AI Data Quality Analyst Jobs

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  • Non-native speech database

    Non-native speech database

    A non-native speech database is a speech database of non-native pronunciations of English. Such databases are used in the development of: multilingual automatic speech recognition systems, text to speech systems, pronunciation trainers, and second language learning systems. == List == The actual table with information about the different databases is shown in Table 2. === Legend === In the table of non-native databases some abbreviations for language names are used. They are listed in Table 1. Table 2 gives the following information about each corpus: The name of the corpus, the institution where the corpus can be obtained, or at least further information should be available, the language which was actually spoken by the speakers, the number of speakers, the native language of the speakers, the total amount of non-native utterances the corpus contains, the duration in hours of the non-native part, the date of the first public reference to this corpus, some free text highlighting special aspects of this database and a reference to another publication. The reference in the last field is in most cases to the paper which is especially devoted to describe this corpus by the original collectors. In some cases it was not possible to identify such a paper. In these cases a paper is referenced which is using this corpus is. Some entries are left blank and others are marked with unknown. The difference here is that blank entries refer to attributes where the value is just not known. Unknown entries, however, indicate that no information about this attribute is available in the database itself. As an example, in the Jupiter weather database no information about the origin of the speakers is given. Therefore this data would be less useful for verifying accent detection or similar issues. Where possible, the name is a standard name of the corpus, for some of the smaller corpora, however, there was no established name and hence an identifier had to be created. In such cases, a combination of the institution and the collector of the database is used. In the case where the databases contain native and non-native speech, only attributes of the non-native part of the corpus are listed. Most of the corpora are collections of read speech. If the corpus instead consists either partly or completely of spontaneous utterances, this is mentioned in the Specials column.

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  • In-place algorithm

    In-place algorithm

    In computer science, an in-place algorithm is an algorithm that operates directly on the input data structure without requiring extra space proportional to the input size. In other words, it modifies the input in place, without creating a separate copy of the data structure. An algorithm which is not in-place is sometimes called not-in-place or out-of-place. In-place can have slightly different meanings. In its strictest form, the algorithm can only have a constant amount of extra space, counting everything including function calls and pointers. However, this form is very limited as simply having an index to a length n array requires O(log n) bits. More broadly, in-place means that the algorithm does not use extra space for manipulating the input but may require a small though non-constant extra space for its operation. Usually, this space is O(log n), though sometimes anything in o(n) is allowed. Note that space complexity also has varied choices in whether or not to count the index lengths as part of the space used. Often, the space complexity is given in terms of the number of indices or pointers needed, ignoring their length. In this article, we refer to total space complexity (DSPACE), counting pointer lengths. Therefore, the space requirements here have an extra log n factor compared to an analysis that ignores the lengths of indices and pointers. An algorithm may or may not count the output as part of its space usage. Since in-place algorithms usually overwrite their input with output, no additional space is needed. When writing the output to write-only memory or a stream, it may be more appropriate to only consider the working space of the algorithm. In theoretical applications such as log-space reductions, it is more typical to always ignore output space (in these cases it is more essential that the output is write-only). == Examples == Given an array a of n items, suppose we want an array that holds the same elements in reversed order and to dispose of the original. One seemingly simple way to do this is to create a new array of equal size, fill it with copies from a in the appropriate order and then delete a. function reverse(a[0..n - 1]) allocate b[0..n - 1] for i from 0 to n - 1 b[n − 1 − i] := a[i] return b Unfortunately, this requires O(n) extra space for having the arrays a and b available simultaneously. Also, allocation and deallocation are often slow operations. Since we no longer need a, we can instead overwrite it with its own reversal using this in-place algorithm which will only need constant number (2) of integers for the auxiliary variables i and tmp, no matter how large the array is. function reverse_in_place(a[0..n-1]) for i from 0 to floor((n-2)/2) tmp := a[i] a[i] := a[n − 1 − i] a[n − 1 − i] := tmp As another example, many sorting algorithms rearrange arrays into sorted order in-place, including: bubble sort, comb sort, selection sort, insertion sort, heapsort, and Shell sort. These algorithms require only a few pointers, so their space complexity is O(log n). Quicksort operates in-place on the data to be sorted. However, quicksort requires O(log n) stack space pointers to keep track of the subarrays in its divide and conquer strategy. Consequently, quicksort needs O(log2 n) additional space. Although this non-constant space technically takes quicksort out of the in-place category, quicksort and other algorithms needing only O(log n) additional pointers are usually considered in-place algorithms. Most selection algorithms are also in-place, although some considerably rearrange the input array in the process of finding the final, constant-sized result. Some text manipulation algorithms such as trim and reverse may be done in-place. == In computational complexity == In computational complexity theory, the strict definition of in-place algorithms includes all algorithms with O(1) space complexity, the class DSPACE(1). This class is very limited; it equals the regular languages. In fact, it does not even include any of the examples listed above. Algorithms are usually considered in L, the class of problems requiring O(log n) additional space, to be in-place. This class is more in line with the practical definition, as it allows numbers of size n as pointers or indices. This expanded definition still excludes quicksort, however, because of its recursive calls. Identifying the in-place algorithms with L has some interesting implications; for example, it means that there is a (rather complex) in-place algorithm to determine whether a path exists between two nodes in an undirected graph, a problem that requires O(n) extra space using typical algorithms such as depth-first search (a visited bit for each node). This in turn yields in-place algorithms for problems such as determining if a graph is bipartite or testing whether two graphs have the same number of connected components. == Role of randomness == In many cases, the space requirements of an algorithm can be drastically cut by using a randomized algorithm. For example, if one wishes to know if two vertices in a graph of n vertices are in the same connected component of the graph, there is no known simple, deterministic, in-place algorithm to determine this. However, if we simply start at one vertex and perform a random walk of about 20n3 steps, the chance that we will stumble across the other vertex provided that it is in the same component is very high. Similarly, there are simple randomized in-place algorithms for primality testing such as the Miller–Rabin primality test, and there are also simple in-place randomized factoring algorithms such as Pollard's rho algorithm. == In functional programming == Functional programming languages often discourage or do not support explicit in-place algorithms that overwrite data, since this is a type of side effect; instead, they only allow new data to be constructed. However, good functional language compilers will often recognize when an object very similar to an existing one is created and then the old one is thrown away, and will optimize this into a simple mutation "under the hood". Note that it is possible in principle to carefully construct in-place algorithms that do not modify data (unless the data is no longer being used), but this is rarely done in practice.

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  • Web data integration

    Web data integration

    Web data integration (WDI) is the process of aggregating and managing data from different websites into a single, homogeneous workflow. This process includes data access, transformation, mapping, quality assurance and fusion of data. Data that is sourced and structured from websites is referred to as "web data". WDI is an extension and specialization of data integration that views the web as a collection of heterogeneous databases. Data integration techniques in the context of the web, forms the foundation for businesses taking advantage of data available on the ever-increasing number of publicly-accessible websites. Corporate spending on this area amounted to about USD 2.5bn in 2017, and it is expected that by 2020 the market will reach almost USD 7bn.

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  • Enterprise bus matrix

    Enterprise bus matrix

    The enterprise bus matrix is a data warehouse planning tool and model created by Ralph Kimball, and is part of the data warehouse bus architecture. The matrix is the logical definition of one of the core concepts of Kimball's approach to dimensional modeling conformed dimension. The bus matrix defines part of the data warehouse bus architecture and is an output of the business requirements phase in the Kimball lifecycle. It is applied in the following phases of dimensional modeling and development of the data warehouse. The matrix can be categorized as a hybrid model, being part technical design tool, part project management tool and part communication tool == Background == The need for an enterprise bus matrix stems from the way one goes about creating the overall data warehouse environment. Historically there have been two approaches: a structured, centralized and planned approach and a more loosely defined, department specific approach, in which solutions are developed in a more independent matter. Autonomous projects can result in a range of isolated stove pipe data marts. Naturally each approach has its issues; the visionary approach often struggles with long delivery cycles and lack of reaction time as needs emerge and scope issues arise. On the other hand, the development of isolated data marts leads to stovepipe systems that lack synergy in development. Over time this approach will lead to a so-called data-mart-in-a-box architecture where interoperability and lack of cohesion is apparent, and can hinder the realization of an overall enterprise data warehouse. As an attempt to handle this issue, Ralph Kimball introduced the enterprise bus. == Description == The bus matrix purpose is one of high abstraction and visionary planning on the data warehouse architectural level. By dictating coherency in the development and implementation of an overall data warehouse the bus architecture approach enables an overall vision of the broader enterprise integration and consistency while at the same time dividing the problem into more manageable parts – all in a technology and software independent manner. The bus matrix and architecture builds upon the concept of conformed dimensions, creating a structure of common dimensions that ideally can be used across the enterprise by all business processes related to the data warehouse and the corresponding fact tables from which they derive their context. According to Kimball and Margy Ross's article “Differences of Opinion” "The Enterprise Data warehouse built on the bus architecture ”identifies and enforces the relationship between business process metrics (facts) and descriptive attributes (dimensions)”. The concept of a bus is well known in the language of information technology, and is what reflects the conformed dimension concept in the data warehouse, creating the skeletal structure where all parts of a system connect, ensuring interoperability and consistency of data, and at the same time considers future expansion. This makes the conformed dimensions act as the integration ‘glue’, creating a robust backbone of the enterprise Data Warehouse.

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  • Fillrate

    Fillrate

    In computer graphics, a video card's pixel fillrate refers to the number of pixels that can be rendered on the screen and written to video memory in one second. Pixel fillrates are given in megapixels per second or in gigapixels per second (in the case of newer cards), and are obtained by multiplying the number of render output units (ROPs) by the clock frequency of the graphics processing unit (GPU) of a video card. A similar concept, texture fillrate, refers to the number of texture map elements (texels) the GPU can map to pixels in one second. Texture fillrate is obtained by multiplying the number of texture mapping units (TMUs) by the clock frequency of the GPU. Texture fillrates are given in mega or gigatexels per second. However, there is no full agreement on how to calculate and report fillrates. Another possible method is to multiply the number of pixel pipelines by the GPU's clock frequency. The results of these multiplications correspond to a theoretical number. The actual fillrate depends on many other factors. In the past, the fillrate has been used as an indicator of performance by video card manufacturers such as ATI and NVIDIA, however, the importance of the fillrate as a measurement of performance has declined as the bottleneck in graphics applications has shifted. For example, today, the number and speed of unified shader processing units has gained attention. Although fillrate doesn't provide a substantial bottleneck in games, it can still provide a bottleneck for certain parts of the game, for example applying a gaussian blur can be bottlenecked by fillrate. Scene complexity can be increased by overdrawing, which happens when an object is drawn to the frame buffer, and another object (such as a wall) is then drawn on top of it, covering it up. The time spent drawing the first object is thus wasted because it is not visible. When a sequence of scenes is extremely complex (many pixels have to be drawn for each scene), the frame rate for the sequence may drop. When designing graphics intensive applications, one can determine whether the application is fillrate-limited (or shader limited) by seeing if the frame rate increases dramatically when the application runs at a lower resolution or in a smaller window. Although this is not a full-proof method, modern videogame engines can dynamically reduce the level-of-detail required and thereby reducing fillrate-limited applications. The best way to find fillrate bottlenecks is to use GPU vendor software like NVIDIA Nsight Graphics, AMD Radeon GPU Profile and the Intel Graphics Performance Analyzers.

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  • Adaptive algorithm

    Adaptive algorithm

    An adaptive algorithm is an algorithm that changes its behavior at the time it is run, based on information available and on a priori defined reward mechanism (or criterion). Such information could be the story of recently received data, information on the available computational resources, or other run-time acquired (or a priori known) information related to the environment in which it operates. Among the most used adaptive algorithms is the Widrow-Hoff’s least mean squares (LMS), which represents a class of stochastic gradient-descent algorithms used in adaptive filtering and machine learning. In adaptive filtering the LMS is used to mimic a desired filter by finding the filter coefficients that relate to producing the least mean square of the error signal (difference between the desired and the actual signal). For example, stable partition, using no additional memory is O(n lg n) but given O(n) memory, it can be O(n) in time. As implemented by the C++ Standard Library, stable_partition is adaptive and so it acquires as much memory as it can get (up to what it would need at most) and applies the algorithm using that available memory. Another example is adaptive sort, whose behavior changes upon the presortedness of its input. An example of an adaptive algorithm in radar systems is the constant false alarm rate (CFAR) detector. In machine learning and optimization, many algorithms are adaptive or have adaptive variants, which usually means that the algorithm parameters such as learning rate are automatically adjusted according to statistics about the optimisation thus far (e.g. the rate of convergence). Examples include adaptive simulated annealing, adaptive coordinate descent, adaptive quadrature, AdaBoost, Adagrad, Adadelta, RMSprop, and Adam. In data compression, adaptive coding algorithms such as Adaptive Huffman coding or Prediction by partial matching can take a stream of data as input, and adapt their compression technique based on the symbols that they have already encountered. In signal processing, the Adaptive Transform Acoustic Coding (ATRAC) codec used in MiniDisc recorders is called "adaptive" because the window length (the size of an audio "chunk") can change according to the nature of the sound being compressed, to try to achieve the best-sounding compression strategy.

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  • Pointer jumping

    Pointer jumping

    Pointer jumping or path doubling is a design technique for parallel algorithms that operate on pointer structures, such as linked lists and directed graphs. Pointer jumping allows an algorithm to follow paths with a time complexity that is logarithmic with respect to the length of the longest path. It does this by "jumping" to the end of the path computed by neighbors. The basic operation of pointer jumping is to replace each neighbor in a pointer structure with its neighbor's neighbor. In each step of the algorithm, this replacement is done for all nodes in the data structure, which can be done independently in parallel. In the next step when a neighbor's neighbor is followed, the neighbor's path already followed in the previous step is added to the node's followed path in a single step. Thus, each step effectively doubles the distance traversed by the explored paths. Pointer jumping is best understood by looking at simple examples such as list ranking and root finding. == List ranking == One of the simpler tasks that can be solved by a pointer jumping algorithm is the list ranking problem. This problem is defined as follows: given a linked list of N nodes, find the distance (measured in the number of nodes) of each node to the end of the list. The distance d(n) is defined as follows, for nodes n that point to their successor by a pointer called next: If n.next is nil, then d(n) = 0. For any other node, d(n) = d(n.next) + 1. This problem can easily be solved in linear time on a sequential machine, but a parallel algorithm can do better: given n processors, the problem can be solved in logarithmic time, O(log N), by the following pointer jumping algorithm: The pointer jumping occurs in the last line of the algorithm, where each node's next pointer is reset to skip the node's direct successor. It is assumed, as in common in the PRAM model of computation, that memory access are performed in lock-step, so that each n.next.next memory fetch is performed before each n.next memory store; otherwise, processors may clobber each other's data, producing inconsistencies. The following diagram follows how the parallel list ranking algorithm uses pointer jumping for a linked list with 11 elements. As the algorithm describes, the first iteration starts initialized with all ranks set to 1 except those with a null pointer for next. The first iteration looks at immediate neighbors. Each subsequent iteration jumps twice as far as the previous. Analyzing the algorithm yields a logarithmic running time. The initialization loop takes constant time, because each of the N processors performs a constant amount of work, all in parallel. The inner loop of the main loop also takes constant time, as does (by assumption) the termination check for the loop, so the running time is determined by how often this inner loop is executed. Since the pointer jumping in each iteration splits the list into two parts, one consisting of the "odd" elements and one of the "even" elements, the length of the list pointed to by each processor's n is halved in each iteration, which can be done at most O(log N) time before each list has a length of at most one. == Root finding == Following a path in a graph is an inherently serial operation, but pointer jumping reduces the total amount of work by following all paths simultaneously and sharing results among dependent operations. Pointer jumping iterates and finds a successor — a vertex closer to the tree root — each time. By following successors computed for other vertices, the traversal down each path can be doubled every iteration, which means that the tree roots can be found in logarithmic time. Pointer doubling operates on an array successor with an entry for every vertex in the graph. Each successor[i] is initialized with the parent index of vertex i if that vertex is not a root or to i itself if that vertex is a root. At each iteration, each successor is updated to its successor's successor. The root is found when the successor's successor points to itself. The following pseudocode demonstrates the algorithm. algorithm Input: An array parent representing a forest of trees. parent[i] is the parent of vertex i or itself for a root Output: An array containing the root ancestor for every vertex for i ← 1 to length(parent) do in parallel successor[i] ← parent[i] while true for i ← 1 to length(successor) do in parallel successor_next[i] ← successor[successor[i]] if successor_next = successor then break for i ← 1 to length(successor) do in parallel successor[i] ← successor_next[i] return successor The following image provides an example of using pointer jumping on a small forest. On each iteration the successor points to the vertex following one more successor. After two iterations, every vertex points to its root node. == History and examples == Although the name pointer jumping would come later, JáJá attributes the first uses of the technique in early parallel graph algorithms and list ranking. The technique has been described with other names such as shortcutting, but by the 1990s textbooks on parallel algorithms consistently used the term pointer jumping. Today, pointer jumping is considered a software design pattern for operating on recursive data types in parallel. As a technique for following linked paths, graph algorithms are a natural fit for pointer jumping. Consequently, several parallel graph algorithms utilizing pointer jumping have been designed. These include algorithms for finding the roots of a forest of rooted trees, connected components, minimum spanning trees, and biconnected components. However, pointer jumping has also shown to be useful in a variety of other problems including computer vision, image compression, and Bayesian inference.

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  • Object storage

    Object storage

    Object storage (also known as object-based storage or blob storage) is a computer data storage approach that manages data as "blobs" or "objects", as opposed to other storage architectures like file systems, which manage data as a file hierarchy, and block storage, which manages data as blocks within sectors and tracks. Each object is typically associated with a variable amount of metadata, and a globally unique identifier. Object storage can be implemented at multiple levels, including the device level (object-storage device), the system level, and the interface level. In each case, object storage seeks to enable capabilities not addressed by other storage architectures, like interfaces that are directly programmable by the application, a namespace that can span multiple instances of physical hardware, and data-management functions like data replication and data distribution at object-level granularity. Object storage systems allow retention of massive amounts of unstructured data in which data is written once and read once (or many times). Object storage is used for purposes such as storing objects like videos and photos on Facebook, songs on Spotify, or files in online collaboration services, such as Dropbox. One of the limitations with object storage is that it is not intended for transactional data, as object storage was not designed to replace NAS file access and sharing; it does not support the locking and sharing mechanisms needed to maintain a single, accurately updated version of a file. == History == === Origins === Jim Starkey coined the term blob working at Digital Equipment Corporation to refer to opaque data entities. The terminology was adopted for Rdb/VMS. Blob is often humorously explained to be an abbreviation for binary large object. According to Starkey, this backronym arose when Terry McKiever, working in marketing at Apollo Computer felt that the term needed to be an abbreviation. McKiever began using the expansion basic large object. This was later eclipsed by the retroactive explanation of blobs as binary large objects. According to Starkey, "Blob don't stand for nothin'." Rejecting the acronym, he explained his motivation behind the coinage, saying, "A blob is the thing that ate Cincinnatti [sic], Cleveland, or whatever", referring to the 1958 science fiction film The Blob. In 1995, research led by Garth Gibson on Network-Attached Secure Disks first promoted the concept of splitting less common operations, like namespace manipulations, from common operations, like reads and writes, to optimize the performance and scale of both. In the same year, a Belgian company – FilePool – was established to build the basis for archiving functions. Object storage was proposed at Gibson's Carnegie Mellon University lab as a research project in 1996. Another key concept was abstracting the writes and reads of data to more flexible data containers (objects). Fine grained access control through object storage architecture was further described by one of the NASD team, Howard Gobioff, who later was one of the inventors of the Google File System. Other related work includes the Coda filesystem project at Carnegie Mellon, which started in 1987, and spawned the Lustre file system. There is also the OceanStore project at UC Berkeley, which started in 1999 and the Logistical Networking project at the University of Tennessee Knoxville, which started in 1998. In 1999, Gibson founded Panasas to commercialize the concepts developed by the NASD team. === Development === Seagate Technology played a central role in the development of object storage. According to the Storage Networking Industry Association (SNIA), "Object storage originated in the late 1990s: Seagate specifications from 1999 Introduced some of the first commands and how operating system effectively removed from consumption of the storage." A preliminary version of the "OBJECT BASED STORAGE DEVICES Command Set Proposal" dated 10/25/1999 was submitted by Seagate as edited by Seagate's Dave Anderson and was the product of work by the National Storage Industry Consortium (NSIC) including contributions by Carnegie Mellon University, Seagate, IBM, Quantum, and StorageTek. This paper was proposed to INCITS T-10 (International Committee for Information Technology Standards) with a goal to form a committee and design a specification based on the SCSI interface protocol. This defined objects as abstracted data, with unique identifiers and metadata, how objects related to file systems, along with many other innovative concepts. Anderson presented many of these ideas at the SNIA conference in October 1999. The presentation revealed an IP Agreement that had been signed in February 1997 between the original collaborators (with Seagate represented by Anderson and Chris Malakapalli) and covered the benefits of object storage, scalable computing, platform independence, and storage management. == Architecture == === Abstraction of storage === One of the design principles of object storage is to abstract some of the lower layers of storage away from the administrators and applications. Thus, data is exposed and managed as objects instead of blocks or (exclusively) files. Objects contain additional descriptive properties which can be used for better indexing or management. Administrators do not have to perform lower-level storage functions like constructing and managing logical volumes to utilize disk capacity or setting RAID levels to deal with disk failure. Object storage also allows the addressing and identification of individual objects by more than just file name and file path. Object storage adds a unique identifier within a bucket, or across the entire system, to support much larger namespaces and eliminate name collisions. === Inclusion of rich custom metadata within the object === Object storage explicitly separates file metadata from data to support additional capabilities. As opposed to fixed metadata in file systems (filename, creation date, type, etc.), object storage provides for full function, custom, object-level metadata in order to: Capture application-specific or user-specific information for better indexing purposes Support data-management policies (e.g. a policy to drive object movement from one storage tier to another) Centralize management of storage across many individual nodes and clusters Optimize metadata storage (e.g. encapsulated, database or key value storage) and caching/indexing (when authoritative metadata is encapsulated with the metadata inside the object) independently from the data storage (e.g. unstructured binary storage) Additionally, in some object-based file-system implementations: The file system clients only contact metadata servers once when the file is opened and then get content directly via object-storage servers (vs. block-based file systems which would require constant metadata access) Data objects can be configured on a per-file basis to allow adaptive stripe width, even across multiple object-storage servers, supporting optimizations in bandwidth and I/O Object-based storage devices (OSD) as well as some software implementations (e.g., DataCore Swarm) manage metadata and data at the storage device level: Instead of providing a block-oriented interface that reads and writes fixed sized blocks of data, data is organized into flexible-sized data containers, called objects Each object has both data (an uninterpreted sequence of bytes) and metadata (an extensible set of attributes describing the object); physically encapsulating both together benefits recoverability. The command interface includes commands to create and delete objects, write bytes and read bytes to and from individual objects, and to set and get attributes on objects Security mechanisms provide per-object and per-command access control === Programmatic data management === Object storage provides programmatic interfaces to allow applications to manipulate data. At the base level, this includes Create, read, update and delete (CRUD) functions for basic read, write and delete operations. Some object storage implementations go further, supporting additional functionality like object/file versioning, object replication, life-cycle management and movement of objects between different tiers and types of storage. Most API implementations are REST-based, allowing the use of many standard HTTP calls. == Implementation == === Cloud storage === The vast majority of cloud storage available in the market leverages an object-storage architecture. Some notable examples are Amazon S3, which debuted in March 2006, Microsoft Azure Blob Storage, IBM Cloud Object Storage, Rackspace Cloud Files (whose code was donated in 2010 to Openstack project and released as OpenStack Swift), and Google Cloud Storage released in May 2010. === Object-based file systems === Some distributed file systems use an object-based architecture, where file metadata is stored in metadata servers and file data is stored i

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  • Display list

    Display list

    A display list, also called a command list in Direct3D 12 and a command buffer in Vulkan, is a series of graphics commands or instructions that are run when the list is executed. Systems that make use of display list functionality are called retained mode systems, while systems that do not are as opposed to immediate mode systems. In OpenGL, display lists are useful to redraw the same geometry or apply a set of state changes multiple times. This benefit is also used with Direct3D 12's bundle command lists. In Direct3D 12 and Vulkan, display lists are regularly used for per-frame recording and execution. == Origins in vector displays == The vector monitors or calligraphic displays of the 1960s and 1970s used electron beam deflection to draw line segments, points, and sometimes curves directly on a CRT screen. Because the image would immediately fade, it needed to be redrawn many times a second (storage tube CRTs retained the image until blanked, but they were unsuitable for interactive graphics). To refresh the display, a dedicated CPU called a Display Processor or Display Processing Unit (DPU) was used, which had a memory buffer for a "display list", "display file", or "display program" containing line segment coordinates and other information. Advanced Display Processors also supported control flow instructions, which were useful for drawing repetitive graphics such as text, and some could perform coordinate transformations such as 3D projection. == Home computer display list functionality == One of the earliest systems with a true display list was the Atari 8-bit computers. The display list (actually called so in Atari terminology) is a series of instructions for ANTIC, the video co-processor used in these machines. This program, stored in the computer's memory and executed by ANTIC in real-time, can specify blank lines, any of six text modes and eight graphics modes, which sections of the screen can be horizontally or vertically fine-scrolled, and trigger Display List Interrupts (called raster interrupts or HBI on other systems). The Amstrad PCW family contains a Display List function called the 'Roller RAM'. This is a 512-byte RAM area consisting of 256 16-bit pointers in RAM, one for each line of the 720 × 256 pixel display. Each pointer identifies the location of 90 bytes of monochrome pixels that hold the line's 720 pixel states. The 90 bytes of 8 pixel states are spaced at 8-byte intervals, so there are 7 unused bytes between each byte of pixel data. This suits how the text-orientated PCW constructs a typical screen buffer in RAM, where the first character's 8 rows are stored in the first 8 bytes, the second character's rows in the next 8 bytes, and so on. The Roller RAM was implemented to speed up display scrolling as it would have been unacceptably slow for its 3.4 MHz Z80 to move up the 23 KB display buffer 'by hand' i.e. in software. The Roller RAM starting entry used at the beginning of a screen refresh is controlled by a Z80-writable I/O register. Therefore, the screen can be scrolled simply by changing this I/O register. Another system using a Display List-like feature in hardware is the Amiga, which, not coincidentally, was also designed by some of the same people who developed the custom hardware for the Atari 8-bit computers. Once directed to produce a display mode, it would continue to do so automatically for every following scan line. The computer also included a dedicated co-processor, called "Copper", which ran a simple program or 'Copper List' intended for modifying hardware registers in sync with the display. The Copper List instructions could direct the Copper to wait for the display to reach a specific position on the screen, and then change the contents of hardware registers. In effect, it was a processor dedicated to servicing raster interrupts. The Copper was used by Workbench to mix multiple display modes (multiple resolutions and color palettes on the monitor at the same time), and by numerous programs to create rainbow and gradient effects on the screen. The Amiga Copper was also capable of reconfiguring the sprite engine mid-frame, with only one scanline of delay. This allowed the Amiga to draw more than its 8 hardware sprites, so long as the additional sprites did not share scanlines (or the one scanline gap) with more than 7 other sprites. i.e., so long as at least one sprite had finished drawing, another sprite could be added below it on the screen. Additionally, the later 32-bit AGA chipset allowed the drawing of bigger sprites (more pixels per row) while retaining the same multiplexing. The Amiga also had dedicated block-shifter ("blitter") hardware, which could draw larger objects into a framebuffer. This was often used in place of, or in addition to, sprites. In more primitive systems, the results of a display list can be simulated, though at the cost of CPU-intensive writes to certain display modes, color control, or other visual effect registers in the video device, rather than a series of rendering commands executed by the device. Thus, one must create the displayed image using some other rendering process, either before or while the CPU-driven display generation executes. In many cases, the image is also modified or re-rendered between frames. The image is then displayed in various ways, depending on the exact way in which the CPU-driven display code is implemented. Examples of the results possible on these older machines requiring CPU-driven video include effects such as Commodore 64/128's FLI mode, or Rainbow Processing on the ZX Spectrum. == Usage in OpenGL == To delimit a display list, the glNewList and glEndList functions are used, and to execute the list, the glCallList function is used. Almost all rendering commands that occur between the function calls are stored in the display list. Commands that affect the client state are not stored in display lists. Display lists are named with an integer value, and creating a display list with the same name as one already created overrides the first. The glNewList function expects two arguments: an integer representing the name of the list, and an enumeration for the compilation mode. The two modes include GL_COMPILE_AND_EXECUTE, which compiles and immediately executes, and GL_COMPILE, which only compiles the list. Display lists enable the use of the retained mode rendering pattern, which is a system in which graphics commands are recorded (retained) to execute in succession at a later time. This is contrary to immediate mode, where graphics commands are immediately executed on client calls. == Usage in Direct3D 12 == Command lists are created using the ID3D12Device::CreateCommandList function. Command lists may be created in several types: direct, bundle, compute, copy, video decode, video process, and video encoding. Direct command lists specify that a command list the GPU can execute, and doesn't inherit any GPU state. Bundles, are best used for storing and executing small sets of commands any number of times. This is used differently than regular command lists, where commands stored in a command list are typically executed only once. Compute command lists are used for general computations, with a common use being calculating mipmaps. A copy command list is strictly for copying and the video decode and video process command lists are for video decoding and processing respectively. Upon creation, command lists are in the recording state. Command lists may be re-used by calling the ID3D12GraphicsCommandList::Reset function. After recording commands, the command list must be transitioned out of the recording state by calling ID3D12GraphicsCommandList::Close. The command list is then executed by calling ID3D12CommandQueue::ExecuteCommandLists.

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  • Artificial intelligence industry in China

    Artificial intelligence industry in China

    The roots of the development of artificial intelligence in the People's Republic of China started in the late 1970s following Deng Xiaoping's reform and opening up emphasizing science and technology as the country's primary productive force. The initial stages of China's AI development were slow and encountered significant challenges due to lack of resources and talent. At the beginning China was behind most Western countries in terms of AI development. A majority of the research was led by scientists who had received higher education abroad. Since 2006, the Chinese government has steadily developed a national agenda for artificial intelligence development and emerged as one of the leading nations in artificial intelligence research and development. In 2016, the Chinese Communist Party (CCP) released its 13th Five-Year Plan in which it aimed to become a global AI leader by 2030. As of 2025, China is considered to be a world leader in AI technology along with the United States. The State Council has a list of "national AI teams" including fifteen China-based companies, including Baidu, Tencent, Alibaba, SenseTime, and iFlytek. Each company should lead the development of a designated specialized AI sector in China, such as facial recognition, software/hardware, and speech recognition. China's rapid AI development has significantly impacted Chinese society in many areas, including the socio-economic, military, intelligence, and political spheres. Agriculture, transportation, accommodation and food services, and manufacturing are the top industries that would be the most impacted by further AI deployment. The private sector, university laboratories, and the military are working collaboratively in many aspects as there are few current existing boundaries. In 2021, China published the Data Security Law of the People's Republic of China, its first national law addressing AI-related ethical concerns. In October 2022, the United States federal government announced a series of export controls and trade restrictions intended to restrict China's access to advanced computer chips for AI applications. In 2023, the Cyberspace Administration of China issued guidelines requiring that AI content upholds the ideology of the CCP including Core Socialist Values, avoids discrimination, respects intellectual property rights, and safeguards user data. In 2025, the Chinese government issued a document regarding training data, requiring companies to use as little as data deemed "unsafe" as possible, as well as requiring companies to test models regularly. Concerns have been raised about the effects of the Chinese government's censorship regime on the development of generative artificial intelligence and long-term talent acquisition with state of the country's demographics. Others have noted that official notions of AI safety require following the priorities of the CCP and are antithetical to standards in democratic societies and raised concerns about the extension of China's system of mass surveillance and censorship abroad. == History == The Chinese term for artificial intelligence (réngōngzhìnéng 人工智能) connotes "humanmade" intelligence. The term developed as mid-20th century localisation of the Japanese term jinko chino. The research and development of artificial intelligence in China started in the 1980s, with the announcement by Deng Xiaoping of the importance of science and technology for China's economic growth. === Late 1970s to early 2010s === Chinese artificial intelligence research and development began in late 1970s after Deng Xiaoping's reform and opening up. China's first national conference on AI occurred in 1979. Academic journals in the late 1970s began publishing literature reviews of Western research on AI topics. In the 1980s, a group of Chinese scientists launched AI research led by Qian Xuesen and Wu Wenjun. However, during the time, China's society still had a generally conservative view towards AI. In the early 1980s, Science Press published translated versions of Western textbooks such as Patrick Winston's Artificial Intelligence and Nils John Nilsson's Principles of Artificial Intelligence. In 1980, a journal of the Chinese Academy of Sciences convened its first annual National Symposium on Artificial Intelligence, which included national and international scholars like Herbert A. Simon. The Chinese Association for Artificial Intelligence (CAAI) was founded in September 1981 and was authorized by the Ministry of Civil Affairs. CAAI has continued to be the largest AI association in China as of 2025. In 1982, CAAI began publishing the Artificial Intelligence Journal, which published early AI research by Chinese academics. In the 1980s, Chinese research on AI was influenced by the field of cybernetics, particularly the work of Norbert Weiner and his text Cybernetics: Or Control and Communication in the Animal and the Machine. Chinese researchers at the time sought to situate AI as part of a broader "Intelligence Science" field which would include disciplines like mathematics, computer science, cognitive science, social sciences, and philosophy. In 1987, Tsinghua University began a research publication on AI. Beginning in 1993, smart automation and intelligence have been part of China's national technology plan. Since the 2000s, the Chinese government has further expanded its research and development funds for AI and the number of government-sponsored research projects has dramatically increased. In 2006, China announced a policy priority for the development of artificial intelligence, which was included in the National Medium and Long Term Plan for the Development of Science and Technology (2006–2020), released by the State Council. In the same year, artificial intelligence was also mentioned in the 11th Five-Year Plan. In 2011, the Association for the Advancement of Artificial Intelligence (AAAI) established a branch in Beijing, China. At same year, the Wu Wenjun Artificial Intelligence Science and Technology Award was founded in honor of Chinese mathematician Wu Wenjun, and it became the highest award for Chinese achievements in the field of artificial intelligence. The first award ceremony was held on May 14, 2012. In 2013, the International Joint Conferences on Artificial Intelligence (IJCAI) was held in Beijing, marking the first time the conference was held in China. This event coincided with the Chinese government's announcement of the "Chinese Intelligence Year," a significant milestone in China's development of artificial intelligence. === Late 2010s to early 2020s === AI became a major issue of commercial, public, and political focus in China in the latter half of the 2010s. Various interpretations of the primary cause for this increased focus exist, with some analyses focusing on the 2016 Go match between Google's AlphaGo and Lee Sedol, others emphasising the U.S. increasing trade restrictions on China's technology industries and the desire to achieve national technological self-sufficiency. The State Council of China issued "A Next Generation Artificial Intelligence Development Plan" (State Council Document [2017] No. 35) on 20 July 2017. In the document, the CCP Central Committee and the State Council urged governing bodies in China to promote the development of artificial intelligence. Specifically, the plan described AI as a strategic technology that has become a "focus of international competition".:2 The document urged significant investment in a number of strategic areas related to AI and called for close cooperation between the state and private sectors. It set the goal of China becoming the preeminent country for AI research and application by 2030. During the general secretaryship of Xi Jinping, artificial intelligence has been a focus of the CCP's military-civil fusion efforts. On the occasion of Xi's speech at the first plenary meeting of the Central Military-Civil Fusion Development Committee (CMCFDC), scholars from the National Defense University wrote in the PLA Daily that the "transferability of social resources" between economic and military ends is an essential component to being a great power. During the Two Sessions 2017,"artificial intelligence plus" was proposed to be elevated to a strategic level. The same year witnessed the emergence of multiple application-level usages in the medical field according to reports. In 2018, Xinhua News Agency, in partnership with Tencent's subsidiary Sogou, launched its first artificial intelligence-generated news anchor. In 2018, the State Council budgeted $2.1 billion for an AI industrial park in Mentougou district. In order to achieve this the State Council stated the need for massive talent acquisition, theoretical and practical developments, as well as public and private investments. Some of the stated motivations that the State Council gave for pursuing its AI strategy include the potential of artificial intelligence for industrial transformation, better social

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  • Golden record (informatics)

    Golden record (informatics)

    In informatics, a golden record is the valid version of a data element (record) in a single source of truth system. It may refer to a database, specific table or data field, or any unit of information used. A golden copy is a consolidated data set, and is supposed to provide a single source of truth and a "well-defined version of all the data entities in an organizational ecosystem". Other names sometimes used include master source or master version. The term has been used in conjunction with data quality, master data management, and similar topics. (Different technical solutions exist, see master data management). == Master data == In master data management (MDM), the golden copy refers to the master data (master version) of the reference data which works as an authoritative source for the "truth" for all applications in a given IT landscape.

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  • Microsoft Office PerformancePoint Server

    Microsoft Office PerformancePoint Server

    Microsoft Office PerformancePoint Server is a business intelligence software product released in 2007 by Microsoft. The product was generally an integration of the acquisitions from ProClarity - the Planning Server and Monitoring Server - into Microsoft's SharePoint server product line. Although discontinued in 2009, the dashboard, scorecard, and analytics capabilities of PerformancePoint Server were incorporated into SharePoint 2010 and later versions. PerformancePoint Server also provided a planning and budgeting component directly integrated with Excel. == History == Microsoft offered preview releases of PerformancePoint Server starting in mid-2006. Previews of the product were formed from Business Scorecard Manager 2005 and the Planning Server component. Acquisitions ProClarity and Great Plains brought additional analytics and planning/reporting capabilities, as well as companion products ProClarity 6.3 and FRx. PerformancePoint Server was officially released in November 2007. Microsoft discontinued PerformancePoint Server as an independent product in 2009 and folded its dashboard, scorecard and analytics capabilities into PerformancePoint Services in SharePoint Server 2010. == Monitoring Server Component == Business monitoring capabilities, including dashboards, scorecards & key performance indicators, navigable reports for deeper analysis, strategy maps, and linked filtering, are provided by PerformancePoint's Monitoring Server component. A Dashboard Designer application that is distributed from Monitoring Server enables business analysts or IT Administrators to: create & test data source connections create views that use those data connections assemble the views into a dashboard deploy the dashboard as a SharePoint page Dashboard Designer saved content and security information back to the Monitoring Server. Data source connections, such as OLAP cubes or relational tables, were also made through Monitoring Server. After a dashboard has been published to the Monitoring Server database, it would be deployed as a SharePoint page and shared with other users as such. When the pages were opened in a web browser, Monitoring Server updated the data in the views by connecting back to the original data sources. == Planning Server Component == PerformancePoint's Planning Server component supported maintenance of logical business models, budget & approval workflows, enterprise data sources, and it followed Generally Accepted Accounting Principles. Planning Server made use of Excel for input and line-of-business reporting, as well as SQL Server for storing and processing business models. == Management Reporter Component == The Management Reporter component was designed to perform financial reporting and can read PerformancePoint Planning models directly. A development kit was also available to allow this component to read other models.

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  • Eyes of Things

    Eyes of Things

    Eyes of Things (EoT) is the name of a project funded by the European Union’s Horizon 2020 Research and Innovation Programme under grant agreement number 643924. The purpose of the project, which is funded under the Smart Cyber-physical systems topic, is to develop a generic hardware-software platform for embedded, efficient (i.e. battery-operated, wearable, mobile), computer vision, including deep learning inference. On November 29, 2018, the European Space Agency announced that it was testing the suitability of the device for space applications in advance of a flight in a Cubesat. == Motivation == EoT is based on the following tenets: Future embedded systems will have more intelligence and cognitive functionality. Vision is paramount to such intelligent capacity Unlike other sensors, vision requires intensive processing. Power consumption must be optimized if vision is to be used in mobile and wearable applications Cloud processing of edge-captured images is not sustainable. The sheer amount of visual data generated cannot be transferred to the cloud. Bandwidth is not sufficient and cloud servers cannot cope with it. == Partners == VISILAB group at University of Castilla–La Mancha (Coordinator) Movidius Awaiba Thales Security Solutions & Systems DFKI Fluxguide Evercam nVISO == Awards == 2019 Electronic Component and Systems Innovation Award by the European Commission 2018 HiPEAC Tech Transfer Award 2018 EC Innovation Radar - highlighting excellent innovations Award 2018 Internet of Things (IoT) Technology Research Award Pilot by Google 2016 Semifinalist "THE VISION SHOW STARTUP COMPETITION", Global Association for Vision Information, Boston US

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  • Master data management

    Master data management

    Master data management (MDM) is a discipline in which business and information technology collaborate to ensure the uniformity, accuracy, stewardship, semantic consistency, and accountability of the enterprise's official shared master data assets. == Reasons for master data management == Data consistency and accuracy: MDM ensures that the organization's critical data is consistent and accurate across all systems, reducing discrepancies and errors caused by multiple, siloed copies of the same data. Improved decision-making: By providing a single version of the truth (SVOT), MDM enables organizations to deliver the right data to decision makers, allowing them to clearly understand business performance and make informed, data-driven decisions. Operational efficiency: With the consistent and accurate data provided by an MDM, operational processes such as reporting and inventory management can be automated to improve efficiency. Employee learning, onboarding, and customer service also become more efficient, as MDM data facilitates rapid, accurate, and thorough information retrieval, permitting more employee time to be spent on work. Regulatory compliance: MDM tries to help organizations comply with industry standards and regulations by ensuring that master data is accurately recorded, maintained, and audited. However, issues with data quality, classification, and reconciliation may require data transformation. As with other Extract, Transform, Load-based data movements, these processes are expensive and inefficient, reducing return on investment for a project. == Business unit and product line segmentation == As a result of business unit and product line segmentation, the same entity (whether a customer, supplier, or product) will be included in different product lines. This leads to data redundancy and even confusion. For example, a customer takes out a mortgage at a bank. If the marketing and customer service departments have separate databases, advertisements might still be sent to the customer, even though they've already signed up. The two parts of the bank are unaware, and the customer is sent irrelevant communications. Record linkage can associate different records corresponding to the same entity, mitigating this issue. == Mergers and acquisitions == One of the most common problems for master data management is company growth through mergers or acquisitions. Reconciling these separate master data systems can present difficulties, as existing applications have dependencies on the master databases. Ideally, database administrators resolve this problem through deduplication of the master data as part of the merger. Over time, as further mergers and acquisitions occur, the problem can multiply. Data reconciliation processes can become extremely complex or even unreliable. Some organizations end up with 10, 15, or even 100 separate and poorly integrated master databases. This can cause serious problems in customer satisfaction, operational efficiency, decision support, and regulatory compliance. Another problem involves determining the proper degrees of detail and normalization to include in the master data schema. For example, in a federated Human Resources environment, the enterprise software may focus on storing people's data as current status, adding a few fields to identify the date of hire, date of last promotion, etc. However, this simplification can introduce business-impacting errors into dependent systems for planning and forecasting. The stakeholders of such systems may be forced to build a parallel network of new interfaces to track the onboarding of new hires, planned retirements, and divestment, which works against one of the aims of master data management. == People, processes and technology == Master data management is enabled by technology, but is more than the technologies that enable it. An organization's master data management capability will also include people and processes in its definition. === People === Several roles should be staffed within MDM. Most prominently, the Data Owner and the Data Steward. Several people would likely be allocated to each role and each person responsible for a subset of Master Data (e.g. one data owner for employee master data, another for customer master data). The Data Owner is responsible for the requirements for data definition, data quality, data security, etc. as well as for compliance with data governance and data management procedures. The Data Owner should also be funding improvement projects in case of deviations from the requirements. The Data Steward is running the master data management on behalf of the data owner and probably also being an advisor to the Data Owner. === Processes === Master data management can be viewed as a "discipline for specialized quality improvement" defined by the policies and procedures put in place by a data governance organization. It has the objective of providing processes for collecting, aggregating, matching, consolidating, quality-assuring, persisting and distributing master data throughout an organization to ensure a common understanding, consistency, accuracy and control, in the ongoing maintenance and application use of that data. Processes commonly seen in master data management include source identification, data collection, data transformation, normalization, rule administration, error detection and correction, data consolidation, data storage, data distribution, data classification, taxonomy services, item master creation, schema mapping, product codification, data enrichment, hierarchy management, business semantics management and data governance. === Technology === A master data management tool can be used to support master data management by removing duplicates, standardizing data (mass maintaining), and incorporating rules to eliminate incorrect data from entering the system to create an authoritative source of master data. Master data are the products, accounts, and parties for which the business transactions are completed. Where the technology approach produces a "golden record" or relies on a "source of record" or "system of record", it is common to talk of where the data is "mastered". This is accepted terminology in the information technology industry, but care should be taken, both with specialists and with the wider stakeholder community, to avoid confusing the concept of "master data" with that of "mastering data". ==== Implementation models ==== There are several models for implementing a technology solution for master data management. These depend on an organization's core business, its corporate structure, and its goals. These include: Source of record Registry Consolidation Coexistence Transaction/centralized ===== Source of record ===== This model identifies a single application, database, or simpler source (e.g. a spreadsheet) as being the "source of record" (or "system of record" where solely application databases are relied on). The benefit of this model is its conceptual simplicity, but it may not fit with the realities of complex master data distribution in large organizations. The source of record can be federated, for example by groups of attributes (so that different attributes of a master data entity may have different sources of record) or geographically (so that different parts of an organization may have different master sources). Federation is only applicable in certain use cases, where there is a clear delineation of which subsets of records will be found in which sources. The source of record model can be applied more widely than simply to master data, for example to reference data. ==== Transmission of master data ==== There are several ways in which master data may be collated and distributed to other systems. This includes: Data consolidation – The process of capturing master data from multiple sources and integrating it into a single hub (operational data store) for replication to other destination systems. Data federation – The process of providing a single virtual view of master data from one or more sources to one or more destination systems. Data propagation – The process of copying master data from one system to another, typically through point-to-point interfaces in legacy systems. == Change management in implementation == Challenges in adopting master data management within large organizations often arise when stakeholders disagree on a "single version of the truth" concept is not affirmed by stakeholders, who believe that their local definition of the master data is necessary. For example, the product hierarchy used to manage inventory may be entirely different from the product hierarchies used to support marketing efforts or pay sales representatives. It is above all necessary to identify if different master data is genuinely required. If it is required, then the solution implemented (technology and process) must be able to allow multiple versions of the truth to exist but will prov

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  • Semantic translation

    Semantic translation

    Semantic translation is the process of using semantic information to aid in the translation of data in one representation or data model to another representation or data model. Semantic translation takes advantage of semantics that associate meaning with individual data elements in one dictionary to create an equivalent meaning in a second system. An example of semantic translation is the conversion of XML data from one data model to a second data model using formal ontologies for each system such as the Web Ontology Language (OWL). This is frequently required by intelligent agents that wish to perform searches on remote computer systems that use different data models to store their data elements. The process of allowing a single user to search multiple systems with a single search request is also known as federated search. Semantic translation should be differentiated from data mapping tools that do simple one-to-one translation of data from one system to another without actually associating meaning with each data element. Semantic translation requires that data elements in the source and destination systems have "semantic mappings" to a central registry or registries of data elements. The simplest mapping is of course where there is equivalence. There are three types of Semantic equivalence: Class Equivalence - indicating that class or "concepts" are equivalent. For example: "Person" is the same as "Individual" Property Equivalence - indicating that two properties are equivalent. For example: "PersonGivenName" is the same as "FirstName" Instance Equivalence - indicating that two individual instances of objects are equivalent. For example: "Dan Smith" is the same person as "Daniel Smith" Semantic translation is very difficult if the terms in a particular data model do not have direct one-to-one mappings to data elements in a foreign data model. In that situation, an alternative approach must be used to find mappings from the original data to the foreign data elements. This problem can be alleviated by centralized metadata registries that use the ISO-11179 standards such as the National Information Exchange Model (NIEM).

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