AI Content Used In Pragmata

AI Content Used In Pragmata — independent reviews, comparisons, pricing and step-by-step guides on Aizhi.

  • Kuwahara filter

    Kuwahara filter

    The Kuwahara filter is a non-linear smoothing filter used in image processing for adaptive noise reduction. Most filters that are used for image smoothing are linear low-pass filters that effectively reduce noise but also blur out the edges. However the Kuwahara filter is able to apply smoothing on the image while preserving the edges. It is named after Michiyoshi Kuwahara, Ph.D., who worked at Kyoto and Osaka Sangyo Universities in Japan, developing early medical imaging of dynamic heart muscle in the 1970s and 80s. == The Kuwahara operator == Suppose that I ( x , y ) {\displaystyle I(x,y)} is a grey scale image and that we take a square window of size 2 a + 1 {\displaystyle 2a+1} centered around a point ( x , y ) {\displaystyle (x,y)} in the image. This square can be divided into four smaller square regions Q i = 1 ⋯ 4 {\displaystyle Q_{i=1\cdots 4}} each of which will be Q i ( x , y ) = { [ x , x + a ] × [ y , y + a ] if i = 1 [ x − a , x ] × [ y , y + a ] if i = 2 [ x − a , x ] × [ y − a , y ] if i = 3 [ x , x + a ] × [ y − a , y ] if i = 4 {\displaystyle Q_{i}(x,y)={\begin{cases}\left[x,x+a\right]\times \left[y,y+a\right]&{\mbox{ if }}i=1\\\left[x-a,x\right]\times \left[y,y+a\right]&{\mbox{ if }}i=2\\\left[x-a,x\right]\times \left[y-a,y\right]&{\mbox{ if }}i=3\\\left[x,x+a\right]\times \left[y-a,y\right]&{\mbox{ if }}i=4\\\end{cases}}} where × {\displaystyle \times } is the cartesian product. Pixels located on the borders between two regions belong to both regions so there is a slight overlap between subregions. The arithmetic mean m i ( x , y ) {\displaystyle m_{i}(x,y)} and standard deviation σ i ( x , y ) {\displaystyle \sigma _{i}(x,y)} of the four regions centered around a pixel (x,y) are calculated and used to determine the value of the central pixel. The output of the Kuwahara filter Φ ( x , y ) {\displaystyle \Phi (x,y)} for any point ( x , y ) {\displaystyle (x,y)} is then given by Φ ( x , y ) = m i ( x , y ) {\textstyle \Phi (x,y)=m_{i}(x,y)} where i = a r g min j ⁡ σ j ( x , y ) {\displaystyle i=\operatorname {arg\min } _{j}\sigma _{j}(x,y)} . This means that the central pixel will take the mean value of the area that is most homogenous. The location of the pixel in relation to an edge plays a great role in determining which region will have the greater standard deviation. If for example the pixel is located on a dark side of an edge it will most probably take the mean value of the dark region. On the other hand, should the pixel be on the lighter side of an edge it will most probably take a light value. On the event that the pixel is located on the edge it will take the value of the more smooth, least textured region. The fact that the filter takes into account the homogeneity of the regions ensures that it will preserve the edges while using the mean creates the blurring effect. Similarly to the median filter, the Kuwahara filter uses a sliding window approach to access every pixel in the image. The size of the window is chosen in advance and may vary depending on the desired level of blur in the final image. Bigger windows typically result in the creation of more abstract images whereas small windows produce images that retain their detail. Typically windows are chosen to be square with sides that have an odd number of pixels for symmetry. However, there are variations of the Kuwahara filter that use rectangular windows. Additionally, the subregions do not need to overlap or have the same size as long as they cover all of the window. == Color images == For color images, the filter should not be performed by applying the filter to each RGB channel separately, and then recombining the three filtered color channels to form the filtered RGB image. The main problem with that is that the quadrants will have different standard deviations for each of the channels. For example, the upper left quadrant may have the lowest standard deviation in the red channel, but the lower right quadrant may have the lowest standard deviation in the green channel. This situation would result in the color of the central pixel to be determined by different regions, which might result in color artifacts or blurrier edges. To overcome this problem, for color images a slightly modified Kuwahara filter must be used. The image is first converted into another color space, the HSV color space. The modified filter then operates on only the "brightness" channel, the Value coordinate in the HSV model. The variance of the "brightness" of each quadrant is calculated to determine the quadrant from which the final filtered color should be taken from. The filter will produce an output for each channel which will correspond to the mean of that channel from the quadrant that had the lowest standard deviation in "brightness". This ensures that only one region will determine the RGB values of the central pixel. ImageMagick uses a similar approach, but using the Rec. 709 Luma as the brightness metric. === Julia Implementation === == Applications == Originally the Kuwahara filter was proposed for use in processing RI-angiocardiographic images of the cardiovascular system. The fact that any edges are preserved when smoothing makes it especially useful for feature extraction and segmentation and explains why it is used in medical imaging. The Kuwahara filter however also finds many applications in artistic imaging and fine-art photography due to its ability to remove textures and sharpen the edges of photographs. The level of abstraction helps create a desirable painting-like effect in artistic photographs especially in the case of the colored image version of the filter. These applications have known great success and have encouraged similar research in the field of image processing for the arts. Although the vast majority of applications have been in the field of image processing there have been cases that use modifications of the Kuwahara filter for machine learning tasks such as clustering. The Kuwahara filter has been implemented in CVIPtools. The Kuwahara filter is present as a shader node in Blender. == Drawbacks and restrictions == The Kuwahara filter despite its capabilities in edge preservation has certain drawbacks. At a first glance it is noticeable that the Kuwahara filter does not take into account the case where two regions have equal standard deviations. This is not often the case in real images since it is rather hard to find two regions with exactly the same standard deviation due to the noise that is always present. In cases where two regions have similar standard deviations the value of the center pixel could be decided at random by the noise in these regions. Again this would not be a problem if the regions had the same mean. However, it is not unusual for regions of very different means to have the same standard deviation. This makes the Kuwahara filter susceptible to noise. Different ways have been proposed for dealing with this issue, one of which is to set the value of the center pixel to ( m 1 + m 2 ) / 2 {\textstyle (m_{1}+m_{2})/2} in cases where the standard deviation of two regions do not differ more than a certain value D {\displaystyle D} . The Kuwahara filter is also known to create block artifacts in the images especially in regions of the image that are highly textured. These blocks disrupt the smoothness of the image and are considered to have a negative effect in the aesthetics of the image. This phenomenon occurs due to the division of the window into square regions. A way to overcome this effect is to take windows that are not rectangular(i.e. circular windows) and separate them into more non-rectangular regions. There have also been approaches where the filter adapts its window depending on the input image. == Extensions of the Kuwahara filter == The success of the Kuwahara filter has spurred an increase the development of edge-enhancing smoothing filters. Several variations have been proposed for similar use most of which attempt to deal with the drawbacks of the original Kuwahara filter. The "Generalized Kuwahara filter" proposed by P. Bakker considers several windows that contain a fixed pixel. Each window is then assigned an estimate and a confidence value. The value of the fixed pixel then takes the value of the estimate of the window with the highest confidence. This filter is not characterized by the same ambiguity in the presence of noise and manages to eliminate the block artifacts. The "Mean of Least Variance"(MLV) filter, proposed by M.A. Schulze also produces edge-enhancing smoothing results in images. Similarly to the Kuwahara filter it assumes a window of size 2 d − 1 × 2 d − 1 {\displaystyle 2d-1\times 2d-1} but instead of searching amongst four subregions of size d × d {\displaystyle d\times d} for the one with minimum variance it searches amongst all possible d × d {\displaystyle d\times d} subregions. This means the central pixel of the window will be assigned the mean of the one subregion out of a poss

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  • Information architecture

    Information architecture

    Information architecture is the structural design of shared information environments, in particular the organisation of websites and software to support usability and findability. The term information architecture was coined by Richard Saul Wurman. Since its inception, information architecture has become an emerging community of practice focused on applying principles of design, architecture and information science in digital spaces. Typically, a model or concept of information is used and applied to activities which require explicit details of complex information systems. These activities include library systems and database development. == Definition == The term information architecture has different meanings in different branches of information systems or information technology. === User experience === In user experience design, information architecture has been described as the structural design of shared information environments, comprising the study and practice of organising and labelling web sites, intranets, online communities, and software to support user experience, in particular, the findability and usability of information. It has also been described as an emerging community of practice focused on bringing principles of design and architecture to the digital landscape. === Information systems === Technically speaking, information architecture comprises the combination of organization, labeling, search and navigation systems within websites and intranets, serving as a navigational aid to the content of information-rich systems. === Data architecture === Information architecture can be described as a subset of data architecture where usable data is constructed, designed, and arranged in a fashion most useful to the users of data. === Systems design === In the field of systems design, for example, information architecture is a component of enterprise architecture that deals with the information component when describing the structure of an enterprise. Some system design practitioners regard information architecture as strictly the application of information science to web design, which considers such issues as classification and information retrieval, and not factors like user experience and information design. == Principles == Principles of information architecture include the following: The principle of objects The principle of choices The principle of disclosure The principle of exemplars The principle of front doors The principle of multiple classification The principle of focused navigation The principle of growth == History == Richard Saul Wurman is credited with coining the term information architecture in relation to the design of information. From 1998 to 2015, Peter Morville and Louis Rosenfeld were co-authors of Information Architecture for the World Wide Web. Other authors include Jesse James Garrett and Christina Wodtke.

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  • AlphaTensor

    AlphaTensor

    AlphaTensor is an artificial intelligence system developed by DeepMind for discovering efficient matrix multiplication algorithms using reinforcement learning. Introduced in 2022, the system was based on AlphaZero and formulated the search for matrix multiplication algorithms as a single-player game called TensorGame. AlphaTensor was designed to search for new ways to multiply matrices with fewer scalar multiplication operations. Matrix multiplication is a fundamental operation in linear algebra, numerical analysis, scientific computing, computer graphics, and machine learning. The system discovered thousands of matrix multiplication algorithms, including algorithms that rediscovered known human-designed methods and others that improved on previously known results for particular matrix sizes and mathematical settings. == Background == Matrix multiplication is one of the basic operations in numerical computing. The standard algorithm for multiplying two square matrices has cubic time complexity, while faster algorithms such as the Strassen algorithm reduce the number of multiplication operations by using more complex algebraic decompositions. Finding optimal matrix multiplication algorithms can be difficult because it involves searching through a large space of possible tensor decompositions. AlphaTensor approached this problem by representing algorithm discovery as TensorGame, in which each move corresponds to an operation that reduces a tensor representing matrix multiplication. The goal of the game is to find a low-rank decomposition of the matrix multiplication tensor, corresponding to an efficient multiplication algorithm. == Development == AlphaTensor was developed by DeepMind and described in a paper published in Nature in October 2022. The system built on the reinforcement-learning approach used in AlphaZero, which had previously been applied to games such as Go, chess, and shogi. Unlike those games, TensorGame involved a very large search space, requiring changes to the AlphaZero-style search method and neural network architecture. DeepMind released source code and discovered algorithms associated with the publication through a public GitHub repository. == Results == AlphaTensor discovered matrix multiplication algorithms over both standard arithmetic and finite fields. One widely reported result was a method for multiplying 4 × 4 matrices over the field with two elements using 47 multiplication operations, improving on the 49 operations required by applying Strassen's algorithm recursively in that setting. The system also found algorithms optimized for particular computer hardware, including algorithms designed for graphics processing units and Tensor Processing Units. DeepMind stated that some of the hardware-specific algorithms improved practical execution time compared with commonly used algorithms on the tested hardware. == Significance == AlphaTensor was described as an example of using machine learning not only to apply existing algorithms, but to assist in discovering new ones. The work was connected to broader research in algorithm discovery, automated machine learning, program synthesis, and computational complexity theory, especially the open problem of determining the optimal complexity of matrix multiplication. AlphaTensor later became part of a broader group of Google DeepMind systems for algorithm and mathematical discovery, alongside systems such as AlphaDev and AlphaEvolve.

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  • Living lab

    Living lab

    The concept of the living lab has been defined in multiple ways. A definition from the European Network of Living Labs (ENoLL) is used most widely, describing them as "user-centred open innovation ecosystems” that integrate research and innovation through co-creation in real-world environments.[1] Emerging at the intersection of ambient intelligence research and user experience methodologies in the late 1990s, the concept was pioneered at the Massachusetts Institute of Technology (MIT) as a way to study human interaction with new technologies in natural settings. Over time, living labs have evolved beyond their origins as controlled research environments, becoming dynamic platforms for participatory design, collaborative experimentation, and iterative innovation across various domains, including urban development, healthcare, sustainability, and digital technology. Characterized by principles such as real-world experimentation, active user involvement, and multi-stakeholder collaboration, living labs enable the continuous adaptation and validation of solutions in everyday contexts. Today, they are implemented globally, supported by networks like the European Network of Living Labs (ENoLL), and increasingly recognized as vital tools for addressing local and global transformation agendas. == Background == The term "living lab" has emerged in parallel from the ambient intelligence (AmI) research communities context and from the discussion on experience and application research (EAR). The emergence of the term is based on the concept of user experience and ambient intelligence. The term dates back to the late 1990s when Professor William J. Mitchell, Kent Larson, and Alex (Sandy) Pentland at the Massachusetts Institute of Technology were credited with first exploring the concept of a living laboratory. It was first associated with MIT's Media Lab as a concept for studying real-life contexts, where they described a living lab as a controlled environment designed to test new information and communication technology (ICT) innovations in a simulated home setting. This was also when some of the key characteristics often assigned to living labs today began to take shape. They argued that a living lab represents a user-centric research methodology for sensing, prototyping, validating and refining complex solutions in multiple and evolving real-life contexts. Research on living labs has expanded since the 1990s, especially in the 2010s, with growing interest in co-creation and participatory design. Particularly in Europe, the living lab evolved into a model that focused on studying user interactions with technology in real-world environments. This shift was influenced by earlier experiences in participatory design and social experiments with ICT. As interest grew, the term began to encompass a broader array of initiatives and projects, leading to variations in its interpretation and implementation. Today, living labs are used in various fields, such as technology, healthcare, and urban sustainability, showing a transition from a narrow focus on their role as controlled environments to a more wide-ranging understanding of collaborative innovation addressing real societal challenges, while also being referred to with various descriptions and definitions available from different sources. == Description == The ENoLL definition that refers to living labs as "user-centred open innovation ecosystems” that integrate research and innovation through co-creation in real-world environments is the most widely accepted description of living labs in academic literature. In simple terms, living labs can be described as an organization or experimental space, that can be both virtually or physically located, bringing different stakeholders from research, business, government, and citizens together to design and test solutions to be implemented in a real world environment. A common definition for the living lab term still does not exist to this day, which is due to the fact that living labs are interpreted and implemented across different contexts and can cover a wide range of activities and organizations, leading to different understandings of how living labs should function. Living labs also often operate in various territorial contexts (e.g. city, agglomeration, region, campus), and can vary in their methodological approach integrating concurrent research and innovation processes within a public-private-people partnership. Despite these variations, common characteristics include user-centricity, real-world experimentation, multi-stakeholder collaboration, and iterative innovation processes. The systematic user co-creation approach refers to integrating research and innovation processes through the co-creation, exploration, experimentation and evaluation of innovative ideas, scenarios, concepts and related technological artefacts in real life use cases. Such use cases involve user communities, not only as observed subjects but also as a source of creation. This approach allows all involved stakeholders to concurrently consider both the global performance of a product or service and its potential adoption by users. This consideration may be made at the earlier stage of research and development and through all elements of the product life-cycle, from design up to recycling. User-centred research methods, such as action research, community informatics, contextual design, user-centered design, participatory design, empathic design, emotional design, and other usability methods, already exist but fail to sufficiently empower users for co-creating into open development environments. More recently, the Web 2.0 has demonstrated the positive impact of involving user communities in new product development (NPD) such as mass collaboration projects (e.g. crowdsourcing, Wisdom of Crowds) in collectively creating new contents and applications. Real-world experimentation emphasizes conducting activities in real-life settings to ensure that the results of the projects and solutions are applicable to actual market conditions. Multi-stakeholder collaboration refers to an approach that involved various stakeholders, such as users, businesses, researchers, and government entities, working together towards a common goal. This is an important characteristics of living lab because collaboration of these diverse groups allows for exchange of ideas and perspectives, which are thought to enhance innovation processes. Iterative innovation processes involve a cyclical method of developing products or services, where stages such as research, development, testing, and implementation are revisited multiple times based on feedback and evaluation. This process allows for continuous improvement of the innovation, product, or service being developed. In particular, the ongoing involvement of the user creates feedback mechanisms that are ultimately key to successful development and implementation of products and services. A living lab is not similar to a testbed as its philosophy is to turn users, from being traditionally considered as observed subjects for testing modules against requirements, into value creation in contributing to the co-creation and exploration of emerging ideas, breakthrough scenarios, innovative concepts and related artefacts. Hence, a living lab rather constitutes an experiential environment, which could be compared to the concept of experiential learning, where users are immersed in a creative social space for designing and experiencing their own future. Living labs could also be used by policy makers and users/citizens for designing, exploring, experiencing and refining new policies and regulations in real-life scenarios for evaluating their potential impacts before their implementations. == European Network of Living Labs (ENoLL) == The European Network of Living Labs (ENoLL) is an international, non-profit, independent association of certified living labs, which popularized the living lab concept in the aim to increase user involvement in innovation. Formed in November 2006 under the guidance of the Finnish European Presidency, ENoLL is composed of a variety of stakeholders, including municipalities and research institutes, businesses, and users. Its primary role is to support the collaboration among living labs across Europe and includes many living labs focused on user-driven innovation across sectors. ENoLL focuses on facilitating knowledge exchange, joint actions and project partnerships among its historically labelled +/- 500 members, influencing EU policies, promoting living labs and enabling their implementation worldwide. ENoLL serves as a platform for linking living labs around the globe, which enables knowledge sharing and collaborative learning among diverse cultural environments. Membership to the platform is open to organizations worldwide, and ENoLL has expanded beyond Europe to include global members. ENoLL follows an application and accreditation pro

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  • Misskey

    Misskey

    Misskey (Japanese: ミスキー, romanized: Misukī) is an open source, federated, social networking service created in 2014 by Japanese software engineer Eiji "syuilo" Shinoda. Misskey uses the ActivityPub protocol for federation, allowing users to interact between independent Misskey instances, and other ActivityPub compatible platforms. Misskey is generally considered to be part of the Fediverse. Despite being a decentralized service, Misskey is not philosophically opposed to centralization. The name Misskey comes from the lyrics of Brain Diver, a song by the Japanese singer May'n. == History == Misskey was initially developed as a BBS-style internet forum by high school student Eiji Shinoda in 2014. After introducing a timeline feature, Misskey gained popularity as the microblogging platform it is today. In 2018, Misskey added support for ActivityPub, becoming a federated social media platform. The flagship Misskey server, Misskey.io, was started on April 15, 2019. Misskey, alongside Mastodon and Bluesky, has received attention as a potential replacement for Twitter following Twitter's acquisition by Elon Musk in 2022. On April 8, 2023, Misskey.io incorporated as MisskeyHQ K.K. As of February 2024, over 450,000 users were registered, making it the largest instance of Misskey. Misskey.io is crowdfunded. The administrator of Misskey.io is Japanese system administrator Yoshiki Eto, who operates under the alias Murakami-san. Eiji Shinoda serves as director. In July 2023, Twitter introduced extreme restrictions on their API in order to combat scraping from bots. Some users were critical of the changes, and as a result migrated to other social networks. The number of users registering on Misskey.io, Misskey's official instance and the largest one, increased rapidly, with other Misskey instances also receiving a spike in signups. In response to this trend, Skeb, a platform for sharing art, announced on July 14, 2023 that it would sponsor the Misskey development team. In early 2024, Misskey was targeted by a spam attack from Japan. The cause of the attack is believed to be a dispute between rival groups on a Japanese hacker forum and a DDoS attack on a Discord bot. Mastodon instances with open registration were used in the attack. In November 2025, Eto announced intentions to replace ActivityPub with Misskey's own low-overhead federation system in "a few years". Shinoda later said that this was "fake news". == Development == Misskey is open source software and is licensed under the AGPLv3. The Misskey API is publicly available and is documented using the OpenAPI Specification, which allows users to build automated accounts and use it on any Misskey instance. The service is translated using Crowdin. Misskey is developed using Node.js. TypeScript is used on both the frontend and backend. PostgreSQL is used as its database. Vue.js is used for the frontend. == Functionality == Posts on Misskey are called "notes". Notes are limited to a maximum of 3,000 characters (a limit which can be customized by instances), and can be accompanied by any file, including polls, images, videos, and audio. Notes can be reposted, either by themselves or with another "quote" note. Misskey comes with multiple timelines to sort through the notes that an instance has available, and are displayed in reverse chronological order. The Home timeline shows notes from users that you follow, the Local timeline shows all notes from the instance in use, the Social timeline shows both the Home and Local timeline, and the Global timeline shows every public note that the instance knows about. Notes have customizable privacy settings to control what users can see a note, similar to Mastodon's post visibility ranges. Public notes show up on all timelines, while Home notes only show on a user's Home timeline. Notes can also be set to be available only for followers. Direct messages using notes can be sent to users.

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  • Knowledge graph

    Knowledge graph

    In knowledge representation and reasoning, a knowledge graph is a knowledge base that uses a graph-structured data model or topology to represent and operate on data. Knowledge graphs are often used to store interlinked descriptions of entities – objects, events, situations or abstract concepts – while also encoding the free-form semantics or relationships underlying these entities. Since the development of the Semantic Web, knowledge graphs have often been associated with linked open data projects, focusing on the connections between concepts and entities. They are also historically associated with and used by search engines such as Google, Bing, and Yahoo; knowledge engines and question-answering services such as WolframAlpha, Apple's Siri, and Amazon Alexa; and social networks such as LinkedIn and Facebook. Recent developments in data science and machine learning, particularly in graph neural networks, representation learning, and machine learning, have broadened the scope of knowledge graphs beyond their traditional use in search engines and recommender systems. They are increasingly used in scientific research, with notable applications in fields such as genomics, proteomics, and systems biology. == History == The term was coined as early as 1972 by the Austrian linguist Edgar W. Schneider, in a discussion of how to build modular instructional systems for courses. In the late 1980s, the University of Groningen and University of Twente jointly began a project called Knowledge Graphs, focusing on the design of semantic networks with edges restricted to a limited set of relations, to facilitate algebras on the graph. In subsequent decades, the distinction between semantic networks and knowledge graphs was blurred. Some early knowledge graphs were topic-specific. In 1985, Wordnet was founded, capturing semantic relationships between words and meanings – an application of this idea to language itself. In 2005, Marc Wirk founded Geonames to capture relationships between different geographic names and locales and associated entities. In 1998, Andrew Edmonds of Science in Finance Ltd in the UK created a system called ThinkBase that offered fuzzy-logic based reasoning in a graphical context. In 2007, both DBpedia and Freebase were founded as graph-based knowledge repositories for general-purpose knowledge. DBpedia focused exclusively on data extracted from Wikipedia, while Freebase also included a range of public datasets. Neither described themselves as a 'knowledge graph' but developed and described related concepts. In 2012, Google introduced their Knowledge Graph, building on DBpedia and Freebase among other sources. They later incorporated RDFa, Microdata, JSON-LD content extracted from indexed web pages, including the CIA World Factbook, Wikidata, and Wikipedia. Entity and relationship types associated with this knowledge graph have been further organized using terms from the schema.org vocabulary. The Google Knowledge Graph became a complement to string-based search within Google, and its popularity online brought the term into more common use. Since then, several large multinationals have advertised their use of knowledge graphs, further popularising the term. These include Facebook, LinkedIn, Airbnb, Microsoft, Amazon, Uber and eBay. In 2019, IEEE combined its annual international conferences on "Big Knowledge" and "Data Mining and Intelligent Computing" into the International Conference on Knowledge Graph. The development of large language models expanded interest in knowledge graphs as a way to structure information from unstructured text, with advances in language processing enabling their automatic or semi-automatic generation and expansion. The term knowledge graph has since broadened to include the dynamically constructed and adaptive graph structures, which support retrieval, reasoning, and summarization in generative systems. Microsoft Research's GraphRAG (2024) exemplified this development by integrating LLM-generated graphs into retrieval-augmented generation. == Definitions == There is no single commonly accepted definition of a knowledge graph. Most definitions view the topic through a Semantic Web lens and include these features: Flexible relations among knowledge in topical domains: A knowledge graph (i) defines abstract classes and relations of entities in a schema, (ii) mainly describes real world entities and their interrelations, organized in a graph, (iii) allows for potentially interrelating arbitrary entities with each other, and (iv) covers various topical domains. General structure: A network of entities, their semantic types, properties, and relationships. To represent properties, categorical or numerical values are often used. Supporting reasoning over inferred ontologies: A knowledge graph acquires and integrates information into an ontology and applies a reasoner to derive new knowledge. There are, however, many knowledge graph representations for which some of these features are not relevant. For those knowledge graphs, this simpler definition may be more useful: A digital structure that represents knowledge as concepts and the relationships between them (facts). A knowledge graph can include an ontology that allows both humans and machines to understand and reason about its contents. === Implementations === In addition to the above examples, the term has been used to describe open knowledge projects such as YAGO and Wikidata; federations like the Linked Open Data cloud; a range of commercial search tools, including Yahoo's semantic search assistant Spark, Google's Knowledge Graph, and Microsoft's Satori; and the LinkedIn and Facebook entity graphs. The term is also used in the context of note-taking software applications that allow a user to build a personal knowledge graph. The popularization of knowledge graphs and their accompanying methods have led to the development of graph databases such as Neo4j, GraphDB and AgensGraph. These graph databases allow users to easily store data as entities and their interrelationships, and facilitate operations such as data reasoning, node embedding, and ontology development on knowledge bases. In contrast, virtual knowledge graphs do not store information in specialized databases. They rely on an underlying relational database or data lake to answer queries on the graph. Such a virtual knowledge graph system must be properly configured in order to answer the queries correctly. This specific configuration is done through a set of mappings that define the relationship between the elements of the data source and the structure and ontology of the virtual knowledge graph. == Using a knowledge graph for reasoning over data == A knowledge graph formally represents semantics by describing entities and their relationships. Knowledge graphs may make use of ontologies as a schema layer. By doing this, they allow logical inference for retrieving implicit knowledge rather than only allowing queries requesting explicit knowledge. In order to allow the use of knowledge graphs in various machine learning tasks, several methods for deriving latent feature representations of entities and relations have been devised. These knowledge graph embeddings allow them to be connected to machine learning methods that require feature vectors like word embeddings. This can complement other estimates of conceptual similarity. Models for generating useful knowledge graph embeddings are commonly the domain of graph neural networks (GNNs). GNNs are deep learning architectures that comprise edges and nodes, which correspond well to the entities and relationships of knowledge graphs. The topology and data structures afforded by GNNs provide a convenient domain for semi-supervised learning, wherein the network is trained to predict the value of a node embedding (provided a group of adjacent nodes and their edges) or edge (provided a pair of nodes). These tasks serve as fundamental abstractions for more complex tasks such as knowledge graph reasoning and alignment. === Entity alignment === As new knowledge graphs are produced across a variety of fields and contexts, the same entity will inevitably be represented in multiple graphs. However, because no single standard for the construction or representation of knowledge graph exists, resolving which entities from disparate graphs correspond to the same real world subject is a non-trivial task. This task is known as knowledge graph entity alignment, and is an active area of research. Strategies for entity alignment generally seek to identify similar substructures, semantic relationships, shared attributes, or combinations of all three between two distinct knowledge graphs. Entity alignment methods use these structural similarities between generally non-isomorphic graphs to predict which nodes correspond to the same entity. In 2023, researchers found success in using large language models (LLMs) in the task of entity alignment. This was in particul

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  • Bisection (software engineering)

    Bisection (software engineering)

    Bisection is a method used in software development to identify change sets that result in a specific behavior change. It is mostly employed for finding the patch that introduced a bug. Another application area is finding the patch that indirectly fixed a bug. == Overview == The process of locating the changeset that introduced a specific regression was described as "source change isolation" in 1997 by Brian Ness and Viet Ngo of Cray Research. Regression testing was performed on Cray's compilers in editions comprising one or more changesets. Editions with known regressions could not be validated until developers addressed the problem. Source change isolation narrowed the cause to a single changeset that could then be excluded from editions, unblocking them with respect to this problem, while the author of the change worked on a fix. Ness and Ngo outlined linear search and binary search methods of performing this isolation. Code bisection has the goal of minimizing the effort to find a specific change set. It employs a divide and conquer algorithm that depends on having access to the code history which is usually preserved by revision control in a code repository. == Bisection method == === Code bisection algorithm === Code history has the structure of a directed acyclic graph which can be topologically sorted. This makes it possible to use a divide and conquer search algorithm which: splits up the search space of candidate revisions tests for the behavior in question reduces the search space depending on the test result re-iterates the steps above until a range with at most one bisectable patch candidate remains === Algorithmic complexity === Bisection is in LSPACE having an algorithmic complexity of O ( log ⁡ N ) {\displaystyle O(\log N)} with N {\displaystyle N} denoting the number of revisions in the search space, and is similar to a binary search. === Desirable repository properties === For code bisection it is desirable that each revision in the search space can be built and tested independently. === Monotonicity === For the bisection algorithm to identify a single changeset which caused the behavior being tested to change, the behavior must change monotonically across the search space. For a Boolean function such as a pass/fail test, this means that it only changes once across all changesets between the start and end of the search space. If there are multiple changesets across the search space where the behavior being tested changes between false and true, then the bisection algorithm will find one of them, but it will not necessarily be the root cause of the change in behavior between the start and the end of the search space. The root cause could be a different changeset, or a combination of two or more changesets across the search space. To help deal with this problem, automated tools allow specific changesets to be ignored during a bisection search. == Automation support == Although the bisection method can be completed manually, one of its main advantages is that it can be easily automated. It can thus fit into existing test automation processes: failures in exhaustive automated regression tests can trigger automated bisection to localize faults. Ness and Ngo focused on its potential in Cray's continuous delivery-style environment in which the automatically isolated bad changeset could be automatically excluded from builds. The revision control systems Fossil, Git and Mercurial have built-in functionality for code bisection. The user can start a bisection session with a specified range of revisions from which the revision control system proposes a revision to test, the user tells the system whether the revision tested as "good" or "bad", and the process repeats until the specific "bad" revision has been identified. Other revision control systems, such as Bazaar or Subversion, support bisection through plugins or external scripts. Phoronix Test Suite can do bisection automatically to find performance regressions.

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  • Emotion recognition

    Emotion recognition

    Emotion recognition is the process of identifying human emotion. People vary widely in their accuracy at recognizing the emotions of others. Use of technology to help people with emotion recognition is a relatively nascent research area. Generally, the technology works best if it uses multiple modalities in context. To date, the most work has been conducted on automating the recognition of facial expressions from video, spoken expressions from audio, written expressions from text, and physiology as measured by wearables. == Human == Humans show a great deal of variability in their abilities to recognize emotion. A key point to keep in mind when learning about automated emotion recognition is that there are several sources of "ground truth", or truth about what the real emotion is. Suppose we are trying to recognize the emotions of Alex. One source is "what would most people say that Alex is feeling?" In this case, the 'truth' may not correspond to what Alex feels, but may correspond to what most people would say it looks like Alex feels. For example, Alex may actually feel sad, but he puts on a big smile and then most people say he looks happy. If an automated method achieves the same results as a group of observers it may be considered accurate, even if it does not actually measure what Alex truly feels. Another source of 'truth' is to ask Alex what he truly feels. This works if Alex has a good sense of his internal state, and wants to tell you what it is, and is capable of putting it accurately into words or a number. However, some people are alexithymic and do not have a good sense of their internal feelings, or they are not able to communicate them accurately with words and numbers. In general, getting to the truth of what emotion is actually present can take some work, can vary depending on the criteria that are selected, and will usually involve maintaining some level of uncertainty. == Automatic == Decades of scientific research have been conducted developing and evaluating methods for automated emotion recognition. There is now an extensive literature proposing and evaluating hundreds of different kinds of methods, leveraging techniques from multiple areas, such as signal processing, machine learning, computer vision, and speech processing. Different methodologies and techniques may be employed to interpret emotion such as Bayesian networks. , Gaussian Mixture models and Hidden Markov Models and deep neural networks. === Approaches === The accuracy of emotion recognition is usually improved when it combines the analysis of human expressions from multimodal forms such as texts, physiology, audio, or video. Different emotion types are detected through the integration of information from facial expressions, body movement and gestures, and speech. The technology is said to contribute in the emergence of the so-called emotional or emotive Internet. The existing approaches in emotion recognition to classify certain emotion types can be generally classified into three main categories: knowledge-based techniques, statistical methods, and hybrid approaches. ==== Knowledge-based techniques ==== Knowledge-based techniques (sometimes referred to as lexicon-based techniques), utilize domain knowledge and the semantic and syntactic characteristics of text and potentially spoken language in order to detect certain emotion types. In this approach, it is common to use knowledge-based resources during the emotion classification process such as WordNet, SenticNet, ConceptNet, and EmotiNet, to name a few. One of the advantages of this approach is the accessibility and economy brought about by the large availability of such knowledge-based resources. A limitation of this technique on the other hand, is its inability to handle concept nuances and complex linguistic rules. Knowledge-based techniques can be mainly classified into two categories: dictionary-based and corpus-based approaches. Dictionary-based approaches find opinion or emotion seed words in a dictionary and search for their synonyms and antonyms to expand the initial list of opinions or emotions. Corpus-based approaches on the other hand, start with a seed list of opinion or emotion words, and expand the database by finding other words with context-specific characteristics in a large corpus. While corpus-based approaches take into account context, their performance still vary in different domains since a word in one domain can have a different orientation in another domain. ==== Statistical methods ==== Statistical methods commonly involve the use of different supervised machine learning algorithms in which a large set of annotated data is fed into the algorithms for the system to learn and predict the appropriate emotion types. Machine learning algorithms generally provide more reasonable classification accuracy compared to other approaches, but one of the challenges in achieving good results in the classification process, is the need to have a sufficiently large training set. Some of the most commonly used machine learning algorithms include Support Vector Machines (SVM), Naive Bayes, and Maximum Entropy. Deep learning, which is under the unsupervised family of machine learning, is also widely employed in emotion recognition. Well-known deep learning algorithms include different architectures of Artificial Neural Network (ANN) such as Convolutional Neural Network (CNN), Long Short-term Memory (LSTM), and Extreme Learning Machine (ELM). The popularity of deep learning approaches in the domain of emotion recognition may be mainly attributed to its success in related applications such as in computer vision, speech recognition, and Natural Language Processing (NLP). ==== Hybrid approaches ==== Hybrid approaches in emotion recognition are essentially a combination of knowledge-based techniques and statistical methods, which exploit complementary characteristics from both techniques. Some of the works that have applied an ensemble of knowledge-driven linguistic elements and statistical methods include sentic computing and iFeel, both of which have adopted the concept-level knowledge-based resource SenticNet. The role of such knowledge-based resources in the implementation of hybrid approaches is highly important in the emotion classification process. Since hybrid techniques gain from the benefits offered by both knowledge-based and statistical approaches, they tend to have better classification performance as opposed to employing knowledge-based or statistical methods independently. A downside of using hybrid techniques however, is the computational complexity during the classification process. === Datasets === Data is an integral part of the existing approaches in emotion recognition and in most cases it is a challenge to obtain annotated data that is necessary to train machine learning algorithms. For the task of classifying different emotion types from multimodal sources in the form of texts, audio, videos or physiological signals, the following datasets are available: HUMAINE: provides natural clips with emotion words and context labels in multiple modalities Belfast database: provides clips with a wide range of emotions from TV programs and interview recordings SEMAINE: provides audiovisual recordings between a person and a virtual agent and contains emotion annotations such as angry, happy, fear, disgust, sadness, contempt, and amusement IEMOCAP: provides recordings of dyadic sessions between actors and contains emotion annotations such as happiness, anger, sadness, frustration, and neutral state eNTERFACE: provides audiovisual recordings of subjects from seven nationalities and contains emotion annotations such as happiness, anger, sadness, surprise, disgust, and fear DEAP: provides electroencephalography (EEG), electrocardiography (ECG), and face video recordings, as well as emotion annotations in terms of valence, arousal, and dominance of people watching film clips DREAMER: provides electroencephalography (EEG) and electrocardiography (ECG) recordings, as well as emotion annotations in terms of valence, dominance of people watching film clips MELD: is a multiparty conversational dataset where each utterance is labeled with emotion and sentiment. MELD provides conversations in video format and hence suitable for multimodal emotion recognition and sentiment analysis. MELD is useful for multimodal sentiment analysis and emotion recognition, dialogue systems and emotion recognition in conversations. MuSe: provides audiovisual recordings of natural interactions between a person and an object. It has discrete and continuous emotion annotations in terms of valence, arousal and trustworthiness as well as speech topics useful for multimodal sentiment analysis and emotion recognition. UIT-VSMEC: is a standard Vietnamese Social Media Emotion Corpus (UIT-VSMEC) with about 6,927 human-annotated sentences with six emotion labels, contributing to emotion recognition research in Vietnamese

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  • Scenery generator

    Scenery generator

    A scenery generator (or terrain generator) is a software used to create landscape images, 3D models, and animations. These programs often use procedural generation to generate the landscapes, or sometimes created and rendered by a 3D artist. These programs are often used in video games or movies. Basic elements of landscapes created by scenery generators include terrain, water, foliage, and clouds. The process for basic random generation uses a diamond square algorithm. == Common features == Most scenery generators can create basic heightmaps to simulate the variation of elevation in basic terrain. Common techniques include Simplex noise, fractals, or the diamond-square algorithm, which can generate 2-dimensional heightmaps. A version of scenery generator can be very simplistic. Using a diamond-square algorithm with some extra steps involving fractals, an algorithm for random generation of terrain can be made with only 120 lines of code. The program in example takes a grid and then divides the grid repeatedly. Each smaller grid is then split into squares and diamonds and the algorithm then makes the randomized terrain for each square and diamond. Most programs for creating landscapes also allow for adjustment and editing of the landscape. For example, World Creator allows for terrain sculpting, which uses a similar brush system as Photoshop, and allows for additional terrain enhancement with its procedural techniques such as erosion, sediments, and more. Other tools in the World Creator program include terrain stamping, which allows you to import elevation maps and use them as a base. The programs tend to also allow for additional placement of rocks, trees, etc. These can be done procedurally or by hand depending on the program. Typically the models used for the placement objects are the same as to lessen the amount of work that would be done if the user was to create a multitude of different trees. The terrain generated the computer does a generation of multifractals then integrates them until finally rendering them onto the screen. These techniques are typically done “on-the-fly” which typically for a 128 × 128 resolution terrain would mean 1.5 seconds on a CPU from the early 1990s. == Applications == Scenery generators are commonly used in movies, animations, 3D rendering, and video games. For example, Industrial Light & Magic used E-on Vue to create the fictional environments for Pirates of the Caribbean: Dead Man's Chest. In such live-action cases, a 3D model of the generated environment is rendered and blended with live-action footage. Scenery generated by the software may also be used to create completely computer-generated scenes. In the case of animated movies such as Kung Fu Panda, the raw generation is assisted by hand-painting to accentuate subtle details. Environmental elements not commonly associated with landscapes, such as ocean waves, have also been handled by the software. Scenery generation is used in most 3D based video-games. These typically use either custom or purchased engines that contain their own scenery generators. For some games they tend to use a procedurally generated terrain. These typically use a form of height mapping and use of Perlin noise. This will create a grid that with one point in a 2D coordinate will create the same heightmap as it is pseudorandom, meaning it will result in the same output with the same input. This can then easily be translated into the product 3D image. These can then be changed from the editor tools in most engines if the terrain will be custom built. With recent developments neural networks can be built to create or texture the terrain based on previously suggested artwork or heightmap data. These would be generated using algorithms that have been able to identify images and similarities between them. With the info the machine can take other heightmaps and render a very similar looking image to the style image. This can be used to create similar images in example a Studio Ghibli or Van Gogh art-style. == Software == Most game engines, whether custom or proprietary, will have terrain generation built in. Some terrain generator programs include, Terragen, which can create terrain, water, atmosphere and lighting; L3DT, which provides similar functions to Terragen, and has a 2048 × 2048 resolution limit; and World Creator, which can create terrain, and is fully GPU powered. === List of 3D terrain generation software ===

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  • Conceptions of Library and Information Science

    Conceptions of Library and Information Science

    Conceptions of Library and Information Science (CoLIS) is a series of conferences about historical, empirical and theoretical perspectives in Library and Information Science. == CoLIS conferences == CoLIS 1 1991 in Tampere, Finland CoLIS 2 1996 in Copenhagen, Denmark CoLIS 3 1999 in Dubrovnik, Croatia CoLIS 4 2002 in Seattle, US CoLIS 5 2005 in Glasgow, Scotland CoLIS 6 2007 in Borås, Sweden CoLIS 7 June 2010 in London, at City University London. CoLIS 8 August 19–22, 2013, in Copenhagen, Denmark, at The Royal School of Library and Information Science. CoLIS 9 June 27–29, 2016, in Uppsala, Sweden, at Uppsala University. CoLIS 10 June 16–19, 2019, in Ljubljana, Slovenia, Faculty of Arts CoLIS 11 May 29–June 1, 2022, in Oslo, Norway, Oslo Metropolitan University.

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  • Data (word)

    Data (word)

    The word data is most often used as a singular collective mass noun in educated everyday usage. However, due to the history and etymology of the word, considerable controversy has existed on whether it should be considered a mass noun used with verbs conjugated in the singular, or should be treated as the plural of the now-rarely-used datum. == Usage in English == In one sense, data is the plural form of datum. Datum actually can also be a count noun with the plural datums (see usage in datum article) that can be used with cardinal numbers (e.g., "80 datums"); data (originally a Latin plural) is not used like a normal count noun with cardinal numbers and can be plural with plural determiners such as these and many, or it can be used as a mass noun with a verb in the singular form. Even when a very small quantity of data is referenced (one number, for example), the phrase piece of data is often used, as opposed to datum. The debate over appropriate usage continues, but "data" as a singular form is far more common. In English, the word datum is still used in the general sense of "an item given". In cartography, geography, nuclear magnetic resonance and technical drawing, it is often used to refer to a single specific reference datum from which distances to all other data are measured. Any measurement or result is a datum, though data point is now far more common. Data is indeed most often used as a singular mass noun in educated everyday usage. Some major newspapers, such as The New York Times, use it either in the singular or plural. In The New York Times, the phrases "the survey data are still being analyzed" and "the first year for which data is available" have appeared within one day. The Wall Street Journal explicitly allows this usage in its style guide. The Associated Press style guide classifies data as a collective noun that takes the singular when treated as a unit but the plural when referring to individual items (e.g., "The data is sound" and "The data have been carefully collected"). In scientific writing, data is often treated as a plural, as in These data do not support the conclusions, but the word is also used as a singular mass entity like information (e.g., in computing and related disciplines). British usage now widely accepts treating data as singular in standard English, including everyday newspaper usage at least in non-scientific use. UK scientific publishing still prefers treating it as a plural. Some UK university style guides recommend using data for both singular and plural use, and others recommend treating it only as a singular in connection with computers. The IEEE Computer Society allows usage of data as either a mass noun or plural based on author preference, while IEEE in the editorial style manual indicates to always use the plural form. Some professional organizations and style guides require that authors treat data as a plural noun. For example, the Air Force Flight Test Center once stated that the word data is always plural, never singular.

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  • Read–write conflict

    Read–write conflict

    In computer science, in the field of databases, read–write conflict, also known as unrepeatable reads, is a computational anomaly associated with interleaved execution of transactions. Specifically, a read–write conflict occurs when a "transaction requests to read an entity for which an unclosed transaction has already made a write request." Given a schedule S S = [ T 1 T 2 R ( A ) R ( A ) W ( A ) C o m . R ( A ) W ( A ) C o m . ] {\displaystyle S={\begin{bmatrix}T1&T2\\R(A)&\\&R(A)\\&W(A)\\&Com.\\R(A)&\\W(A)&\\Com.&\end{bmatrix}}} In this example, T1 has read the original value of A, and is waiting for T2 to finish. T2 also reads the original value of A, overwrites A, and commits. However, when T1 reads from A, it discovers two different versions of A, and T1 would be forced to abort, because T1 would not know what to do. This is an unrepeatable read. This could never occur in a serial schedule, in which each transaction executes in its entirety before another begins. Strict two-phase locking (Strict 2PL) or Serializable Snapshot Isolation (SSI) prevent this conflict. == Real-world example == Alice and Bob are using a website to book tickets for a specific show. Only one ticket is left for the specific show. Alice signs on first to see that only one ticket is left, and finds it expensive. Alice takes time to decide. Bob signs on and also finds one ticket left, and orders it instantly. Bob purchases and logs off. Alice decides to buy a ticket, to find there are no tickets. This is a typical read–write conflict situation.

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  • Clone tool

    Clone tool

    The clone tool, as it is known in Adobe Photoshop, Inkscape, GIMP, and Corel PhotoPaint, is used in digital image editing to replace information for one part of a picture with information from another part. In other image editing software, its equivalent is sometimes called a rubber stamp tool or a clone brush. == Applications == The clone tool can remove objects by copying a nearby background. The user selects a matching location as the source, then paints over the element to be hidden. A typical use for the tool is in object removal – more colloquially, "airbrushing" or "photoshopping" out an unwanted part of the image. If a part of an image is removed simply by cutting it out, then a hole is left in the background. The Clone tool can fill in this hole convincingly with a copy of the existing background from elsewhere in the image. A common use for this tool is to retouch skin, particularly in portraits, to remove blemishes and make skin tones more even. Cloning can also be used to remove other unwanted elements, such as telephone wires, an unwanted bird in the sky, and the like. A more automated method of object removal uses texture synthesis to fill in gaps. Of these, patch-based texture synthesis or "image quilting" is essentially an automated application of the clone tool, choosing the optimal source area so as to patch over with a minimal seam. In some cases, the undesired object is mixed with the remainder of the image, and a simple circular brush, even with feathering, would not work. For these cases, some programs allow an object to be selected by color/outline so other areas are not affected. Other programs allow edge/color sensitive brushes to deal with such objects. == Healing tool == A similar tool is the healing tool, which occurs in variants such as the healing brush or spot healing tool. These incorporate the existing texture, rather than painting it over.

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  • Linguistic categories

    Linguistic categories

    Linguistic categories include Lexical category, a part of speech such as noun, preposition, etc. Syntactic category, a similar concept which can also include phrasal categories Grammatical category, a grammatical feature such as tense, gender, etc. The definition of linguistic categories is a major concern of linguistic theory, and thus, the definition and naming of categories varies across different theoretical frameworks and grammatical traditions for different languages. The operationalization of linguistic categories in lexicography, computational linguistics, natural language processing, corpus linguistics, and terminology management typically requires resource-, problem- or application-specific definitions of linguistic categories. In Cognitive linguistics it has been argued that linguistic categories have a prototype structure like that of the categories of common words in a language. == Linguistic category inventories == To facilitate the interoperability between lexical resources, linguistic annotations and annotation tools and for the systematic handling of linguistic categories across different theoretical frameworks, a number of inventories of linguistic categories have been developed and are being used, with examples as given below. The practical objective of such inventories is to perform quantitative evaluation (for language-specific inventories), to train NLP tools, or to facilitate cross-linguistic evaluation, querying or annotation of language data. At a theoretical level, the existence of universal categories in human language has been postulated, e.g., in Universal grammar, but also heavily criticized. === Part-of-Speech tagsets === Schools commonly teach that there are 9 parts of speech in English: noun, verb, article, adjective, preposition, pronoun, adverb, conjunction, and interjection. However, there are clearly many more categories and sub-categories. For nouns, the plural, possessive, and singular forms can be distinguished. In many languages words are also marked for their case (role as subject, object, etc.), grammatical gender, and so on; while verbs are marked for tense, aspect, and other things. In some tagging systems, different inflections of the same root word will get different parts of speech, resulting in a large number of tags. For example, NN for singular common nouns, NNS for plural common nouns, NP for singular proper nouns (see the POS tags used in the Brown Corpus). Other tagging systems use a smaller number of tags and ignore fine differences or model them as features somewhat independent from part-of-speech. In part-of-speech tagging by computer, it is typical to distinguish from 50 to 150 separate parts of speech for English. POS tagging work has been done in a variety of languages, and the set of POS tags used varies greatly with language. Tags usually are designed to include overt morphological distinctions, although this leads to inconsistencies such as case-marking for pronouns but not nouns in English, and much larger cross-language differences. The tag sets for heavily inflected languages such as Greek and Latin can be very large; tagging words in agglutinative languages such as Inuit languages may be virtually impossible. Work on stochastic methods for tagging Koine Greek (DeRose 1990) has used over 1,000 parts of speech and found that about as many words were ambiguous in that language as in English. A morphosyntactic descriptor in the case of morphologically rich languages is commonly expressed using very short mnemonics, such as ncmsan for category = noun, type = common, gender = masculine, number = singular, case = accusative, animate = no. The most popular tag set for POS tagging for American English is probably the Penn tag set, developed in the Penn Treebank project. === Multilingual annotation schemes === For Western European languages, cross-linguistically applicable annotation schemes for parts-of-speech, morphosyntax and syntax have been developed with the EAGLES Guidelines. The "Expert Advisory Group on Language Engineering Standards" (EAGLES) was an initiative of the European Commission that ran within the DG XIII Linguistic Research and Engineering programme from 1994 to 1998, coordinated by Consorzio Pisa Ricerche, Pisa, Italy. The EAGLES guidelines provide guidance for markup to be used with text corpora, particularly for identifying features relevant in computational linguistics and lexicography. Numerous companies, research centres, universities and professional bodies across the European Union collaborated to produce the EAGLES Guidelines, which set out recommendations for de facto standards and rules of best practice for: Large-scale language resources (such as text corpora, computational lexicons and speech corpora); Means of manipulating such knowledge, via computational linguistic formalisms, mark up languages and various software tools; Means of assessing and evaluating resources, tools and products. The Eagles guidelines have inspired subsequent work on other regions, as well, e.g., Eastern Europe. A generation later, a similar effort was initiated by the research community under the umbrella of Universal Dependencies. Petrov et al. have proposed a "universal", but highly reductionist, tag set, with 12 categories (for example, no subtypes of nouns, verbs, punctuation, etc.; no distinction of "to" as an infinitive marker vs. preposition (hardly a "universal" coincidence), etc.). Subsequently, this was complemented with cross-lingual specifications for dependency syntax (Stanford Dependencies), and morphosyntax (Interset interlingua, partially building on the Multext-East/Eagles tradition) in the context of the Universal Dependencies (UD), an international cooperative project to create treebanks of the world's languages with cross-linguistically applicable ("universal") annotations for parts of speech, dependency syntax, and (optionally) morphosyntactic (morphological) features. Core applications are automated text processing in the field of natural language processing (NLP) and research into natural language syntax and grammar, especially within linguistic typology. The annotation scheme has it roots in three related projects: The UD annotation scheme uses a representation in the form of dependency trees as opposed to a phrase structure trees. At as of February 2019, there are just over 100 treebanks of more than 70 languages available in the UD inventory. The project's primary aim is to achieve cross-linguistic consistency of annotation. However, language-specific extensions are permitted for morphological features (individual languages or resources can introduce additional features). In a more restricted form, dependency relations can be extended with a secondary label that accompanies the UD label, e.g., aux:pass for an auxiliary (UD aux) used to mark passive voice. The Universal Dependencies have inspired similar efforts for the areas of inflectional morphology, frame semantics and coreference. For phrase structure syntax, a comparable effort does not seem to exist, but the specifications of the Penn Treebank have been applied to (and extended for) a broad range of languages, e.g., Icelandic, Old English, Middle English, Middle Low German, Early Modern High German, Yiddish, Portuguese, Japanese, Arabic and Chinese. === Conventions for interlinear glosses === In linguistics, an interlinear gloss is a gloss (series of brief explanations, such as definitions or pronunciations) placed between lines (inter- + linear), such as between a line of original text and its translation into another language. When glossed, each line of the original text acquires one or more lines of transcription known as an interlinear text or interlinear glossed text (IGT)—interlinear for short. Such glosses help the reader follow the relationship between the source text and its translation, and the structure of the original language. There is no standard inventory for glosses, but common labels are collected in the Leipzig Glossing Rules. Wikipedia also provides a List of glossing abbreviations that draws on this and other sources. === General Ontology for Linguistic Description (GOLD) === GOLD ("General Ontology for Linguistic Description") is an ontology for descriptive linguistics. It gives a formalized account of the most basic categories and relations used in the scientific description of human language, e.g., as a formalization of interlinear glosses. GOLD was first introduced by Farrar and Langendoen (2003). Originally, it was envisioned as a solution to the problem of resolving disparate markup schemes for linguistic data, in particular data from endangered languages. However, GOLD is much more general and can be applied to all languages. In this function, GOLD overlaps with the ISO 12620 Data Category Registry (ISOcat); it is, however, more stringently structured. GOLD was maintained by the LINGUIST List and others from 2007 to 2010. The RELISH project created a mirro

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  • Parchive

    Parchive

    Parchive (a portmanteau of parity archive, and formally known as Parity Volume Set Specification) is an erasure code system that produces par files for checksum verification of data integrity, with the capability to perform data recovery operations that can repair or regenerate corrupted or missing data. Parchive was originally written to solve the problem of reliable file sharing on Usenet, but it can be used for protecting any kind of data from data corruption, disc rot, bit rot, and accidental or malicious damage. Despite the name, Parchive uses more advanced techniques (specifically error correction codes) than simplistic parity methods of error detection. As of 2015, PAR1 is obsolete, PAR2 is mature for widespread use, and PAR3 is a discontinued experimental version developed by MultiPar author Yutaka Sawada. The original SourceForge Parchive project has been inactive since April 30, 2015. A new PAR3 specification has been worked on since April 28, 2019 by PAR2 specification author Michael Nahas. An alpha version of the PAR3 specification has been published on January 29, 2022 while the program itself is being developed. == History == Parchive was intended to increase the reliability of transferring files via Usenet newsgroups. Usenet was originally designed for informal conversations, and the underlying protocol, NNTP was not designed to transmit arbitrary binary data. Another limitation, which was acceptable for conversations but not for files, was that messages were normally fairly short in length and limited to 7-bit ASCII text. Various techniques were devised to send files over Usenet, such as uuencoding and Base64. Later Usenet software allowed 8 bit Extended ASCII, which permitted new techniques like yEnc. Large files were broken up to reduce the effect of a corrupted download, but the unreliable nature of Usenet remained. With the introduction of Parchive, parity files could be created that were then uploaded along with the original data files. If any of the data files were damaged or lost while being propagated between Usenet servers, users could download parity files and use them to reconstruct the damaged or missing files. Parchive included the construction of small index files (.par in version 1 and .par2 in version 2) that do not contain any recovery data. These indexes contain file hashes that can be used to quickly identify the target files and verify their integrity. Because the index files were so small, they minimized the amount of extra data that had to be downloaded from Usenet to verify that the data files were all present and undamaged, or to determine how many parity volumes were required to repair any damage or reconstruct any missing files. They were most useful in version 1 where the parity volumes were much larger than the short index files. These larger parity volumes contain the actual recovery data along with a duplicate copy of the information in the index files (which allows them to be used on their own to verify the integrity of the data files if there is no small index file available). In July 2001, Tobias Rieper and Stefan Wehlus proposed the Parity Volume Set specification, and with the assistance of other project members, version 1.0 of the specification was published in October 2001. Par1 used Reed–Solomon error correction to create new recovery files. Any of the recovery files can be used to rebuild a missing file from an incomplete download. Version 1 became widely used on Usenet, but it did suffer some limitations: It was restricted to handle at most 255 files. The recovery files had to be the size of the largest input file, so it did not work well when the input files were of various sizes. (This limited its usefulness when not paired with the proprietary RAR compression tool.) The recovery algorithm had a bug, due to a flaw in the academic paper on which it was based. It was strongly tied to Usenet and it was felt that a more general tool might have a wider audience. In January 2002, Howard Fukada proposed that a new Par2 specification should be devised with the significant changes that data verification and repair should work on blocks of data rather than whole files, and that the algorithm should switch to using 16 bit numbers rather than the 8 bit numbers that PAR1 used. Michael Nahas and Peter Clements took up these ideas in July 2002, with additional input from Paul Nettle and Ryan Gallagher (who both wrote Par1 clients). Version 2.0 of the Parchive specification was published by Michael Nahas in September 2002. Peter Clements then went on to write the first two Par2 implementations, QuickPar and par2cmdline. Abandoned since 2004, Paul Houle created phpar2 to supersede par2cmdline. Yutaka Sawada created MultiPar to supersede QuickPar. MultiPar uses par2j.exe (which is partially based on par2cmdline's optimization techniques) to use as MultiPar's backend engine. == Versions == Versions 1 and 2 of the file format are incompatible. (However, many clients support both.) === Par1 === For Par1, the files f1, f2, ..., fn, the Parchive consists of an index file (f.par), which is CRC type file with no recovery blocks, and a number of "parity volumes" (f.p01, f.p02, etc.). Given all of the original files except for one (for example, f2), it is possible to create the missing f2 given all of the other original files and any one of the parity volumes. Alternatively, it is possible to recreate two missing files from any two of the parity volumes and so forth. Par1 supports up to a total of 256 source and recovery files. === Par2 === Par2 files generally use this naming/extension system: filename.vol000+01.PAR2, filename.vol001+02.PAR2, filename.vol003+04.PAR2, filename.vol007+06.PAR2, etc. The number after the "+" in the filename indicates how many blocks it contains, and the number after "vol" indicates the number of the first recovery block within the PAR2 file. If an index file of a download states that 4 blocks are missing, the easiest way to repair the files would be by downloading filename.vol003+04.PAR2. However, due to the redundancy, filename.vol007+06.PAR2 is also acceptable. There is also an index file filename.PAR2, it is identical in function to the small index file used in PAR1. Par2 specification supports up to 32,768 source blocks and up to 65,535 recovery blocks. Input files are split into multiple equal-sized blocks so that recovery files do not need to be the size of the largest input file. Although Unicode is mentioned in the PAR2 specification as an option, most PAR2 implementations do not support Unicode. Directory support is included in the PAR2 specification, but most or all implementations do not support it. === Par3 === The Par3 specification was originally planned to be published as an enhancement over the Par2 specification. However, to date, it has remained closed source by specification owner Yutaka Sawada. A discussion on a new format started in the GitHub issue section of the maintained fork par2cmdline on January 29, 2019. The discussion led to a new format which is also named as Par3. The new Par3 format's specification is published on GitHub, but remains being an alpha draft as of January 28, 2022. The specification is written by Michael Nahas, the author of Par2 specification, with the help from Yutaka Sawada, animetosho and malaire. The new format claims to have multiple advantages over the Par2 format, including support for: More than 216 files and more than 216 blocks. Packing small files into one block, as well as deduplication when a block appears in multiple files. UTF-8 file names. File permissions, hard links, symbolic/soft links, and empty directories. Embedding PAR data inside other formats, like ZIP archives or ISO disk images. "Incremental backups", where a user creates recovery files for some file or folder, change some data, and create new recovery files reusing some of the older files. More error correction code algorithms (such as LDPC and sparse random matrix). BLAKE3 hashes, dropping support for the MD5 hashes used in PAR2. == Software == === Multi-platform === par2+tbb (GPLv2) — a concurrent (multithreaded) version of par2cmdline 0.4 using TBB. Only compatible with x86 based CPUs. It is available in the FreeBSD Ports system as par2cmdline-tbb. Original par2cmdline — (obsolete). Available in the FreeBSD Ports system as par2cmdline. par2cmdline maintained fork by BlackIkeEagle. par2cmdline-mt is another multithreaded version of par2cmdline using OpenMP, GPLv2, or later. Currently merged into BlackIkeEagle's fork and maintained there. ParPar (CC0) is a high performance, multithreaded PAR2 client and Node.js library. Does not support verifying or repair, it can currently only create PAR2 archives. par2deep (LGPL-3.0) — Produce, verify and repair par2 files recursively, both on the command line as well as with the aid of a graphical user interface. It is available in the Python Package Index system as par2deep. par2cron (MIT License) is an o

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