e.g. V ( y , z ) = ( y − z ) 2 {\displaystyle V(y,z)=(y-z)^{2}} and ρ ( x , y ) {\displaystyle \rho (x,y)} the probability distribution according to which the elements of the training set are sampled. If the conditional probability distribution ρ x ( y ) {\displaystyle \rho _{x}(y)} is known then the target function has the closed form f ( x ) = ∫ y y d ρ x ( y ) {\displaystyle f(x)=\int _{y}yd\rho _{x}(y)} . So the set S {\displaystyle S} is a set of samples from the probability distribution ρ ( x , y ) {\displaystyle \rho (x,y)} . Now the goal of distributional learning theory if to find ρ {\displaystyle \rho } given S {\displaystyle S} which can be used to find the target function f {\displaystyle f} . Definition of learnability A class of distributions C {\displaystyle \textstyle C} is called efficiently learnable if for every ϵ > 0 {\displaystyle \textstyle \epsilon >0} and 0 < δ ≤ 1 {\displaystyle \textstyle 0<\delta \leq 1} given access to G E N ( D ) {\displaystyle \textstyle GEN(D)} for an unknown distribution D ∈ C {\displaystyle \textstyle D\in C} , there exists a polynomial time algorithm A {\displaystyle \textstyle A} , called learning algorithm of C {\displaystyle \textstyle C} , that outputs a generator or an evaluator of a distribution D ′ {\displaystyle \textstyle D'} such that Pr [ d ( D , D ′ ) ≤ ϵ ] ≥ 1 − δ {\displaystyle \Pr[d(D,D')\leq \epsilon ]\geq 1-\delta } If we know that D ′ ∈ C {\displaystyle \textstyle D'\in C} then A {\displaystyle \textstyle A} is called proper learning algorithm, otherwise is called improper learning algorithm. In some settings the class of distributions C {\displaystyle \textstyle C} is a class with well known distributions which can be described by a set of parameters. For instance C {\displaystyle \textstyle C} could be the class of all the Gaussian distributions N ( μ , σ 2 ) {\displaystyle \textstyle N(\mu ,\sigma ^{2})} . In this case the algorithm A {\displaystyle \textstyle A} should be able to estimate the parameters μ , σ {\displaystyle \textstyle \mu ,\sigma } . In this case A {\displaystyle \textstyle A} is called parameter learning algorithm. Obviously the parameter learning for simple distributions is a very well studied field that is called statistical estimation and there is a very long bibliography on different estimators for different kinds of simple known distributions. But distributions learning theory deals with learning class of distributions that have more complicated description. == First results == In their seminal work, Kearns et al. deal with the case where A {\displaystyle \textstyle A} is described in term of a finite polynomial sized circuit and they proved the following for some specific classes of distribution. O R {\displaystyle \textstyle OR} gate distributions for this kind of distributions there is no polynomial-sized evaluator, unless # P ⊆ P / poly {\displaystyle \textstyle \#P\subseteq P/{\text{poly}}} . On the other hand, this class is efficiently learnable with generator. Parity gate distributions this class is efficiently learnable with both generator and evaluator. Mixtures of Hamming Balls this class is efficiently learnable with both generator and evaluator. Probabilistic Finite Automata this class is not efficiently learnable with evaluator under the Noisy Parity Assumption which is an impossibility assumption in the PAC learning fram

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  • Wake-sleep algorithm

    Wake-sleep algorithm

    The wake-sleep algorithm is an unsupervised learning algorithm for deep generative models, especially Helmholtz Machines. The algorithm is similar to the expectation-maximization algorithm, and optimizes the model likelihood for observed data. The name of the algorithm derives from its use of two learning phases, the “wake” phase and the “sleep” phase, which are performed alternately. It can be conceived as a model for learning in the brain, but is also being applied for machine learning. == Description == The goal of the wake-sleep algorithm is to find a hierarchical representation of observed data. In a graphical representation of the algorithm, data is applied to the algorithm at the bottom, while higher layers form gradually more abstract representations. Between each pair of layers are two sets of weights: Recognition weights, which define how representations are inferred from data, and generative weights, which define how these representations relate to data. == Training == Training consists of two phases – the “wake” phase and the “sleep” phase. It has been proven that this learning algorithm is convergent. === The "wake" phase === Neurons are fired by recognition connections (from what would be input to what would be output). Generative connections (leading from outputs to inputs) are then modified to increase probability that they would recreate the correct activity in the layer below – closer to actual data from sensory input. === The "sleep" phase === The process is reversed in the “sleep” phase – neurons are fired by generative connections while recognition connections are being modified to increase probability that they would recreate the correct activity in the layer above – further to actual data from sensory input. == Extensions == Since the recognition network is limited in its flexibility, it might not be able to approximate the posterior distribution of latent variables well. To better approximate the posterior distribution, it is possible to employ importance sampling, with the recognition network as the proposal distribution. This improved approximation of the posterior distribution also improves the overall performance of the model.

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  • Clubhouse (app)

    Clubhouse (app)

    Clubhouse is an American social audio app for iOS and Android developed by Alpha Exploration Co. that enables users to participate in real-time, audio-only communication within virtual "rooms". Launched in March 2020 by Paul Davison and Rohan Seth, the platform is characterized by its "drop-in" nature, where users can join live discussions on a wide range of topics as either listeners or speakers. The application gained attention in early 2021, operating on an invite-only model and featuring appearances from public figures such as Elon Musk, Oprah Winfrey, and Mark Zuckerberg. During this period, Clubhouse reached a reported valuation of approximately $4 billion and contributed to the expansion of similar social audio features like Twitter Spaces and Spotify Greenroom. The app later expanded to Android in May 2021 and removed its waitlist in July 2021, opening access to the general public. == History == Clubhouse began as an invite only social media startup by Paul Davison and Rohan Seth in Fall 2019. Originally designed for podcasts with the name Talkshow, the app was rebranded as "Clubhouse" and officially released for the iOS operating system in March 2020 and as of May 2021 the Android systems as well. Clubhouse was valued at $100 million after receiving funding from notable angel investors. These investors included Ryan Hoover (Founder, Product Hunt), Balaji Srinivasan (Former CTO, Coinbase), James Beshara (Co-Founder, Tilt.com), and several venture capitalists, including a $12 million Series A investment from the venture capital firm, Andreessen Horowitz, in May 2020. The app gained popularity in the early months of the COVID-19 pandemic. It had 600,000 registered users by December 2020. In January 2021, CEO Paul Davison announced that the active weekly user base on the app consisted of approximately 2 million individuals. The company announced that it would start working on an Android version of the app. In that month, the app became widely used in Germany when German podcast hosts Philipp Klöckner and Philipp Gloeckler began an invite-chain over a Telegram group. It brought German influencers, journalists, and politicians to the platform. Clubhouse raised their Series B at a $1 billion valuation. On February 1, 2021, Clubhouse had an estimated 3.5 million downloads on a global level which grew rapidly to 8.1 million downloads by February 15. This significant growth in popularity was because celebrities such as Elon Musk and Mark Zuckerberg made appearances on the app. In the same month, Clubhouse hired an Android Software Developer. A year after the app's release, the number of weekly active users was greater than 10 million, but the user base declined 21% during three weeks from late February to early March. This decline was reportedly caused by a decrease in the number of Clubhouse users after its initial release. During its initial roll out, the app was accessible only by invitation, and invitation codes on eBay were selling at up to $400. On April 5, 2021, Clubhouse partnered with Stripe to launch its first monetizing feature called Clubhouse Payments. Although testing began with only 1,000 users, after a week, the company rolled out the functionality to another 60,000 or more users in the US. In the same month, Twitter entered in discussions to purchase Clubhouse for $4 billion. The talks ended with no acquisition. Later, the company raised their Series C round of funding at a $4 billion valuation. The app also received interest in a partnership, with the National Football League announcing a content deal that month; Twitter Spaces later poached Clubhouse's exclusive NFL deal with 20 official NFL Spaces scheduled for the 2021-22 season. Finally, On May 9, 2021, Clubhouse launched a beta version of the Android app for users in the US, and on May 21, 2021, Clubhouse became available worldwide for Android users. In July 2021, Clubhouse announced a partnership with TED to offer exclusive talks. and on July 21, 2021, the company discarded its invitation system and made the application available to all, though a wait list for registration was still applied in order to manage new traffic. As of the time of the announcement, the company stated it had 10 million users on the wait list. On September 23, 2021, the company announced a new feature named "Wave". In October 2021, Clubhouse rolled out new features called "Replays and Clips". In April 2023, the company announced it was reducing its staff by half amid a "resetting" due to post-pandemic market shifts. == Features == === Rooms === The primary feature of Clubhouse is real-time virtual "rooms" in which users can communicate with each other via audio. Rooms are divided into different categories based on levels of privacy. Moderator roles are denoted by a green star that appears next to the user's name. When a user joins a room, they are initially assigned to the role of a "listener" and cannot unmute themselves. Listeners can notify the moderators of their intent to join the stage and speak by clicking on the "raise hand" icon. Users who are invited to the stage become "speakers" and can unmute themselves. Users can exit a room by tapping the "leave quietly" button or with the help of peace sign emoji. === Houses === In August 2022, Clubhouse announced a feature called Houses, an invite-based version of the rooms. === Events === A lot of conversations in Clubhouse are of spontaneous nature. However, users can schedule conversations by creating events. While scheduling an event, users can first name the event and then set the date and time at which the conversation will begin. Users can also add co-hosts to help moderate the event. Once the event has been created, it is added to the Clubhouse "bulletin". The bulletin shows upcoming scheduled events and allows users to set notifications for events by clicking the bell icon corresponding to the event. Users can access the bulletin by clicking on the calendar icon at the top of the home page. === Clubs === At the Clubhouse, clubs are user communities that regularly discuss a common interest. Many clubs are present in Clubhouse which represents a wide array of topics. Users can find clubs by name under the search tab. A club consists of three categories of users: "Admin", "Leader", and "Member". Members can create private rooms and invite more users into the club. Leaders have all the privileges of a member. Apart from that, they are authorized to create/schedule club-branded open rooms. An admin can modify club settings, add/delete users, change user privileges and create/schedule any type of room. There are three types of clubs: "Open", "By Approval", and "Closed" for membership. Any user can join an open club by pressing the "Join The Club" button on the club profile. In case of approval, users need to apply and wait for membership by clicking the "Apply To Join" button on the club profile. The admins of the respective club are privileged to accept or reject the user's request. In a closed club, membership is limited to users selected by the club admin. All users of a club will be notified when a public room within the club is created. The club creation is restricted to active users and whoever creates the club will become the club admin. Eligible users can create a club by going to their profile, press the "+" sign present in the "Member of" section. Clubs in which a user is a member are shown on their profile page. The first club to half a million members was the Human Behavior Club founded by The Digital Doctor (Dr. Sohaib Imtiaz). === Backchannel === Backchannel is the messaging function which allows users to interact individually or within a group via text. The Backchannel feature was initially leaked on June 18, 2021, in response to the launch of Spotify Greenroom. This is notable step because, until this point, Clubhouse was voice only with no way to hyperlink or message. It was entirely dependent on Instagram and Twitter for text messaging. The feature was initially leaked in the App Store, which the company says was an accident on Twitter. A month later, after multiple failed attempts, the Clubhouse Backchannel finally launched on July 14, 2021. === Explore === The homepage of Clubhouse provides access to ongoing chat rooms, which are recommended based on the people and clubs that are followed by the user. As the users tap on the magnifying glass icon, they will be redirected to the explore page. On that page, users can search for people and clubs to follow and also find conversations categorized by topics. === Clubhouse Payments === This is the direct payment service provided by the app, which allows users to send money to content creators. It includes those users who had enabled this functionality in their profile. Money can be sent from users to the creator by clicking on their profile. Press "Send Money" then enter the amount you want to send. When a user does this for the first time, they'll be prompted to reg

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  • Persian Speech Corpus

    Persian Speech Corpus

    The Persian Speech Corpus is a Modern Persian speech corpus for speech synthesis. The corpus contains phonetic and orthographic transcriptions of about 2.5 hours of Persian speech aligned with recorded speech on the phoneme level, including annotations of word boundaries. Previous spoken corpora of Persian include FARSDAT, which consists of read aloud speech from newspaper texts from 100 Persian speakers and the Telephone FARsi Spoken language DATabase (TFARSDAT) which comprises seven hours of read and spontaneous speech produced by 60 native speakers of Persian from ten regions of Iran. The Persian Speech Corpus was built using the same methodologies laid out in the doctoral project on Modern Standard Arabic of Nawar Halabi at the University of Southampton. The work was funded by MicroLinkPC, who own an exclusive license to commercialise the corpus, though the corpus is available for non-commercial use through the corpus' website. It is distributed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License. The corpus was built for speech synthesis purposes, but has been used for building HMM based voices in Persian. It can also be used to automatically align other speech corpora with their phonetic transcript and could be used as part of a larger corpus for training speech recognition systems. == Contents == The corpus is downloadable from its website, and contains the following: 396 .wav files containing spoken utterances 396 .lab files containing text utterances 396 .TextGrid files containing the phoneme labels with time stamps of the boundaries where these occur in the .wav files. phonetic-transcript.txt which has the form "[wav_filename]" "[Phoneme Sequence]" in every line orthographic-transcript.txt which has the form "[wav_filename]" "[Orthographic Transcript]" in every line

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  • Neural cryptography

    Neural cryptography

    Neural cryptography is a branch of cryptography dedicated to analyzing the application of stochastic algorithms, especially artificial neural network algorithms, for use in encryption and cryptanalysis. == Definition == Artificial neural networks are well known for their ability to selectively explore the solution space of a given problem. This feature finds a natural niche of application in the field of cryptanalysis. At the same time, neural networks offer a new approach to attack ciphering algorithms based on the principle that any function could be reproduced by a neural network, which is a powerful proven computational tool that can be used to find the inverse-function of any cryptographic algorithm. The ideas of mutual learning, self learning, and stochastic behavior of neural networks and similar algorithms can be used for different aspects of cryptography, like public-key cryptography, solving the key distribution problem using neural network mutual synchronization, hashing or generation of pseudo-random numbers. Another idea is the ability of a neural network to separate space in non-linear pieces using "bias". It gives different probabilities of activating the neural network or not. This is very useful in the case of Cryptanalysis. Two names are used to design the same domain of research: Neuro-Cryptography and Neural Cryptography. The first work that it is known on this topic can be traced back to 1995 in an IT Master Thesis. == Applications == In 1995, Sebastien Dourlens applied neural networks to cryptanalyze DES by allowing the networks to learn how to invert the S-tables of the DES. The bias in DES studied through Differential Cryptanalysis by Adi Shamir is highlighted. The experiment shows about 50% of the key bits can be found, allowing the complete key to be found in a short time. Hardware application with multi micro-controllers have been proposed due to the easy implementation of multilayer neural networks in hardware. One example of a public-key protocol is given by Khalil Shihab . He describes the decryption scheme and the public key creation that are based on a backpropagation neural network. The encryption scheme and the private key creation process are based on Boolean algebra. This technique has the advantage of small time and memory complexities. A disadvantage is the property of backpropagation algorithms: because of huge training sets, the learning phase of a neural network is very long. Therefore, the use of this protocol is only theoretical so far. == Neural key exchange protocol == The most used protocol for key exchange between two parties A and B in the practice is Diffie–Hellman key exchange protocol. Neural key exchange, which is based on the synchronization of two tree parity machines, should be a secure replacement for this method. Synchronizing these two machines is similar to synchronizing two chaotic oscillators in chaos communications. === Tree parity machine === The tree parity machine is a special type of multi-layer feedforward neural network. It consists of one output neuron, K hidden neurons and K×N input neurons. Inputs to the network take three values: x i j ∈ { − 1 , 0 , + 1 } {\displaystyle x_{ij}\in \left\{-1,0,+1\right\}} The weights between input and hidden neurons take the values: w i j ∈ { − L , . . . , 0 , . . . , + L } {\displaystyle w_{ij}\in \left\{-L,...,0,...,+L\right\}} Output value of each hidden neuron is calculated as a sum of all multiplications of input neurons and these weights: σ i = sgn ⁡ ( ∑ j = 1 N w i j x i j ) {\displaystyle \sigma _{i}=\operatorname {sgn}(\sum _{j=1}^{N}w_{ij}x_{ij})} Signum is a simple function, which returns −1,0 or 1: sgn ⁡ ( x ) = { − 1 if x < 0 , 0 if x = 0 , 1 if x > 0. {\displaystyle \operatorname {sgn}(x)={\begin{cases}-1&{\text{if }}x<0,\\0&{\text{if }}x=0,\\1&{\text{if }}x>0.\end{cases}}} If the scalar product is 0, the output of the hidden neuron is mapped to −1 in order to ensure a binary output value. The output of neural network is then computed as the multiplication of all values produced by hidden elements: τ = ∏ i = 1 K σ i {\displaystyle \tau =\prod _{i=1}^{K}\sigma _{i}} Output of the tree parity machine is binary. === Protocol === Each party (A and B) uses its own tree parity machine. Synchronization of the tree parity machines is achieved in these steps Initialize random weight values Execute these steps until the full synchronization is achieved Generate random input vector X Compute the values of the hidden neurons Compute the value of the output neuron Compare the values of both tree parity machines Outputs are the same: one of the suitable learning rules is applied to the weights Outputs are different: go to 2.1 After the full synchronization is achieved (the weights wij of both tree parity machines are same), A and B can use their weights as keys. This method is known as a bidirectional learning. One of the following learning rules can be used for the synchronization: Hebbian learning rule: w i + = g ( w i + σ i x i Θ ( σ i τ ) Θ ( τ A τ B ) ) {\displaystyle w_{i}^{+}=g(w_{i}+\sigma _{i}x_{i}\Theta (\sigma _{i}\tau )\Theta (\tau ^{A}\tau ^{B}))} Anti-Hebbian learning rule: w i + = g ( w i − σ i x i Θ ( σ i τ ) Θ ( τ A τ B ) ) {\displaystyle w_{i}^{+}=g(w_{i}-\sigma _{i}x_{i}\Theta (\sigma _{i}\tau )\Theta (\tau ^{A}\tau ^{B}))} Random walk: w i + = g ( w i + x i Θ ( σ i τ ) Θ ( τ A τ B ) ) {\displaystyle w_{i}^{+}=g(w_{i}+x_{i}\Theta (\sigma _{i}\tau )\Theta (\tau ^{A}\tau ^{B}))} Where: Θ ( a , b ) = 0 {\displaystyle \Theta (a,b)=0} if a ≠ b {\displaystyle a\neq b} otherwise Θ ( a , b ) = 1 {\displaystyle \Theta (a,b)=1} And: g ( x ) {\displaystyle g(x)} is a function that keeps the w i {\displaystyle w_{i}} in the range { − L , − L + 1 , . . . , 0 , . . . , L − 1 , L } {\displaystyle \{-L,-L+1,...,0,...,L-1,L\}} === Attacks and security of this protocol === In every attack it is considered, that the attacker E can eavesdrop messages between the parties A and B, but does not have an opportunity to change them. ==== Brute force ==== To provide a brute force attack, an attacker has to test all possible keys (all possible values of weights wij). By K hidden neurons, K×N input neurons and boundary of weights L, this gives (2L+1)KN possibilities. For example, the configuration K = 3, L = 3 and N = 100 gives us 310253 key possibilities, making the attack impossible with today's computer power. ==== Learning with own tree parity machine ==== One of the basic attacks can be provided by an attacker, who owns the same tree parity machine as the parties A and B. He wants to synchronize his tree parity machine with these two parties. In each step there are three situations possible: Output(A) ≠ Output(B): None of the parties updates its weights. Output(A) = Output(B) = Output(E): All the three parties update weights in their tree parity machines. Output(A) = Output(B) ≠ Output(E): Parties A and B update their tree parity machines, but the attacker can not do that. Because of this situation his learning is slower than the synchronization of parties A and B. It has been proven, that the synchronization of two parties is faster than learning of an attacker. It can be improved by increasing of the synaptic depth L of the neural network. That gives this protocol enough security and an attacker can find out the key only with small probability. ==== Other attacks ==== For conventional cryptographic systems, we can improve the security of the protocol by increasing of the key length. In the case of neural cryptography, we improve it by increasing of the synaptic depth L of the neural networks. Changing this parameter increases the cost of a successful attack exponentially, while the effort for the users grows polynomially. Therefore, breaking the security of neural key exchange belongs to the complexity class NP. Alexander Klimov, Anton Mityaguine, and Adi Shamir say that the original neural synchronization scheme can be broken by at least three different attacks—geometric, probabilistic analysis, and using genetic algorithms. Even though this particular implementation is insecure, the ideas behind chaotic synchronization could potentially lead to a secure implementation. === Permutation parity machine === The permutation parity machine is a binary variant of the tree parity machine. It consists of one input layer, one hidden layer and one output layer. The number of neurons in the output layer depends on the number of hidden units K. Each hidden neuron has N binary input neurons: x i j ∈ { 0 , 1 } {\displaystyle x_{ij}\in \left\{0,1\right\}} The weights between input and hidden neurons are also binary: w i j ∈ { 0 , 1 } {\displaystyle w_{ij}\in \left\{0,1\right\}} Output value of each hidden neuron is calculated as a sum of all exclusive disjunctions (exclusive or) of input neurons and these weights: σ i = θ N ( ∑ j = 1 N w i j ⊕ x i j ) {\displaystyle \sigma _{i}=\theta _{N}(\sum _{j=1}^{N}w_{ij}\oplus x_{ij})} (⊕ means XOR). Th

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  • Information gain ratio

    Information gain ratio

    In decision tree learning, information gain ratio is a ratio of information gain to the intrinsic information. It was proposed by Ross Quinlan, to reduce a bias towards multi-valued attributes by taking the number and size of branches into account when choosing an attribute. Information gain is also known as mutual information. == Information gain calculation == Information gain is the reduction in entropy produced from partitioning a set with attributes a {\displaystyle a} and finding the optimal candidate that produces the highest value: IG ( T , a ) = H ( T ) − H ( T | a ) , {\displaystyle {\text{IG}}(T,a)=\mathrm {H} {(T)}-\mathrm {H} {(T|a)},} where T {\displaystyle T} is a random variable and H ( T | a ) {\displaystyle \mathrm {H} {(T|a)}} is the entropy of T {\displaystyle T} given the value of attribute a {\displaystyle a} . The information gain is equal to the total entropy for an attribute if for each of the attribute values a unique classification can be made for the result attribute. In this case the relative entropies subtracted from the total entropy are 0. == Split information calculation == The split information value for a test is defined as follows: SplitInformation ( X ) = − ∑ i = 1 n N ( x i ) N ( x ) ∗ log ⁡ 2 N ( x i ) N ( x ) {\displaystyle {\text{SplitInformation}}(X)=-\sum _{i=1}^{n}{{\frac {\mathrm {N} (x_{i})}{\mathrm {N} (x)}}\log {_{2}}{\frac {\mathrm {N} (x_{i})}{\mathrm {N} (x)}}}} where X {\displaystyle X} is a discrete random variable with possible values x 1 , x 2 , . . . , x i {\displaystyle {x_{1},x_{2},...,x_{i}}} and N ( x i ) {\displaystyle N(x_{i})} being the number of times that x i {\displaystyle x_{i}} occurs divided by the total count of events N ( x ) {\displaystyle N(x)} where x {\displaystyle x} is the set of events. The split information value is a positive number that describes the potential worth of splitting a branch from a node. This in turn is the intrinsic value that the random variable possesses and will be used to remove the bias in the information gain ratio calculation. == Information gain ratio calculation == The information gain ratio is the ratio between the information gain and the split information value: IGR ( T , a ) = IG ( T , a ) / SplitInformation ( T ) {\displaystyle {\text{IGR}}(T,a)={\text{IG}}(T,a)/{\text{SplitInformation}}(T)} IGR ( T , a ) = − ∑ i = 1 n P ( T ) log ⁡ P ( T ) − ( − ∑ i = 1 n P ( T | a ) log ⁡ P ( T | a ) ) − ∑ i = 1 n N ( t i ) N ( t ) ∗ log ⁡ 2 N ( t i ) N ( t ) {\displaystyle {\text{IGR}}(T,a)={\frac {-\sum _{i=1}^{n}{\mathrm {P} (T)\log \mathrm {P} (T)}-(-\sum _{i=1}^{n}{\mathrm {P} (T|a)\log \mathrm {P} (T|a)})}{-\sum _{i=1}^{n}{{\frac {\mathrm {N} (t_{i})}{\mathrm {N} (t)}}\log {_{2}}{\frac {\mathrm {N} (t_{i})}{\mathrm {N} (t)}}}}}} == Example == Using weather data published by Fordham University, the table was created below: Using the table above, one can find the entropy, information gain, split information, and information gain ratio for each variable (outlook, temperature, humidity, and wind). These calculations are shown in the tables below: Using the above tables, one can deduce that Outlook has the highest information gain ratio. Next, one must find the statistics for the sub-groups of the Outlook variable (sunny, overcast, and rainy), for this example one will only build the sunny branch (as shown in the table below): One can find the following statistics for the other variables (temperature, humidity, and wind) to see which have the greatest effect on the sunny element of the outlook variable: Humidity was found to have the highest information gain ratio. One will repeat the same steps as before and find the statistics for the events of the Humidity variable (high and normal): Since the play values are either all "No" or "Yes", the information gain ratio value will be equal to 1. Also, now that one has reached the end of the variable chain with Wind being the last variable left, they can build an entire root to leaf node branch line of a decision tree. Once finished with reaching this leaf node, one would follow the same procedure for the rest of the elements that have yet to be split in the decision tree. This set of data was relatively small, however, if a larger set was used, the advantages of using the information gain ratio as the splitting factor of a decision tree can be seen more. == Advantages == Information gain ratio biases the decision tree against considering attributes with a large number of distinct values. For example, suppose that we are building a decision tree for some data describing a business's customers. Information gain ratio is used to decide which of the attributes are the most relevant. These will be tested near the root of the tree. One of the input attributes might be the customer's telephone number. This attribute has a high information gain, because it uniquely identifies each customer. Due to its high amount of distinct values, this will not be chosen to be tested near the root. == Disadvantages == Although information gain ratio solves the key problem of information gain, it creates another problem. If one is considering an amount of attributes that have a high number of distinct values, these will never be above one that has a lower number of distinct values. == Difference from information gain == Information gain's shortcoming is created by not providing a numerical difference between attributes with high distinct values from those that have less. Example: Suppose that we are building a decision tree for some data describing a business's customers. Information gain is often used to decide which of the attributes are the most relevant, so they can be tested near the root of the tree. One of the input attributes might be the customer's credit card number. This attribute has a high information gain, because it uniquely identifies each customer, but we do not want to include it in the decision tree: deciding how to treat a customer based on their credit card number is unlikely to generalize to customers we haven't seen before. Information gain ratio's strength is that it has a bias towards the attributes with the lower number of distinct values. Below is a table describing the differences of information gain and information gain ratio when put in certain scenarios.

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  • Mobile Passport Control

    Mobile Passport Control

    Mobile Passport Control (MPC) is a mobile app that enables eligible travelers entering the United States to submit their passport information and customs declaration form to Customs and Border Protection via smartphone or tablet and go through the inspections process using an expedited lane. It is available to "U.S. citizens, U.S. lawful permanent residents, Canadian B1/B2 citizen visitors and returning Visa Waiver Program travelers with approved ESTA". The app is available on iOS and Android devices and is operational at 34 US airports, 14 international airports offering preclearance facilities, and 4 seaports. The use of Mobile Passport Control operations have increased threefold from 2016 to 2017. == History == Mobile Passport Control operations were launched in Atlanta at the Hartsfield-Jackson International Airport in 2016 and is now available at 34 U.S. airports, 14 international airports that offer preclearance and 4 U.S. cruise ports. The Mobile Passport app is authorized by CBP and sponsored by the Airports Council International-North America, Boeing, and the Port of Everglades. Airside Mobile, Inc. secured a Series A funding of $6 million in the fall of 2017. == How it works == During the customs process at the Federal Inspection Service (FIS) area of a U.S. airport, travelers arriving from international locations typically wait in long lines before presenting passports and paperwork and verbally answering questions made by CBP officials. Eligible travelers who have downloaded the Mobile Passport app can expedite this process by submitting information regarding their passport and trip details, and a newly-taken selfie, via their mobile device to CBP officials, then access an expedited line. Mobile Passport Control users will be required to show their physical passport(s) and briefly talk to a CBP officer. == Locations == === US airports === Atlanta (ATL) Baltimore (BWI) Boston (BOS) Charlotte (CLT) Chicago (ORD) Dallas/Ft Worth (DFW) Denver (DEN) Detroit (DTW) as of 7/2024 Ft. Lauderdale (FLL) Honolulu (HNL) Houston (HOU and IAH) Kansas City (MCI) Las Vegas (LAS) Los Angeles (LAX) Miami (MIA) Minneapolis (MSP) New York (JFK) Newark (EWR) Oakland (OAK) Orlando (MCO) Palm Beach (PBI) Philadelphia (PHL) Phoenix (PHX) Pittsburgh (PIT) Portland (PDX) Sacramento (SMF) San Diego (SAN) San Francisco (SFO) San Jose (SJC) San Juan (SJU) Seattle (SEA) Tampa (TPA) Washington Dulles (IAD) === International Preclearance locations === Abu Dhabi (AUH) Aruba (AUA) Bermuda (BDA) Calgary (YYC) Dublin (DUB) Edmonton (YEG) Halifax (YHZ) Montreal (YUL) Nassau (NAS) Ottawa (YOW) Shannon (SNN) Toronto (YYZ) Vancouver (YVR) Winnipeg (YWG) Sepinggan (BPN) === Seaports === Fort Lauderdale (PEV) Miami (MSE) San Juan (PUE) West Palm Beach (WPB)

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  • Blockmodeling

    Blockmodeling

    Blockmodeling is a set or a coherent framework, that is used for analyzing social structure and also for setting procedure(s) for partitioning (clustering) social network's units (nodes, vertices, actors), based on specific patterns, which form a distinctive structure through interconnectivity. It is primarily used in statistics, machine learning and network science. As an empirical procedure, blockmodeling assumes that all the units in a specific network can be grouped together to such extent to which they are equivalent. Regarding equivalency, it can be structural, regular or generalized. Using blockmodeling, a network can be analyzed using newly created blockmodels, which transforms large and complex network into a smaller and more comprehensible one. At the same time, the blockmodeling is used to operationalize social roles. While some contend that the blockmodeling is just clustering methods, Bonacich and McConaghy state that "it is a theoretically grounded and algebraic approach to the analysis of the structure of relations". Blockmodeling's unique ability lies in the fact that it considers the structure not just as a set of direct relations, but also takes into account all other possible compound relations that are based on the direct ones. The principles of blockmodeling were first introduced by Francois Lorrain and Harrison C. White in 1971. Blockmodeling is considered as "an important set of network analytic tools" as it deals with delineation of role structures (the well-defined places in social structures, also known as positions) and the discerning the fundamental structure of social networks. According to Batagelj, the primary "goal of blockmodeling is to reduce a large, potentially incoherent network to a smaller comprehensible structure that can be interpreted more readily". Blockmodeling was at first used for analysis in sociometry and psychometrics, but has now spread also to other sciences. == Definition == A network as a system is composed of (or defined by) two different sets: one set of units (nodes, vertices, actors) and one set of links between the units. Using both sets, it is possible to create a graph, describing the structure of the network. During blockmodeling, the researcher is faced with two problems: how to partition the units (e.g., how to determine the clusters (or classes), that then form vertices in a blockmodel) and then how to determine the links in the blockmodel (and at the same time the values of these links). In the social sciences, the networks are usually social networks, composed of several individuals (units) and selected social relationships among them (links). Real-world networks can be large and complex; blockmodeling is used to simplify them into smaller structures that can be easier to interpret. Specifically, blockmodeling partitions the units into clusters and then determines the ties among the clusters. At the same time, blockmodeling can be used to explain the social roles existing in the network, as it is assumed that the created cluster of units mimics (or is closely associated with) the units' social roles. Blockmodeling can thus be defined as a set of approaches for partitioning units into clusters (also known as positions) and links into blocks, which are further defined by the newly obtained clusters. A block (also blockmodel) is defined as a submatrix, that shows interconnectivity (links) between nodes, present in the same or different clusters. Each of these positions in the cluster is defined by a set of (in)direct ties to and from other social positions. These links (connections) can be directed or undirected; there can be multiple links between the same pair of objects or they can have weights on them. If there are not any multiple links in a network, it is called a simple network. A matrix representation of a graph is composed of ordered units, in rows and columns, based on their names. The ordered units with similar patterns of links are partitioned together in the same clusters. Clusters are then arranged together so that units from the same clusters are placed next to each other, thus preserving interconnectivity. In the next step, the units (from the same clusters) are transformed into a blockmodel. With this, several blockmodels are usually formed, one being core cluster and others being cohesive; a core cluster is always connected to cohesive ones, while cohesive ones cannot be linked together. Clustering of nodes is based on the equivalence, such as structural and regular. The primary objective of the matrix form is to visually present relations between the persons included in the cluster. These ties are coded dichotomously (as present or absent), and the rows in the matrix form indicate the source of the ties, while the columns represent the destination of the ties. Equivalence can have two basic approaches: the equivalent units have the same connection pattern to the same neighbors or these units have same or similar connection pattern to different neighbors. If the units are connected to the rest of network in identical ways, then they are structurally equivalent. Units can also be regularly equivalent, when they are equivalently connected to equivalent others. With blockmodeling, it is necessary to consider the issue of results being affected by measurement errors in the initial stage of acquiring the data. == Different approaches == Regarding what kind of network is undergoing blockmodeling, a different approach is necessary. Networks can be one–mode or two–mode. In the former all units can be connected to any other unit and where units are of the same type, while in the latter the units are connected only to the unit(s) of a different type. Regarding relationships between units, they can be single–relational or multi–relational networks. Further more, the networks can be temporal or multilevel and also binary (only 0 and 1) or signed (allowing negative ties)/values (other values are possible) networks. Different approaches to blockmodeling can be grouped into two main classes: deterministic blockmodeling and stochastic blockmodeling approaches. Deterministic blockmodeling is then further divided into direct and indirect blockmodeling approaches. Among direct blockmodeling approaches are: structural equivalence and regular equivalence. Structural equivalence is a state, when units are connected to the rest of the network in an identical way(s), while regular equivalence occurs when units are equally related to equivalent others (units are not necessarily sharing neighbors, but have neighbour that are themselves similar). Indirect blockmodeling approaches, where partitioning is dealt with as a traditional cluster analysis problem (measuring (dis)similarity results in a (dis)similarity matrix), are: conventional blockmodeling, generalized blockmodeling: generalized blockmodeling of binary networks, generalized blockmodeling of valued networks and generalized homogeneity blockmodeling, prespecified blockmodeling. According to Brusco and Steinley (2011), the blockmodeling can be categorized (using a number of dimensions): deterministic or stochastic blockmodeling, one–mode or two–mode networks, signed or unsigned networks, exploratory or confirmatory blockmodeling. == Blockmodels == Blockmodels (sometimes also block models) are structures in which: vertices (e.g., units, nodes) are assembled within a cluster, with each cluster identified as a vertex; from such vertices a graph can be constructed; combinations of all the links (ties), represented in a block as a single link between positions, while at the same time constructing one tie for each block. In a case, when there are no ties in a block, there will be no ties between the two positions that define the block. Computer programs can partition the social network according to pre-set conditions. When empirical blocks can be reasonably approximated in terms of ideal blocks, such blockmodels can be reduced to a blockimage, which is a representation of the original network, capturing its underlying 'functional anatomy'. Thus, blockmodels can "permit the data to characterize their own structure", and at the same time not seek to manifest a preconceived structure imposed by the researcher. Blockmodels can be created indirectly or directly, based on the construction of the criterion function. Indirect construction refers to a function, based on "compatible (dis)similarity measure between paris of units", while the direct construction is "a function measuring the fit of real blocks induced by a given clustering to the corresponding ideal blocks with perfect relations within each cluster and between clusters according to the considered types of connections (equivalence)". === Types === Blockmodels can be specified regarding the intuition, substance or the insight into the nature of the studied network; this can result in such models as follows: parent-child role systems, organizational hierarchies, systems of

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  • Genetic operator

    Genetic operator

    A genetic operator is an operator used in evolutionary algorithms (EA) to guide the algorithm towards a solution to a given problem. There are three main types of operators (mutation, crossover and selection), which must work in conjunction with one another in order for the algorithm to be successful. Genetic operators are used to create and maintain genetic diversity (mutation operator), combine existing solutions (also known as chromosomes) into new solutions (crossover) and select between solutions (selection). The classic representatives of evolutionary algorithms include genetic algorithms, evolution strategies, genetic programming and evolutionary programming. In his book discussing the use of genetic programming for the optimization of complex problems, computer scientist John Koza has also identified an 'inversion' or 'permutation' operator; however, the effectiveness of this operator has never been conclusively demonstrated and this operator is rarely discussed in the field of genetic programming. For combinatorial problems, however, these and other operators tailored to permutations are frequently used by other EAs. Mutation (or mutation-like) operators are said to be unary operators, as they only operate on one chromosome at a time. In contrast, crossover operators are said to be binary operators, as they operate on two chromosomes at a time, combining two existing chromosomes into one new chromosome. == Operators == Genetic variation is a necessity for the process of evolution. Genetic operators used in evolutionary algorithms are analogous to those in the natural world: survival of the fittest, or selection; reproduction (crossover, also called recombination); and mutation. === Selection === Selection operators give preference to better candidate solutions (chromosomes), allowing them to pass on their 'genes' to the next generation (iteration) of the algorithm. The best solutions are determined using some form of objective function (also known as a 'fitness function' in evolutionary algorithms), before being passed to the crossover operator. Different methods for choosing the best solutions exist, for example, fitness proportionate selection and tournament selection. A further or the same selection operator is used to determine the individuals for being selected to form the next parental generation. The selection operator may also ensure that the best solution(s) from the current generation always become(s) a member of the next generation without being altered; this is known as elitism or elitist selection. === Crossover === Crossover is the process of taking more than one parent solutions (chromosomes) and producing a child solution from them. By recombining portions of good solutions, the evolutionary algorithm is more likely to create a better solution. As with selection, there are a number of different methods for combining the parent solutions, including the edge recombination operator (ERO) and the 'cut and splice crossover' and 'uniform crossover' methods. The crossover method is often chosen to closely match the chromosome's representation of the solution; this may become particularly important when variables are grouped together as building blocks, which might be disrupted by a non-respectful crossover operator. Similarly, crossover methods may be particularly suited to certain problems; the ERO is considered a good option for solving the travelling salesman problem. === Mutation === The mutation operator encourages genetic diversity amongst solutions and attempts to prevent the evolutionary algorithm converging to a local minimum by stopping the solutions becoming too close to one another. In mutating the current pool of solutions, a given solution may change between slightly and entirely from the previous solution. By mutating the solutions, an evolutionary algorithm can reach an improved solution solely through the mutation operator. Again, different methods of mutation may be used; these range from a simple bit mutation (flipping random bits in a binary string chromosome with some low probability) to more complex mutation methods in which genes in the solution are changed, for example by adding a random value from the Gaussian distribution to the current gene value. As with the crossover operator, the mutation method is usually chosen to match the representation of the solution within the chromosome. == Combining operators == While each operator acts to improve the solutions produced by the evolutionary algorithm working individually, the operators must work in conjunction with each other for the algorithm to be successful in finding a good solution. Using the selection operator on its own will tend to fill the solution population with copies of the best solution from the population. If the selection and crossover operators are used without the mutation operator, the algorithm will tend to converge to a local minimum, that is, a good but sub-optimal solution to the problem. Using the mutation operator on its own leads to a random walk through the search space. Only by using all three operators together can the evolutionary algorithm become a noise-tolerant global search algorithm, yielding good solutions to the problem at hand.

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